Bob Wilson addenda
BOB WILSON
"bob isnt a super reliant character anyways."
"ppower : only use in a juggle or a combo, is ok as an aa but can miss hits for lower damage (damage is average anyways) and the movement on it makes it hard to use as an aa compared to the very safe du+C."
The Dancing Bison (f, hcf+C P.Power) is a lethal weapon in Bob's arsenal, chiefly because of its juggling properties. You may do it after the A/B-B-df+C launcher chain, and you may also add a Monkey Dance (dp+B) between the df+C and the P.Power for extra damage (not to mention meter charging). Since the aforementioned chain can be started with a crouching B (which hits low), the 'Bison renders Bob's mix-up game even more threatening than usual.
The combo looks like this in its entirety:
(jumping C), standing A/B OR crouching B, standing B, df+C, dp+B (two hits - I think), f, hcf+C, u+C (pursuit)
I believe that you cannot combo the P.Power from the dp+B unless the latter connects with an airborne opponent (hence the df+C launcher), but the timing of this combo is not particularly hard to master.
On a related note, I suppose that you could land the P.Power after an anti-air Break Shot dp+B, but I have never tested this (there is virtually no 2-D competition in Sweden - if the country has 25 people that has played RB2, I would be surprised).
As for the S.Power (Dangerous Wolf), though, it is less useful than in RBS due to its downgraded "initial range" (it now resembles its Real Bout 1 version in that regard). For example, jump-in C, standing B-C, S.Power is no longer possible (though it will work if you omit the jump-in, and you can substitute a single standing C (one hit) for the B-C chain in jump-in combos).
Of course, the C-C-C-C chain has been taken out, and with it Bob's mind games off of it (chain, b, f+B/f, hcf+BC/qcb+C) and meter-charging "chain into S.Power".
"he has no special throws or really good p/spower so you'll need to keep the pressure on and mixup a LOT."
Taking the insane juggles into account, I would say that at least his P.Power qualifies as "really good".

As for special throws, his basic throw (f+C) can be linked to the Hornet Attack follow-up (df, df+C - you have to be very fast), making it more powerful than the average throw. I *think* that Bob may still follow up with the b, f, f+BC Frog Hunting (drop kick-style move) after the df, df+C, but the timing is much more exacting than in RBS. If you can do it consistently, though, the throw chain becomes damaging enough to strike fear into the heart of any opponent facing a rush-down Bob.
In fact, I seem to recall the Japanese RB2 strategy guide containing a P.Power juggle starting from the basic throw and one of its follow-ups, but I have never pulled it off myself. This would obviously elevate his mix-up game to a heinous level if mastered (block high = low combo into P.Power, block low = throw chain into P.Power, jump back = open for P.Power...)

. If anyone can confirm this, please do so.
Finally, Rick Strowd's EX Shooting Star (the enhanced qcf+C punch rush into uppercut) can also be chained off of a connected Blazing Sunset (qcb+A) for good damage. Of course, actually landing the unblockable-but-slow qcb+A is not an easy task. It would have been more useful to link it from the Divine Blast (qcb+C) instead, since the qcb+A is strong enough as it is.