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Bass - Move Analysis - DOA5LR - Historical

Applied By UncleKitchener: Oct 6, 2015 at 7:15 PM

Bass - Move Analysis - DOA5LR
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2 2 
3[LIST=1] 3[LIST=1] 
4[*]:P::+::K: 4[*]:P::+::K: 
5[SIZE=4]Bass' fastest strike and beats most high trades from frame advantage. Unfortunately, it's a single strike and is unsafe, but causes a stun on hit with unstaggerable followups. Good for using at small advantage or for abare.[/SIZE] 5[SIZE=4]Your fastest strike and it wins most high trades from frame advantage. Unfortunately, it's a single strike and is unsafe, but causes a stun on hit with unstaggerable followups. Good for using at small advantage or for abare.[/SIZE]
6 6 
7[*]:6::K: 7[*]:6::K: 
8Fastest mid and counts as an elbow class attack. Has mid and low followups, one which causes a hard knockdown and a low which stuns. All hits are unsafe, but the strings can be reasonably delayed and the knee alone is good enough on its own and stops moves with mid crush properties. 8Fastest mid and counts as an elbow class attack. Has mid and low followups, one which causes a hard knockdown and a low which stuns. All hits are unsafe, but the strings can be reasonably delayed and the knee alone is good enough on its own and stops moves with mid crush properties. 
9[*]:3::K: 9[*]:3::K: 
10Mid range poke with good followups and great for stopping people from couching. 10Mid range poke with good followups and great for stopping couching opponents.
11[*]:6::P: 11[*]:6::P: 
12Second fastest mid and tracks with good followups and benefits from safety. On counter hit, it gives a good stun to hit confirm into the followups for a mixup. 12Second fastest mid and tracks with good followups and benefits from safety. On counter hit, it gives a good stun to hit confirm into the followups for a mixup. 
13[*]:3::3::P: 13[*]:3::3::P: 
14Primary launcher and great whiff punisher. Has another mid followup with frame advantage. The full :3::3::P::P: on the wall gives a guaranteed ground pickup. 14Primary launcher and great whiff punisher. Has another mid followup with frame advantage. The full :3::3::P::P: against the wall gives a guaranteed ground pickup.
15[*]:6::6::P::+::K: 15[*]:6::6::P::+::K: 
16Mid-long range get-in and whiff punisher with very good application on block and hit. Can give frame advantage on block from good distance and forces people to tech or else they'll be picked off the floor with a ground throw. Downside is that it's linear and punishable from a side step. 16Mid-long range get-in and whiff punisher with very good application on both block and hit. Can give frame advantage on block from good distance and forces people to tech or else they'll be picked off the floor with a ground throw. Downside is that it's linear and punishable from a side step.
17[*]:214::P: 17[*]:214::P: 
18Great mid guard break with full tracking and good application as a mid range launcher. On hit, this gives good damage and on block, it give good advantage. It's a bit slow on the start-up, but the reward is worth it. It's one of the most damage max threshold launchers he has. 18Great mid guard break with full tracking and good application as a mid range launcher. On hit, it rewards with good damage for a short combo opportunity and on block, it give good advantage. It's a bit slow on the start-up, but the reward is worth it. It's one of the most damaging max-threshold launchers he has.
19 19 
20[*]:1::P: 20[*]:1::P: 
21Due to being slow and having a risky low OH, Bass ends up with the slowest lows in the game, but this moves gives great advantage on hit and avoid highs. It's easy to force people into simple nitaku situations with this move. Not a fast move, but it's not easy to see and can be mixed with :6::6::P: due similarity in the animations. 21Due to being slow and having a risky low OH, Bass ends up with the slowest lows in the game, but this moves gives great advantage on hit and avoids highs. It's easy to force people into simple nitaku situations with this move. Not a fast move, but it's not easy to see and can be mixed with :6::6::P: due similarity in the animations.
22[*]:6::6::K: 22[*]:6::6::K: 
23Good keep out move and decent for transitioning into back turned position for using mixups from said position. 23Good keep out move and decent for transitioning into back turned position for using mixups from said position. 
24[*]:6::h::+::K: 24[*]:6::h::+::K: 
25Safe mid range drop kick that avoids lows. This move and :h::+::K: are both great low crush moves, but :6::h::+::K: ends up being more useful due to giving a hard knockdown for a free ground throw, so it ends up being good for starting an offense. 25Safe mid-range drop kick that avoids lows. This move and :h::+::K: are both great low crush moves, but :6::h::+::K: ends up being more useful due to giving a hard knockdown for a free ground throw, so it ends up being good for starting an offense.
26[/LIST] 26[/LIST] 
27 27 
28[SIZE=4][B][h2]Attacks[/h2][/B][/SIZE] 28[SIZE=4][B][h2]Attacks[/h2][/B][/SIZE] 
... ... 
32Basic jab with different string transitions. :P::P: is a natural combo and :P::K: is a counter hit combo with possibility of a Sit Down Stun on a crouching opponent with guaranteed followup. The :P::P: string followups range from decent to average with :P::P::K: being good for gaining some needed frame advantage to stopping disruptions while the mid and low followups are decent for adding variation but are prone to quick low pokes. :P::P: itself has very good recovery and can be used in tick throw setups. :P::K: should be used more than :P::P: due to the transition and that it's a tracking string. 32Basic jab with different string transitions. :P::P: is a natural combo and :P::K: is a counter hit combo with possibility of a Sit Down Stun on a crouching opponent with guaranteed followup. The :P::P: string followups range from decent to average with :P::P::K: being good for gaining some needed frame advantage to stopping disruptions while the mid and low followups are decent for adding variation but are prone to quick low pokes. :P::P: itself has very good recovery and can be used in tick throw setups. :P::K: should be used more than :P::P: due to the transition and that it's a tracking string. 
33 33 
34:6::P: 34:6::P: 
35Second fastest mid at 15i with tracking and two followups. :6::P::P: is safe while :6::P::K: is very punishable, but is rewarding on hit and is good combo starter. :6::P: is great for stopping evades and has very good hit stun on counter hit or on a crouching opponent. On its own it's negative on both block and normal hit, but it's also safe in both situations. 35Second fastest mid at 15i with tracking and two followups. :6::P::P: is safe while :6::P::K: is very punishable, but is rewarding on hit and is a good combo starter. :6::P: is great for stopping evades and has very good hit stun on counter hit and on a crouching opponent. On its own it's negative on both block and normal hit, but it's also safe in both situations.
36 36 
37:3::P: 37:3::P: 
38Stuns on hit and is semi-safe against non-grapplers. The lift stun is good for closing stagger escape options and also acts as an extender in juggles. 38Stuns on hit and is semi-safe against non-grapplers. The lift stun is good for closing stagger escape options and also acts as an extender in juggles. 
39 39 
40:2::P: 40:2::P: 
41Slowest generic :2::P: in the game but is his second fastest low, negative on normal hit and with a high followup. This can be used in different situations, mostly for counter hit instances where you can attempt to combo the low into the high. Crouches over highs instantly, so it's very useful for catching an opponent mid string or with a counter hit. 41The slowest generic :2::P: in the game but is his second fastest low, negative on normal hit and with a high followup. This can be used in different situations, mostly for counter hit instances where you can attempt to combo the low into the high. Crouches over highs instantly, so it's very useful for catching an opponent mid string or with a counter hit.
42 42 
43:1::P: 43:1::P: 
44A tracking low that stuns on hit, enough to force a mixup on an opponent. Has two followups though the mid is reactable and the high is not reliable. Normally, you're better off using this move on its own rather that trying to use the followups. 44A tracking low that stuns on hit, enough to force a mixup on an opponent. Has two followups though the mid is reactable and the high is not reliable. Normally, you're better off using this move on its own rather that trying to use the followups.