ANTI-BOB!!

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ANTI-BOB!!

Post  kasey shaun yap on Sat Nov 08, 2008 3:48 pm

I play bob and im bored.

MAIN POKES:
2,1,2 : hml : 2,1 on hit is + frames, 2,1,2 leaves him FC. watch out for the low (on block 2,1 is -6)

d/f+1,2: mm : delayable, 2nd hit causes breakable stun on CH, 2nd hit's also punishable -> you can SSL the first btw, and SSR d/f+1 or block and 2,1?

d+2,1,2,2: mm(?)mm: you won't see bob's end this string often, but still keep an eye out for it, (it ends with gut punch) last two are notoriously negative, ender is launch punishable ^^

1,1... or 1,2 .... 1,3: the dots mean extensions, but basically if you see him do a left jab, get to low parry or crouch position immediately after. his mid head butt after 1,2 leads to a wall splat but you should be able to interrupt it with WS+4 on CH. His 1,3,4 is low mid and there's a step-back animation on block. It's negative though so try to punish with F+1+2.

d/f+3....: Pretty rare that you'll see this outside of juggles but it still happens. all the 2nd hits are high so just duck and WS+4 ^^ (or remain crouching and d/f+4)

d/b+3: Just be on the look-out for a rising foot animation. It's low and tracks left well. Low-parryable. (ws+1 for marduk)

d+4,3,4: 3-kicks, rarely used, 2nd hit is high and easily WS countered but 3rd is mid so watch out for that.

u/f+1+2 extensions: (the jumping belly to B! or w/e) : Jab interruptible, the stomach splat after is punishable, the other can be SSL'd d/f+3,1 if you're daring enough.

d/b+3+4,4: lm(?): If you block the first , it'll cause bob to stagger like Jin's CD+4.

ws+1,2🇲🇭 This is where bob stands up, hits you with his elbow then does a spinning fist. 2nd hit is high and safe on block so make sure to duck. You can d/b+1 ws+1 by itself.

JUGGLE STARTERS:
d/f+2 (the juggle launcher): No u can't punish it. but its -8 after , anything he throws after can be beaten by 2,1 (highs), or d/f+4 (mid or lows)

u/f+1+2,1: You will probably get hit by this if you whiff b+3, or u/f+3 so be on the look-out.

u/f+3: it's fast mid-range launcher but can be interrupted by a jab before you get hit you get 2,1 at least or more , if you block, your best bet is 2,1.

CD+4 or his hellsweep: Doesn't let him stagger when its from max distance i think, but it's punishable nonetheless. (marduk doesn't have a problem with his ws+4 since it'll hit bob even if the latter's hitbox is a bit low) -> delayed hopkick or cc d/f+3,d+1

CD+2: d/f+3, d+1
CD+3: jab punishable

All of his WS+2 extentions are punishable. Delayable too, but you can counter them midway with a throw.


b+3 is said to be -15 and so f+1+2 should be able to punish it.

The roll mix-ups are linear, so you can sidestep it. But bob has to complete the roll motion first so its really interruptible. (1+2 to roll < d/f+3,d+1). Roll 4 leads to damaging juggles so if you didn't have the chance to interrupt or you're scared of sidestepping, block low. Besides what's been already mentioned, you can also vts sidestep and WS+3 will hit everything except roll 4.


GENERALLY SPEAKING....
Stay out of close range, stick to magic 4's, 1+2's and d+4. If you do something silly like 1,2 vtsc you'll probably eat a d/f+2 or bf1 Mad
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kasey shaun yap
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Re: ANTI-BOB!!

Post  jinlo on Mon Dec 22, 2008 2:03 pm

foteks papsi...labas na ang ating mga sekret mowbs...


yari akew nitoh sa fairview Shocked bounce sob


hehehe di vale....pawa overwheming mode nalang hehehehe
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Re: ANTI-BOB!!

Post  kasey shaun yap on Mon Dec 22, 2008 2:36 pm

lol. di naman. tawag dyan hustle Very Happy lol! ok yan! dapat gumaling ka for japan!!! Evil or Very Mad
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Re: ANTI-BOB!!

Post  balladbird_dan on Tue Dec 23, 2008 12:02 pm

BANZAI!!!

BANZAI!!!

_________________
YUKO!!! Baka Mauntog!!!

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