Bob (Tekken 6)
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Bob (Tekken 6)
Easy to play, amazing poking, amazing frames, amazing evasiveness, there isn't much this character cannot do, with a lot of people considering him the "best Mishima" in the game, Bob Richards is an amazing S tier character.
Legend
edit- cd: Crouch Dash
- BAL: Spinning Ball
Starter Guide
Bob is an amazing character as he has most tools you would ever want on a character, his strings are amazing with 2,1,2, df+1,2, b+2,2 and so on.
Bob has a crouch dash with a ton of good options like cd 1 being a safe wind god fist, 4,1+2 being the best hellsweep in the game, cd 3 being a safe mid options while also having an extension to scare your opponent from pressing with cd 3,2 (which is also, you guessed it, safe on block).
Bob has some of the best poking in the game with moves like db+3, db+1 and d+2,1.
The only "weakness" Bob really has is that he can only launch starting from 18 frames (16 if you can do cd 1 fast enough), of course he makes up for this with his while standing 14 frame launcher (WS 2,1).
Key Moves
These are the main moves you will want to use in a match.
b+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 16 | M | -15 | KD | KD |
Hits grounded
db+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 20 | L | -12 | +2 | +2 |
Bobs go-to low poke
db+1+2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 18 | M | -16 | KD | KD |
High crushing launcher, launch punishable
d+1

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 18 | M | 0 | +7 | KD |
Recover crouched, knocks down on CH, neutral on block mid with outstanding range
SS 1+2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| M | -5 | KD | KD |
Safe fast wallsplatting mid
b,b+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| M | -4 | KD | KD |
Low crushing, safe on block, mid launcher
f,f+1+2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
Launching throw
d+2,1

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 15 | M,M | -9 | +2 | +2 |
Mid mid safe string with extensions, good range and great frames on hit
f,f+2 (Demon's Paw)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| M | -8 | KD | KD |
Bob's demon's paw, leaves you in a SUPER favorable position on hit, safe on block
Stance Moves
This is what you can do out of your stances.
cd 4,1+2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| L,M | -17 | KD | KD |
The best hellsweep in the game, more tracking, more damage, more range the other hellsweeps in this game
cd 1

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 16 | H | -6 | KD | KD |
Amazing whiff punish tool, has outstanding range, launches on normal hit, fully launches
Combos
Combo resources can be found here.
Stance Transitions
How to get into stance.
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Punishers
Use these moves when you have at least a +10 frame advantage to punish your opponent.
| Frames | Standing | Crouching |
|---|---|---|
| 10 | 1,4 | FC 1 |
| 11 | 1,4 | WS 4 |
| 12 | f+2,3 | WS 4 |
| 14 | f+2,3 | WS 2,1 |
| 15 | f+2,3 | WS 1+2 |
| 16 | uf+1+2,1+2 | WS 1+2 |
| 18 | db+1+2 | WS 1+2 |
| 20 | uf+3 | uf+3 |
| 23 | uf,n,4 | uf,n,4 |
