I can't help you with anything else, but I do know that grapplers have 4 frame throws.
Rikuto says it's 5f, but either way, it's fast enough.
It's a command grab that's guaranteed off of a guard break when close to a wall (as I recall). So it wouldn't matter if you buffered an escape or not.
Can the opponent low holds/slow escape to escape those kind of situations or is it completely guaranteed? If it's guaranteed, then that's pretty good.
1p (as well as the third hit of pp2p) work on normal hit, but it is range dependent. If you are closer to point blank they will take a seat, if you are closer to max range they will sort of stumble back a bit. if it's a CH, they will take a seat either way.
3k (still not sure if its this move) seems to only do its magic either on CH, or when your opponent is already stunned.
I wasn't thinking about this at the time but if its using the same stun as DOA 4, a simple 2k would also trip an opponent on CH/inside of stun.
7p+k is his PB now.
Fully Charged OH launches, it just wasn't properly implemented in our build. Normally I would say that its suicidal to try and pull it off, but judging by the trailer it seems the max charge was sped up a bit from how it was before. Also of note is that the animation looks very similar to 7P+K which (should) cause a guard break/guard crush when fully charged... and of course, can potentially cause a power blow if they duck. so many people should be just as interested in attempting to "counter" your OH as they would be in trying to duck it. I think there will be some pretty fun games with that bullshit simply because of that visual deception.
8k is currently the hop kick from 3, as opposed to the knee from DOA 4. I don't believe the hop kick is even present in DOA 4 under any notation. Could be wrong.
Standard throw for grappler's is still 5f, but depending on the grappler they sometimes have as fast as a 6f unbreakable. There seems to be some guaranteed throw situations though... for example 236p gave enough frame advantage on block that bass could perform what i want to say would be anything up to 8 frames guaranteed. The catch is that despite the nice frame advantage, it also causes a bit of knockback which just exits his throw range normally... so in order to get that setup you'll need to back them up against a wall and scare them into blocking. I'd say its a good pressure tactic when you've got them on the ropes.
Quick note, I don't believe its actually classified as a guard break as a guard break wouldn't typically allow a throw afterwards... and the animation seemed much more awkward from what I'm remembering. It's difficult to describe exactly. Seemed like a unique guard stun if anything.
Good to know 1p hasn't changed. Could mean that there's more chance of sit down in closed stance.
Same for 3K.
2K tripped since DOA2 vanilla (and probably ++). Glad it's not changed at least.
Actually, I was thinking the same the other day. The first time I saw the trailer I thought Bass was going straight for charged potemkin buster on a stunned opponent until I realized it's a CB from the hit effect. It could potentially be a good tool to mess with people when they start to panic.
9K was removed and replaced with a shitty high kick that caused knock down. This was also the case with 9_pk and 6pk and anything that had something to do with his meaty juggles in 3. He had the same 7/8k knee in 4 as in 3, so it seems like it was removed to prevent too much guessing between the mid knee and the mid buffalo horn.
I quite honestly think that the new 236P is a shit move that shouldn't be used under any circumstance, especially against fast characters, but if it does break guard, then it could only be slightly more useful than it used to be. If not, then I still think it's shit. If no big deal for me, because I can just play DOA2 Bass in a new engine.