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Bass - Move Analysis - DOA5LR - Historical

Applied By UncleKitchener: Jan 30, 2016 at 10:42 AM

Bass - Move Analysis - DOA5LR
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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.