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+2Heat Engager. - Reliable neutral tools:
df+1checks movement,db+3chips at the legs, andf,f,F+3approaches at +6. - A complete crouch dash mixup between the safe high launcher
f,n,d,df+1and the dangerous lowf,n,d,DF+4route. - 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
- Establish
df+1,db+3, and jab strings at close range. Their modest commitment lets you learn whether the opponent blocks, challenges, or steps. - At mid range, look for a whiff and answer with
f,F+2. Usef,f,F+3when you need to approach behind plus frames. - Once the opponent respects those mids, crouch dash into
f,n,d,df+1orf,n,d,DF+4,1+2. The high launcher is safe; the low route carries much greater risk. - Enter BAL from
f+3+4or a confirmed transition.BAL.3keeps pressure,BAL.2catches movement, andBAL.4is the hard low read. - Convert cleanly. Bob’s basic routes are stable, but his optimal routes reward precise dashes and exact
b+4:3timing.
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+3parries high and mid punches; the precise followup increases the reward.f+1+2is Bob’s power crush, whiledb+1+2adds jab evasion and launches on normal hit.- Punish standing attacks with
1,1,2at i10,f+2,3at i12,df+4,4at i13, anddb+1+2at i17. - From crouch, use
ws4at i11,ws1,2at i13, andws2,1at i14.
Punish guide
- Do not challenge after
f,f,F+3orBAL.3; Bob is +6 and +4 respectively. - Launch a blocked
f,n,d,DF+4,1+2orBAL.4. The unextended hellsweep is even more punishable. - Punish
f+2,3at -15,1,2,2at -14, anddf+4,4at -13 instead of letting Bob reset. f,n,d,df+1is 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.