T.F.B.What? - The Bass Thread

Matt Ponton

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This thread will contain all the information necessary to play Bass in Dead or Alive: Dimensions.

[h2]General Play[/h2]
Bass is slow with low juggling capabilities. In Dead or Alive Dimensions you will find you have to use the stun system with this grappler. No one said it would be an easy battle for Bass, because it surely isn't. As his strength is in throws he relies on the opponent to place a hold out or guard. Doesn't sound like that hard of a strategy right? Problem for Bass is that you either (1) need to get that first hit - of which your fastest mid attack is 16 startup frames, (2) need to put pressure - of which most of Bass' moves leave at severe disadvantage and lack priority, (3) extend the threshold - of which very few of Bass' moves won't knock an opponent out of stun. In short, Bass' is designed to be a throw dominant character in an attack dominant system - prepare for a very uphill battle.

[h2]Bread and Butter Moves[/h2]
:P+K: - The Hell Stab - :high: Attack
This move is his fastest attack, faster than his jab, and performs a critical stun on Normal hit, Counter hit, and Hi-Counter hit. You cannot juggle with this attack like you could in DOA iterations prior to DOA4, so this is merely your best tool to start the stun game.

:1::P: - Power Swing - :low: Attack
A high crushing attack that performs a trip stun. In previous iterations this would set-up for his T.F.B.B. throw, but it isn't as easily performed in this iteration due to the changed notation and controls of the hardware. Mainly you would use this just to avoid a :P::P: string from the opponent as :2::P::P: isn't considered crouching and can be hit out of. It does give you a nice time to read a hold. Power Swing is definitely you're best and easiest way to pull off the T.F.B.B. (While Rising From Crouch State, :6::4::H+P:), if they hold you'll get a Hi-Counter Throw that does massive damage - especially if under ceiling or the Opponent's back is to the wall. If they do not hold, then you get some decent throw damage as they come out of stun at the same time as the throw connects.

:6::P: - Forward arm - :mid: Attack
Bass' best close to mid-range poke. This is -3 on hit and -4 on guard, so technically safe. If hitting on CH, this attack puts the opponent in a stomach hold stun. It's not a great stun, but it at least gives you breathing room to read for a defensive hold.

:6::K: - Knee - :mid: Attack
A quick knee attack primarily used as a threshold extension. There are two follow-ups, a mid :P: that knocks down - putting your opponent in the wake-up game, and a low :K: that extends threshold, puts the player in a new shorter stun while ending the string. Both full strings are relatively pointless in threshold, they're generally just used as a juggle.

:3::K: // :P::K: - Reaching Toe - :mid: Attack
A long-range poke that causes sit-down stun on Counter hit and Hi-Counter hit. Mainly just used as a poke, though it's best followed up with :6::H+K: or :3::3::P: due to the distance it pushes the opponent back at. This is -8 on block, but due to the range it gives safety from an :H+P:.

:2::1::4::H+P: - Kitchen Sink - Standing Throw
This is your go-to throw in this game. Like the T.F.B.B. this is an 11 frame startup throw, so it's best to be used for punishment after guarding an attack or recognizing a standing offensive or defensive hold. It has two different paths for a combo throw: :6::H+P: and :2::H+P::Link::8::H+P::
:6::H+P: - Kitchen Sink Pick-up
This will put the opponent in disadvantage by 11 frames. On an average player, you can get around with following it up with :P+K::6::H+K: into his air-throw (most typically :426::H+P:). However, :P+K: is 12 frames startup, hitting on the 13th. This means that the player isn't able to guard to avoid it, they can back-turned high crush or just dash away to avoid the situation - so proceed with caution.
:2::H+P::Link::8::H+P: - Kitchen Sink Dragon Sleeper Suplex
This will do 105 points on Normal Throw damage and 127 points on Hi-Counter Throw damage. In other words, its his best damage output from a throw or Offensive Hold, and that's not including ground Dangerzone damage. It hasn't been confirmed in DOAD yet, but in previous versions of Dead or Alive the combo throws had a just frame advantage to the grapplers. So if you have your timing down pat, don't be afraid to use this.

[h2]Juggles[/h2]
Below is a list of the best juggles Bass can do once he gets an opponent launched at diffrent height levels. A character's weight and the status of the threshold system prior to the launch attack hitting determines how high the opponent is placed into the air. In short, there have been no changes to Bass' juggling skills in Dimensions from Dead or Alive 4:

Low Height
:1::K:

Mid Height
:6::K::K:
:6::K::P:

High Height
:6::K::K:
:6::K::P:
:H+P:

Very High Height
:4::P::P::6::K::P:
:426::H+P::Link::H+P:

[h2]Untechables and Uncounterables[/h2]
:1::K: // :6::K::K:
This is probably Bass' best untechable as it's a typical juggle for him anyways. You're going to have to play it by eye on launch height to time it right. Depending on when the final :K: connects depends on the result:
:2::H+P: - Pick-up - Ground Throw
This ground throw puts the opponent at an 11 frame disadvantage, even though they can defensive hold out of the advantage any ways. If the right hit frame of the juggle is done, you'll see the opponent sort of "skip" when they hit the ground. This is the animation that guarantees you a Pick-up. If you are one frame late on the juggle then you'll probably get the forced roll back untechable that grants the next Uncounterable.
:1::K::Link::H+K: - Dropkick - :mid: Attack
This attack will not only perform a Guard Break if blocked - giving you the range and disadvantage safety of a low throw punish, but it also is an Uncounterable. If you don't remember what an Uncounterable is I'll attempt to refresh (teach) your memory. An Uncounterable is an attack that hits on the first frame the opponent is vulnerable from a Force Tech. Defensive Holds have a 1 frame startup frame before they become active, so the attack can be guarded but not held on the first frame after being forced tech. If the opponent attempts to hold the attack, they will be Counter Hit. The move provides knock-back when hit, giving Bass additional damage if the opponent's back is to the wall.
 

Matt Ponton

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Fixed some grammatical errors, added some new icons (:high:, :mid:, :low:), added the Untechables and Uncounterables section, and added new info about the T.F.B.B.

The T.F.B.B. is just as it was in DOA4. Ignore the command, you do not have to input a :3_: motion before doing the :6::4::H+P: input. You merely have to be rising from a crouching state in order to perform it. Sadly, it still does less damage than the Kitchen Sink Dragon Sleeper Suplex.
 

Matt Ponton

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@UncleKitchener
I don't think I have this game anymore, but looking over my notes, if 3K was sitdown on Counter or Hi-Counter... and this was (the first iteration?) to make sit downs not holdable...

Just saying.
 

Matt Ponton

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Well I don't know if you were able to hold out of those sitdowns. I know you couldn't in DOA3, and I don't have DOAD to test it out.
 
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