Just a small list of Bob's moves
THROWS
(f+)1+3 - 1 break
(f+)2+4 - 2 break
ff+1+2 - 1+2 break
FC,d/f,d,d/f+1+2 - 1+2 break

ATTACKS
1,1,2 - hhh - Two quick jabs followed by a backhand like the last hit of WS+1,2
1,2,1+2 - hhm - Quick 1,2 into a mid hitting headbutt. Looks like the last hit knockdown
1,3,3 - hlm - Looks like Jin's 1,d+3, but with a midkick at the end and he goes 1 step back after the last kick. NCC
1,4 - hh - Generic 1,4
f,N,d,d/f+1 - h - Like T4 Jin's CD 1, juggles
d/f+1,2 - mm - Generic d/f+1 with a second hit tacked on. delayable, 2nd hit CH will cause an escapable stun.
d+1,2 - mid hitting move followed up by db+2. Safe but kinda slow.
b+1,3,4 - mhm -
b,f+1 - m -
2,1,2 - hml - Right straight to a mid left and then a quick low
f+2,3 - hm - 13f NC with the 3 being same animation as b+3
ff+2 - h - A high move thats looks like a running clothesline.
d/f+2 - m - Bob's uppercut that launches. Good range compared to other d/f+2
d+2,1,2,2 - mmmm - 4-hit string with the last hit being some crazy gut palm of doom
d+2,3 - mh - Juggle extender. Quick ducking jab into a spinning knee with big range
d+2,4 - mm - ducking jab into a goofy hop kick. Can be use to extend combo as well.
f,N,d,d/f+2 - m - his TGF
d/b+2 - m - kinda lie bryan's db+2.
b+2,2,4,4 - mhmh - 4-hit string that's great for the wall. Mid punch to what looks like a high? punch followed by a knee into a roundhouse kick
f,N,d,d/f+3 - m - Tiger knee into a punch that spikes down, causes B!
f+3,4 - h - why this move listed as high? this is the same of like ff+3.
(fff_WR)+3 - m - jump status
d/f+3,1,1 - mhh - kick to punches, usually df+3,1 is a juggle filler.
d/f+3,2 - mh
d/f+3,4,4 - mlh -
d+3,4 - lh -
d/b+3 - l - low kick probably like ganny's df+3 but this one is slower.
b+3 - m - Like Devil Jin's b+4. Causes a stun on CH, knocks down normally, safe, hits grounded
u/b+3 - m - jump status, kinda like asuka's but no range and not safe.
(u_u/f)+3 - m - generic hopkick though slower than normal hopkicks
f+4 - h - on counter hit it becomes an attack throw, homing attack [move w/ white trail]
ff+4,4 - hh
f,N,d,d/f+4 - l - Bob's hellsweep. Must cc afterwards to get follow-ups
d+4,3,4 - lmm - just 3 kick moves, combo filler
d/b+4,4,4 - lml - first hit tech crouches, hold down to stay in crouched position
d/b+4,4,3,3 - lmmm - series of kicks usuall for wall ender.
b+4,1 - mm - 2nd hit causes B!
bb+4 - m
(u_u/f)+4,4 - mm - jump status
1+2,1+2 - mm - 1+2 f_b like kuma's 1+2 and can be cancceled to roll
f+1+2 - m - the belly attack, someone said it's 13f?
f,N,d,d/f+1+2 - h - his hadoken move
d+1+2,1,2,1 - hhmh
d/b+1+2 - m - tech crouches this one is a launcher, he kinda crouch and lift his palm to the air..
b+1+2,1,2 - mmh - headbutt to 2 punches.
u+1+2,1 - m - he rolls into the air vertically and punches in the air
u+3+4,4 - mml -
u/f+1+2,1 - mm - 1st hit causes jump status, 2nd hit causes B!
u/f+1+2,1+2 - mm - 1st hit causes jump status
f+3+4 - forward roll
ff+3+4 - mm -
fff+3+4 - m - jump status blanka like move, he rolls horizontally in the air.
d/f+3+4,4 - mmm - launcher safe, high crush?
d+3+4 - m -
d/b+3+4,4 - ll - 2nd hit causes B! low to mid i think not low to low.
b+3+4 -
bb+3+4 - can be cancelled by pressing back
bb+3+4,2 - m -
u+3+4,4 - lhh - juggle filler after cd+4?
bb+2+3 - H! -
1+2+3+4,4 - h -
WS+1,2 - mh - ws punch to elbow
WS+2,1 - mm - ws punch to uppercut
WS+2,2 - mm - 2nd hit causes B!
WS+3,3+4 - hm -
WS+1+2 - m -
FC, d/f+2,2,1+2 - mmm -
FC, d/f+2,4,1+2 - mlm -
WR 2 - m - (vs grounded?)
WR d+2 - m - (vs grounded?)

f+3+4 (forward roll)
1 - m -
2,2 - mm -
3 - h -
4 - l -
3+4 - m -
b+3+4 -

b+3+4 (backward roll)
no folluwup.

10 hit
u/f+2,1,2,2,1,1+2,3,1,2,3+4 - hhhmmmlmhm -
u/f+2,3,3+4,4 -

* i didnt get to translate all the move names and other stuff so feel free to do so and i will add it in this post.. also, if i made any mistakes please lemme kno.. thanks!

FRAME DATA

10f = 1,1,2 (-1 on hit?)
10f = 2,1 (+7 on hit?)
13f = f+2,3 (knocks down)
15f = d/f+2 (juggles, +3? vs. crouch)
15f = d+2,4 (juggles/knocks down, better range than d/f+2?)
16f = b+3 (knocks down)

Other whiff punishers...
f,N,d,d/f+1 = juggles as if launched on the back
ff+2 - knocks down
u/f+4 - 17f, juggles

When crouching...
10f = FC 1
11f = WS+4
14f = WS+2 (!!!!!!!!!!!!!!!!)

Anything Mishimas get WS+2 off of, Bob gets either WS+2,1 or WS+2,1+2