Bob strategy

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Revision as of 18:46, 14 April 2021 by Tato (talk | contribs) (Wavu Space Control)

Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.

This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.

Midrange

Bob's wavedash grants him excellent midrange space control.

Like the Mishimas, wavedash into ws4 is a great way to safely control space. While ws4 is linear, wavedashing allows Bob to realign. Compared to a Mishima ws4, Bob's has worse frames on block and no extensions but deals more damage (20 dmg) and has greater pushback.

ff2 is Bob's Demon's Paw, and can be used just like Jin and Devil Jin's equivalents. It can be done from a wavedash via f,n,d,df,n,f+2. It's a safe, long-ranged mid that knocks down and deals 25 dmg. Unlike the other Demon's Paws, Bob's doesn't need to wallsplat to give him guaranteed followups- simply hitting the move close to the wall will grant a guaranteed d3+4 or b3 from slightly further away. It is weak to sidestep left.

cd4,1+2 is Bob's hellsweep. It lets him mix the opponent up from a distance. It deals 33 damage and is weak to sidestep right, meaning that cd4,1+2 and ff2 cover each other's weak side.

cd1 (aka the Electric Wind Bob Fist) is a -4 launching high with some pushback on block. It's two frames slower than a true Mishima EWGF, has worse range and tracking, and is much worse on block, but doesn't require a just frame. This is weak to sidestep right, meaning it also covers ff2's weak side.