I would not recommend doing the buffalo train, or running punch, or running H+P at full screen run-in. I'd only recommend 33P_33PP at mid-screen range at best.
Basically as Bass you have to play defensive poke game to open them up. Seriously, you will get messed up if you try to press the advantage against a defensive Jann Lee or Kasumi.
At range I'll generally poke with 3K as it has some deceptive range.
2H+K is instant crouch but doesn't really reward much but +1 on guard. I'd rather poke with 2P as it has string extension capabilities and also instant crouches though it's i17.
If I'm trying to come in, 66K is amazing as it's + on guard and has a lot of active frames.
33P has always been holdable but NOT parryable. The follow-up P by itself is +5 on guard AND does sit-down on hit.
As for opening up holds, I recommend using the Super Freak on pick-up to condition them to throw or crouch in prep of it. Once you have them fearing that you can mix up the Super Freak with the similar looking Power Blow OR 3K them in the head for free sitdown to buffalo horn.
Also, 3P+K is safe on guard, unholdable, AND can be followed up with a throw for those trying to side step.
If you don't want to play the stun game, (and really what Bass would be?), then I recommend hitting the same move twice to do instant knockdown. Fore example do 3K H 3K to knock the person down. Not only does it help in the fact that you don't have a mid kick string follow-up to 3K (Opponent is looking for 3KP or 3KK) but you generally get a jarred opponent not expecting to be knocked out of stun so fast. The knock back can be teched but you can notice in good time if they have or not, this grants you a free pick-up where now you're in his pressure guessing game.
Also 66H+P works as a good quick OH to just help teach the opponents to respect slightly ranged Bass and not just mash attacks.