Sports all the tools of a Mishima despite not actually being one: 1,1,2, crouchdash, hellsweep, electric wind bob fist, demon paw heat engager
Fast and explosive Mishima
Bob is a fast and explosive Mishima-style character. His toolkit appeals to a lot of different playstyles; a crouchdash giving him good mobility and mixup options, strong counter hit tools, a plethora of string extensions, and some powerful moves in heat. Bob remains pretty faithful to his Tekken 7 self, but he did receive a couple new moves that legacy players might need to get used to, such as the all-too-familiar i10 g-clef heat engager in 1,2,2, a safe, long range butt-slam with an incredibly disjointed hitbox in b3+4, as well as a couple just frame inputs such as b4,3:3, heat smash (HS:3:4), and FC.db1+2:3. While he gained much in Tekken 8, he also lost his launching throw and his i15 launch punisher hopkick he got in T7 season 4, meaning the only way he can get a full combo at 15 frames is by doing a perfect "electric" CD1 (f,n,df:1), which is extremely difficult to do consistently. Bob is recommended for players who want the full course: a decent all-rounder, garnished with a pinch of Mishima on top.
Sports all the tools of a Mishima despite not actually being one: 1,1,2, crouchdash, hellsweep, electric wind bob fist, demon paw heat engager
His perfect physique comes at the cost of a bigger-than-average hurtbox
Stances
- BAL – f+3+4
- CD (Crouch Dash) – f,n,d,df
Heat Smash
Mid, i16 (powered up with just input)
- Can use à la Carte moves (f+2,H.1+2,1, H.df+3+4, uf+1,2,H.2, BAL.1,H.4)
Strengths
- The Biggest Mishima
Sports all the tools of a Mishima despite not actually being one: 1,1,2, crouchdash, hellsweep, electric wind bob fist, demon paw heat engager
- Jabber
Very strong pokes with good range, including some of the best lows in the game
- Burn My Fat!
Has some extremely powerful heat moves, including a counter hit launching low hatchet kick, a 12 frame punish that floor breaks, and a just frame heat smash that deals 60 damage
- Roar My Fists!
Excellent block and whiff punishment up until i15
Can finally be shirtless
Weaknesses
- Big Boy
His perfect physique comes at the cost of a bigger-than-average hurtbox
- Tough To Digest
As with any Mishima, he requires quite a bit of skill to use effectively
- Slow Cooker
His fastest standing launcher (not counting perfect CD1) starts at i17
- Combo Breaker
His combos are pretty inconsistent overall, and his optimal routes require precise micro-dashes, crouch cancels and blue spark inputs
Moves to learn first
Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.
- Signature→→R1✕
f,f,F+3
Perfect Slash
- Signature↗✕
uf+3
Flying Jambon
- Signature↙✕
db+3
Liaison Spike
- Launcher↙□△
i17 · 16 dmg · -13 on block
Abats Snipe
- Launcher→·↘□
standing, high, hard
- Launcher↓△□
i28 · 10 dmg · -20 on block
Spinach Upper
- Wall splat→△✕
i14 · 10 dmg · -15 on block
Circle Whopper
- Wall splat↓□△or↓□✕
i24 · 11 dmg · -5 on block
Slash Butcher
- Counter-hit launcher○✕
i19 · 15 dmg · -9 on block
- Counter-hit launcher↘△
i15 · 14 dmg · -8 on block
Slash Darne
- Heat engager□△△
i20 · 5 dmg · -14 on block
Appetizer Break
- Heat engager↘○○
i25 · 12 dmg · -13 on block
Spicy Ring
- Heat engager→R1△
i14 · 21 dmg · -8 on block
Zip Cutter
- Fastest launcher↓✕○
i5 · 12 dmg · -12 on block
Duck Flip
- Safe on block→·↓↘□△
i15 · 20 dmg · -10 on block
Granchi Canon
Missing generics: {{Plainlist| * d+2 * d+3 * d+4
Watch the guide
Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.