Ah that's cool you guys chilled with each other. The time I met KOR in Toronto he was so soft spoken I couldn't ever imagine him at karaoke LOL. One thing though... when I see KOR really go into Zen mode during the various streams it's just a sight to behold. I can't even hate his choice to go with Bob because his play is just so pristine. Hope to see more of him, such a talented dude. Another guy that also meets criteria is Slips. Even though he uses capo's... can't hate him just because of how incredible it is to see him play at such a speed. He won a major in TTT2 without ever using B+1,4 series haha.
And about T6... as bad as Bob was I definitely felt Lars was even worse in that game. But I suppose it was a combination of Bob, Lars, Bryan, and Law that made that game's popularity dwindle.
Bob is waaaaaaaay worse than Lars in Tekken 6 in my opinion. Lars is good in some aspects but Bob's advantages far outweigh Lars.
T6 Bob:
Range - Bob's main advantage in the game, he has jack range but with fast - everything. Keep in mind that nearly all of his moves were nerfed before he was put into TTT2 yet he's still godly in that game as well.
Cracker Jack (u/f+1+2,1+2) is brutal, safe, damaging, goes under highs, hit confirmable, AND wall splats for more damage. Can also punish things other characters have a hard time punishing such as heihachi's ff+2 or deathfists) Works super well with side stepping.
ff+1+2 and d,d/f,d,d/f+1+2 throws. Both throws scale with Rage mode and the second can lead to 60% combos with a wall involved.
d+1 - Extremely hard to step, mid, safe, fast, far reaching, and extremely damaging on ch with oki
magic 4 - ....magic 4. lol
ss+1+2 - one of the few things that weren't nerfed in TTT2, cuts through everything, very good move, can be spammed at walls
d/b+3 - far reaching, + frames, hard to step low
d/b+3+4, 4 - unseeable damaging low, without the need to crouch dash or movement inputs, murders people at the wall.
cd+4, 1+2 - hellsweep that isn't steppable in T6, can take up nearly half the screen (mishima's entire crouch dash game can be stepped by stepping left)
clean/safe cd+1 - far reaching, clean hit, safe, super damaging if connect
d/f+1,2 - one of the best d/f+1s in the game, second hit causes crumple stun, if being stepped you would use b+2,2 instead which has it's own ridiculous options. So fighting bob is a chore because you have to remember to sidewalk left (vs d/f+1) but sidestep right(vs b+2).
1+3/2+4 throws - can easily lead to super good oki, if stood up incorrectly, Bob can land a full d+2,1,2,2 on your back
Lars is good but he's not Bob good.
1,2 - fast jabs and has some tracking for some weird reason, I still would rather take Bob's jab range over this
d/f+1 - great but no options like Bob's d/f+1 or his b+2 series
ff+4,3 - pretty good unseeable low + great damage, I would still take Bob's d/b+3+4,4 over this move because that can be done from any position whereas Lar's requires three inputs.
d/b+4 - great jab crush, need ch to combo, I would rather take Bob's guaranteed damage/far reaching/unsteppable hellsweep instead.
f+1+2 - this move was super godly in T6
ff+1+2 - safe mid launcher but steppable
u/f+4 - u/f+4 is great, safe, and damaging but limited use in high level matches. You can use it as a crush but if Bob is using jabs, then you'll get floated for a combo instead. Not enough speed to use it consistently vs bob.
u/f+3 - great move but again, high risk/high reward, bob doesn't need to do high risk to cause ridiculous damage (jab spam, cracker jack confirm, throws that double as launchers, counter hit safe moves).
b+1 - AMAZING side step catcher and overrall great move, none enough to hurt bob though
there's so much to get into but Bob also has better Okizeme (b+1+2 enders) than Lars as well as movement options(b+3+4). That's not to say he's invincible, he does have bad match ups such as Steve (b+1 shuts down everything, Lars is better vs steve).
phew, so yeah, I think T6 Bob is way more godly than Lars.