Tekken 6 BR Bob's New Moves
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- ff+3(just like db+2)
- ff+4,4(wallsplat)
- d+1(will enter into crouch)
- df+1+2(will lie on the ground after the hit)
- WS+1,3(wallsplat)
- (Cutting Coopa)CD+4,1+2(hellsweep doesn't work anymore)
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Tekken 6 BR Bob's Changes
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- (Ravenous) d+1,2 has been change into b+1,2
- WS+2,2 doesn't bounce anymore (bounds on aerial combos)
- uf+1+2,1 doesn't bounce anymore (bounds on aerial combos)
- CD+3,2 doesn't bounce anymore but it will wallsplat.
- 3,4 animation changed
- df+2 will be launch into CH
- uf+1+2,1+2, is NC
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Tekken 6 BR Bob Combos
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Launcher: CH df+2 or uf+3
- d+2,3, 2, uf+1+2,1 B! dash df+1,b+1+2
- b+22, 2, uf+1+2,1 B! dash df+1,b+1+2
Launcher: df+3+4,4 B!
- dash df+1,df+1,d+2,3,b+1+2
- dash b+22, d+2,3,b+1+2
- dash ff+3, df+1,d+2,3,b+1+2
- (if the only the last hit is hitted) b+22, 2, uf+1+2,1 B! dash df+1, b+1+2
- (if the only the last hit is hitted) df+1, 2, 2, uf+1+2,1 B! dash df+1, b+1+2
Launcher: CD+1
- dash d+2,3, 2, uf+1+2,1 B! dash df+1, b+1+2
- dash b+22, 2, uf+1+2,1 B! dash df+1, b+1+2
- dash ff+3, df+1, 2, uf+1+2,1 B! dash df+1, b+1+2
- dash ff+3, 1, ff+3, 2, uf+1+2,1 B! ff+3, b+1+2
- dash CD+3,2 B! dash df+1, d+2,3, b+1+2
Launcher: CD+2
- dash db+2, 2, uf+1+2,1 B! ff+3, d+2,3
- dash ff+3, df+1, 2, uf+1+2,1 B! ff+3, b+1+2
- dash ff+3, 1, ff+3, 2, uf+1+2,1 B! ff+3, b+1+2
- dash uf+1+2,1 B! dash df+1,d+2,3,b+1+2
- dash CD+3,2 B! 1+2~f+3+4,3+4
Launcher: db+1+2
- WS+2,2 B! df+1, d+2,3, b+1+2
- WS+2,1, uf+1+2,1 B! ff+3, d+2,3
Launcher: WS+2,1
- d+2,3, 2, uf+1+2,1 B! dash df+1,b+1+2
- b+22, 2, uf+1+2,1 B! dash df+1,b+1+2
Launcher: WS+1,2
- d+1
- b+3
- (if the 2 only hits on CH) SSR d+2,3, 2, uf+1+2,1 B! dash df+1, b+1+2
Launcher: WS+1+2
- df+1, 2, 1, uf+1+2,1 B! 1+2~f+3+4,3+4
- (for females only) d+2,3, 2, uf+1+2,1 B! dash df+1, b+1+2
Launcher: CH 4
- CH 4, uf+1+2,1 B! df+1, d+2,3, b+1+2
Launcher: bb+4
- b+22, 2, uf+1+2,1 B! dash df+1, b+1+2
Launcher: f+3+4,4 or 1+2~f+3+4,4
- WS+2,1 uf+1+2,1 B! 1+2~f+3+4,3+4
- WS+2,2 B! 1+2~f+3+4,3+4
After Parry:
- B! d+2,3, 2, d+2,3, b+1+2
- B! df+1,df+1,df+1, d+2,3, b+1+2
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Bob's Bound Ender
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- B! df+1, b+1+2
- B! ff+3, b+1+2
- B! df+1, CD+2
- B! ff+3, CD+2
- B! ff+3, db+2
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Bob's Wall Combos
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- (only for males) After Wall Carry Without Bounce W! B+22, d+3+4
- (only for females) After Wall Carry Without Bounce W! f+1,df+1.d+3+4
- After 1+2 B! (for males)b+22.d+3+4 (for females)f+1,df+1.d+3+4
- After B+4,1 B! df+1,d+3+4
- After B+4,1 B! db+4,4,4
- After B+4,1 B! d+2,1,2
- After B+4,1 B! uf+3+4,4
- After Any Bound Moves B! WS,1,3
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Tekken 6 BR Azazel Juggle
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- db+1+2, WS,2,1, ff+3, d+2,3, 2, uf+1+2,1 B! dash df+1, b+1+2
- CD+2, ff+3, d+2,3, 2, uf+1+2,1 B! dash df+1, b+1+2
- df+2 or CH df+2, d+2,3, df+1, 2, uf+1+2,1 B! dash df+1, b+1+2
- df+2 or CH df+2, d+2,3 ff+1, ff+1, ff+1, uf+1+2,1 B! dash df+1, b+1+2
Launcher
1. df+2_uf+3
- d+2,3, 2, uf+1+2,1 B!
- b+2,2, 2, u/f+1+2,1, B!
- 2,1, 2, dash, 2, u/f+1+2,1, B!
- d/f+3,1, 2, u/f+1+2,1, B!
- df1, df1, df1, b41 B!
- d/b+2, d/f+1, 2, u/f+1+2, 1 B!
2. (u/f+4), 4
- b+4,1 B!, dash, d/f+1, d+2,3, b+1+2
- b+4,1 B!, dash, d/f+1, d+2,3, b+1+2
3. WS+2,1
- cd+3 B!, dash, d/f+1, d+2,3, b+1+2
- ws+2,1 d/f+3,1, 2, u/f+1+2,1 B!
- 1, u/f+1+2,1, B!
- d+4,3,4
- 2,1, u/f+1+2,1, B!, dash, b+4,1
- u/f+1+2,1, B!, dash, d+2,3, b+1+2
- d+2,3,2,u/f+1+2,1 B!
4. WS+2,2, B!
- d+4,3,4
- d/f+3,1, d+2,4, b+1+2
5. WS+1+2
- d/f+1, 2, u/f+1+2,1, B!, dash, f+3, b+3
6. CD+4
- uf+3+4,4
- cc d+4,3,4
- b+3
- cc, d/b+4,4,3,3 (near wall)
7. CD+3 B!
- d/f+3,1, d+2,3, b+1+2
- d/f+1, d+2,3, b+1+2
8. CD+2
- f+3+4,3+4
- dash, b+4, 1+2~f (mix-up)
- CD+3, B!, d+2,4
9. CD+1
- CD+3, B!
- dash, d+2,3, 2, u/f+1+2,1, B!, d/f+1, b+1+2
- CD into WS+2,2, B!, d/f+3,1, d+2,3, b+1+2 (?)
10.u/f+1+2,1, B!
- d/f+1, d+2,3, b+1+2
11.CH 4
- u/f+1+2,1, B!, d/f+1, d+2,3, b+1+2
- 2, 2, uf+1+2,1 B!
12. f+3+4,4
- WS+2,1,
- WS+2,2, B!
- cc df+1, 1, uf+1+2,1 B! f+3, b+3?
- ws+2,1, u/f+1+2+1 B!, f+3, b+3?
13. ff+1+2
- u/f+1+2,1, B!
- d/f+2, 2, u/f+1+2,1, B!, ff+3
- iWS+2,1, u/f+1+2,1, B!
14. BT d+2 CH?
- dash, 1+2, B!, d/f+3,1, d+2,3, b+1+2
- d/f+1, 2, u/f+1+2,1, B!, d/f+1, d+2,3
15.d/f+3+4,4 B!
- d/f+1,d/f+1, d+2,3, b+1+2
16. (df+3+4), 4
- 4, b+4,1 B! d/f+1, d+2,3, b+1+2
17. Low Parry
- d+2,3, 2, uf+1+2,1 B!
- d/f+1,d/f+1,2,u/f+1+2,1 B!
- d/f+1, 2, 2, 2, u/f+1+2, 1 B!
18.db+1+2
- WS+2,2, B!, d+4,3,4
- WS+2,2, B!, d+2,1,2
- WS+2,2, B!, d/f+1, d+2,3, b+1+2
- WS+2,1, b+3
19. W!
- bb, db+2, b+4,1 B!
- bb, iws+1+2, b+4,1 B!
- cd+3 B!
20.b,f+1 CH?
- CD+3, B!,
- dash, d+2,3, 2, u/f+1+2,1, B!, d/b+4(W!),4,3,4
WS+1,2
b+3
WS+2,1
1, u/f+1+2,1, B!
WS+2,1+2, B!
d/f+1, 1, 1+2~f, 4
d/f+3,1, d+2,3, W!, d+1+2, F!, b+2,2,4,4
dash, d/f+1, d/f+1, d+2,3, b+1+2
d/f+3,1, d+2,3, b+1+2
d/f+2
b+2,2, 2, u/f+1+2,1, B!
2,1, 2, dash, 2, u/f+1+2,1, B!, dash, d+2,3
2, u/f+1+2,1, B!, dash, d/f+1, d+2,4, W!, b+2,2,4,4
d+2,3, 2, u/f+1+2,1, B!, dash, d/f+1, b+1+2
d+2,3, 2, u/f+1+2,1, B!, ff+3
f+3+4,4
WS+2,1,
WS+2,1+2, B!
CH b+3
d/b+1, WS+2,1+2, B!, d+2,3, b+1+2
d/b+1, cc, 1, u/f+1+2,1, B!, 1+2~f,4
d/b+1, cc, d+4,3,4
d/b+1, cc, 2, 1+2, B!, d+2,3, b+1+2
CD+4
cc, d+4,3,4
cc, b+3
cc, ff+3
u/f+3+4,4
cc, d/b+4,4,3,3
ff+1+2
u/f+1+2,1, B!
d/f+2, 2, u/f+1+2,1, B!, ff+3
iWS+2,1, u/f+1+2,1, B!
FC,d/f,d,d/f+1+2, W!
b+4,1, B!, d/b+4,3,4
1+2, B!, kick string >.>
Bound
d+2,1 (sets up f+3+4 guessing game)
1+2~f, 4
Wall
b+2,2,4,4
Low Parry[/]
d/f+1, b+4,1, B!
[b]CH 4
u/f+1+2,1, B!
On Opponent's back
Launch, 2, u/f+1+2,1
CD+1
CD+3, B!, ff+3, b+3
CD+2
CD+3, B!
CD+3, B!
dash, d/f+1, d+2,3, b+1+2
d/f+3,1, d+2,3, b+1+2
u/f+1+2,1, B!
d/f+1, d/f+1, d+2,3, b+1+2
u/f+3
d+2,3, 2, u/f+1+2,1, B!, ff+3
d/f+1, b+4,1, B!, d+4,3,4
b,f+1 ?
CD+3, B!,
dash, d+2,3, 2, u/f+1+2,1, B!, d/b+4(W!),4,3,4
ff+3 after B! seems to give a nice mix-up. b+3 seems to catch them if they move. d/f+1, 1, 1, u/f+1+2,1, B! picks them up if they try to quick stand.
After b+1+2, it looks like the rest of the string can hit the opponent if either delayed or if they stand?
1/2 of the other thread is just 6.0 crap that is just confusing to new players, and it isn't clear which is for which version.
1. 1, yeah, just 1
2. 2,1
3. d/f+2
4. d/f+1
5. ws 4 (THIS MOVE IS GODLIKE super underrated)
6. u/f 1+2, 1+2_1
7. d+2,1
8. cd 4, 1+2
9. u/f+3
10. d/b+3
(11. cuz this move is that important) d+1
(12. because this is one of his best punishers f+2, 3)
other really good moves
wr 3+4
bb+4
cd+1
b+2
4(ch)
d/b+4
d/f 3+4,4
ws 2,1
ws 1+2
ff+1+2
wc d/f,d, D/F 1+2
wc d/f, 2, 1
cd2
ss 1+2
f+4
bob has a lot of good moves...haha.
TOP 10!
1. d1
2. db3_d4_db4_db3+4,4
3. df1
4. f2>3
5. uf1+2>1+2
6. 21_d21_12
7. cd4,1+2_cd~uf3 mixup
8. cd1
9. f4
10. b2_b22 (godly pickup ability)
Bob Punishers
Standing Punishers
10f - 1,1,2 (24dmg, -1 on hit, close range)
10f - 2,1, (20dmg, +4 on hit, mid range)
13f - f+2,4 (32dmg, knocks down, mid range)
15f - d/f+2 (14dmg, launches (+3 on hit vs. crouch), mid range)
15f - d+2,4 (launches or knocks down?, mid to far range)
16f - b+3 (20dmg, knocks down, far range)
16f - u/f+1+2,1 (28dmg?, bounds, mid to far range)
20f - u/f+3 (20dmg, launches, mid to far range)
23f - u/f,N+4
Crouching Punishers
10f - FC 1 (5dmg, +5 on hit, zero range)
11f - WS+4 (16dmg, + on hit, close range)
14f - WS+2,2 (34dmg, bounds, mid range)
14f - WS+2,1 (30dmg, launches, mid range)
15f - WS+1+2 (20dmg, launches, mid to far range)
Other Punishers
13f- d/f+4 (+ on hit, mid range)
??f - ff+2 (28dmg, knocks down, mid to far range)
??f - f,N,d,d/f+1 (20dmg, knocks down for combo, mid range)
??f - f,N,d,d/f+2 (launches, mid range)
??f - f,N,d,d/f+3 (bounds, mid to far range)
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