Had a conversation with Rabies as he wanted me to teach him Bass. Here's what came off the top of my head. Might clean it up later and make it more formalized but have fun:
well first of all 41236H+P is 18i btw, 66H+P is 16i.
your best pokes are P+K, PK, 3K, 6P, 2P, and 1P.
If you land 214H+P 6H+P combo throw, you get a nearly guaranteed 6KP after it. I say nearly because the person has to stagger fastest and hold to get the P, but most people do either stagger or mash hold so it's in effect guaranteed.
63214H+P (360)H+P guarantees a 662H+P
Doesn't guarantee anything after the pickup besides pressure so it's best to go for either 33P, 66P+K, or 41236H+P uncharged.
You can shortcut the TFBB by doing 6641236H+P or 643H+P as long as any notation at any time is a crouch frame.
If you land 6P+K you have the option to do a standing 10i H+P normal throw, a string followup launching linear K, a low OH 2H+P that leaves him +10 and still BT, or free cancel into BT 4K which sit-downs on counter hit (or opponent is in stun) and tracks.
Any of his sitdowns guarantee 3K or 33P
So you can do 9PP 3K 33P if the second hit of 9PP connects
If you land BT H+P he gets a guaranteed Backturn throw of your choice up to a non-charged 41236H+P. If you land the 41236H+P backturned in water you'll do the move animation as if it were the fully charged version.
In that same throw advantage from BT H+P you can do 9PP 3K 33P guaranteed for launch
3K is your primary poke
6P is your secondary
for long/mid distance
6P tracks and is -4 on guard, can generally be strung extended to 6PK which is a high launcher but very difficult to react to, or can be 6PP which is another tracking attack that's -4 on guard.
3K doesn't track but is his fastest long range move and is -7 on guard, -6 at tip distance.
I don't recommend doing it bu the 3KP is safe on guard and gives you a crumple stun.
3KK will smake any attack interrupters even 9 frame jabbers I believe.
66K is +3 but on fast characters it's just best to backdash. It's his secondary way to get back-turned for his BT game.
but causes knockback on hit, but can have close hit properties
6P+K is your primary backturned attack but is -9 on guard so recommended only if you're stringing or if the opponent is in stun/will be counter-hit
his only other BT capable attack is 3_P+K which is -5 on guard but high crushes.
causes a lift stun if hit.
allowing you to BT 4K or H+P mix-up
As for his juggles
typically 3P6KP is your B&B
you'll have to learn the juggle heights to frestyle but you want to end your juggles with 2H+P.
the pick-up isn't guaranteed from any juggles, but it's an option select. If the oponent doesn't tech you get pick-up and are at +13. If the opponent does tech, you should whiff your 2H+P low throw (instead of whiffing pick-up) and you'll be at +6 when they they recover.
1K on counter-hit in water guarantees 3K 33P. Same fo 6KK if the initial 6K doesn't hit.
After 1P you can to 63214H+P and you'll either get one of three results: His Fireman's carry (63214H+P), Kitchen Sink (214H+P), or TFBB (2_64H+P). All are good throws, just TFBB does the most damage. Kitchen Sink is variable. If they are mashing an attack then you score Counter-hit on the 6K, hi-counter if they are mashing throw after it.
well first of all 41236H+P is 18i btw, 66H+P is 16i.
your best pokes are P+K, PK, 3K, 6P, 2P, and 1P.
If you land 214H+P 6H+P combo throw, you get a nearly guaranteed 6KP after it. I say nearly because the person has to stagger fastest and hold to get the P, but most people do either stagger or mash hold so it's in effect guaranteed.
63214H+P (360)H+P guarantees a 662H+P
Doesn't guarantee anything after the pickup besides pressure so it's best to go for either 33P, 66P+K, or 41236H+P uncharged.
You can shortcut the TFBB by doing 6641236H+P or 643H+P as long as any notation at any time is a crouch frame.
If you land 6P+K you have the option to do a standing 10i H+P normal throw, a string followup launching linear K, a low OH 2H+P that leaves him +10 and still BT, or free cancel into BT 4K which sit-downs on counter hit (or opponent is in stun) and tracks.
Any of his sitdowns guarantee 3K or 33P
So you can do 9PP 3K 33P if the second hit of 9PP connects
If you land BT H+P he gets a guaranteed Backturn throw of your choice up to a non-charged 41236H+P. If you land the 41236H+P backturned in water you'll do the move animation as if it were the fully charged version.
In that same throw advantage from BT H+P you can do 9PP 3K 33P guaranteed for launch
3K is your primary poke
6P is your secondary
for long/mid distance
6P tracks and is -4 on guard, can generally be strung extended to 6PK which is a high launcher but very difficult to react to, or can be 6PP which is another tracking attack that's -4 on guard.
3K doesn't track but is his fastest long range move and is -7 on guard, -6 at tip distance.
I don't recommend doing it bu the 3KP is safe on guard and gives you a crumple stun.
3KK will smake any attack interrupters even 9 frame jabbers I believe.
66K is +3 but on fast characters it's just best to backdash. It's his secondary way to get back-turned for his BT game.
but causes knockback on hit, but can have close hit properties
6P+K is your primary backturned attack but is -9 on guard so recommended only if you're stringing or if the opponent is in stun/will be counter-hit
his only other BT capable attack is 3_P+K which is -5 on guard but high crushes.
causes a lift stun if hit.
allowing you to BT 4K or H+P mix-up
As for his juggles
typically 3P6KP is your B&B
you'll have to learn the juggle heights to frestyle but you want to end your juggles with 2H+P.
the pick-up isn't guaranteed from any juggles, but it's an option select. If the oponent doesn't tech you get pick-up and are at +13. If the opponent does tech, you should whiff your 2H+P low throw (instead of whiffing pick-up) and you'll be at +6 when they they recover.
1K on counter-hit in water guarantees 3K 33P. Same fo 6KK if the initial 6K doesn't hit.
After 1P you can to 63214H+P and you'll either get one of three results: His Fireman's carry (63214H+P), Kitchen Sink (214H+P), or TFBB (2_64H+P). All are good throws, just TFBB does the most damage. Kitchen Sink is variable. If they are mashing an attack then you score Counter-hit on the 6K, hi-counter if they are mashing throw after it.
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