ALPHAv0.05
Bob

Bob

Speed, weight, and power in one flexible package. Bob pairs strong pokes and punishment with a Mishima style crouch dash and explosive Heat options.

PokingMishimaPunishmentPressure i

Key Moves

df+1

A compact mid check that is -2 on block and +5 on hit. Use it to keep close range offense honest.

db+3

A low poke that is -12 on block, +2 on hit, and gives strong advantage on counter hit.

df+2

Safe mid counter-hit launcher with slight jab evasion.

fthenF+2

Fast, safe mid Heat Engager for block punishment and whiff punishment.

fthenfthenF+3

Running mid that is +6 on block and deals chip damage, making it Bob's main approach tool.

fthennthendthendf+1

Safe high launcher from crouch dash. The precise shortcut makes it faster but demands execution.

fthennthendthenDF+4

Risky hellsweep that forms the low side of Bob's crouch dash mixup.

BALthen3

Mid from BAL that is plus on block and causes Tornado on hit.

Overview

Bob is a mobile generalist with a Mishima style crouch dash, unusually complete punishment, and strong pokes at every practical range. His Freestyle Karate kit alternates compact checks such as df+1 and db+3 with advancing attacks that let him turn a small opening into BAL stance pressure or a full combo.

His neutral is easy to understand but difficult to optimize. Basic Bob can play patiently with safe mids, a low poke, and f,F+2. Advanced Bob adds instant crouch dash inputs, precise combo movement, BAL transitions, and a la Carte routes during Heat.

Strengths

  • Strong standing punishment from i10 through i17, including an i12 wall splat and safe f,F+2 Heat Engager.
  • Reliable neutral tools: df+1 checks movement, db+3 chips at the legs, and f,f,F+3 approaches at +6.
  • A complete crouch dash mixup between the safe high launcher f,n,d,df+1 and the dangerous low f,n,d,DF+4 route.
  • BAL supplies a homing mid, a Tornado mid that is plus on block, and a risky low.
  • Heat adds a counter-hit launching low and a precise Heat Smash with exceptional damage.

Weaknesses

  • His normal standing launch punish starts at i17; the faster crouch dash launcher requires a precise input.
  • Bob’s large hurtbox makes some enemy strings and combos more consistent against him.
  • His best crouch dash and combo routes require just frames, small dashes, and crouch cancels.
  • BAL cannot block, and its low is launch punishable. Predictable stance transitions invite a committed defensive answer.

Game Plan

  1. Establish df+1, db+3, and jab strings at close range. Their modest commitment lets you learn whether the opponent blocks, challenges, or steps.
  2. At mid range, look for a whiff and answer with f,F+2. Use f,f,F+3 when you need to approach behind plus frames.
  3. Once the opponent respects those mids, crouch dash into f,n,d,df+1 or f,n,d,DF+4,1+2. The high launcher is safe; the low route carries much greater risk.
  4. Enter BAL from f+3+4 or a confirmed transition. BAL.3 keeps pressure, BAL.2 catches movement, and BAL.4 is the hard low read.
  5. Convert cleanly. Bob’s basic routes are stable, but his optimal routes reward precise dashes and exact b+4:3 timing.

Heat

Heat unlocks four a la Carte extensions from existing strings and gives Bob H.df+3+4, a -13 low that launches on counter hit and transitions into BAL on normal hit. This makes passive defense much harder once Bob has established his mids.

His H.2+3 Heat Smash is +6 on block and becomes a 60 damage attack throw with the H.2+3:3:4 just input. Practice the timing, but use the normal version when consistency matters more than the extra damage.

Defense

  • b+1+3 parries high and mid punches; the precise followup increases the reward.
  • f+1+2 is Bob’s power crush, while db+1+2 adds jab evasion and launches on normal hit.
  • Punish standing attacks with 1,1,2 at i10, f+2,3 at i12, df+4,4 at i13, and db+1+2 at i17.
  • From crouch, use ws4 at i11, ws1,2 at i13, and ws2,1 at i14.

Punish guide

  • Do not challenge after f,f,F+3 or BAL.3; Bob is +6 and +4 respectively.
  • Launch a blocked f,n,d,DF+4,1+2 or BAL.4. The unextended hellsweep is even more punishable.
  • Punish f+2,3 at -15, 1,2,2 at -14, and df+4,4 at -13 instead of letting Bob reset.
  • f,n,d,df+1 is a high. Ducking it is the hard callout to the safe side of his crouch dash mixup, but be ready for the hellsweep.
  • BAL cannot block. Interrupt a predictable raw entry, or defend long enough to punish the low rather than swinging into BAL.3.