We are Fighters

Bass - Frame Data - DOA5

Oct 16, 2013
Bass - Frame Data - DOA5

  • Basic Attacks(top)

    Attack Properties
    Jab
    :P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 12 13(2)14 4 (16~20F) 1.30m
    Guard NH CH HCH BH Wall
    -2 0 1 Cr(27-35) 7-10
    Jab, Straight
    :P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 12 11(2)14 7 (13~20F) 1.49m
    Guard NH CH HCH BH Wall
    -4 0 1 1 7-10
    Combo Gong
    :P::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 32 26(3)32 - 2.20m Yes
    Guard NH CH HCH BH Wall
    GB(-4) KND KND KND KND 1m
    Close Hit
    Combo Hammer
    :P::P::2::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 26 25(4)30 - 2.08m Yes
    Guard NH CH HCH BH Wall
    -16 Cr(12) Cr(12) Cr(12) Cr(27)
    Combo High Kick
    :P::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 33 17(2)32 1.52m
    Guard NH CH HCH BH Wall
    GB(2) Cr(-10~-6) Cr(9-17) Cr(9-17) Cr(9-17) 1m
    Jab, Front Kick
    :P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 14(3)23 20 (16~36F) 1.86m
    Guard NH CH HCH BH Wall
    -6 Cr(2~5) Cr(17~25) Cr(17~25) Cr(10~16) 1m
    Sit-down stun on crouching opponent;
    Combo Triple Hit
    :P::K::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 24 29(2)16 - 2.31m
    Guard NH CH HCH BH Wall
    -2 Cr(25~33) Cr(25~33) Cr(83) Cr(18~24) 1m
    Combo Kick Rush
    :P::K::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 32 24(3)26 - 2.16m
    Guard NH CH HCH BH Wall
    -4 KND KND KND KND 1m
    Body Hook
    :6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 24 15(2)21 12 (18~30F) 1.54m Yes
    Guard NH CH HCH BH Wall
    -4 -3 Cr(20~28) Cr(20~28) Cr(13~19)
    Wild Swing
    :6::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 22(2)33 - 1.90m Yes
    Guard NH CH HCH BH Wall
    GB(-4) KND KND KND KND 1m
    Combo Stomp Kick
    :6::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 28 20(4)30 - 2.00m
    Guard NH CH HCH BH Wall
    -17 LNC LNC LNC LNC 1m
    :3::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 18(3)21 - 1.80m
    Guard NH CH HCH BH Wall
    -7 Cr(28~38) Cr(28~38) Cr(28~38) Cr(12~18)
    Low Knuckle
    :2::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: {{{DAMAGE}}} 17(2)21 21 (19~40F) 1.72m
    Guard NH CH HCH BH Wall
    -7 -5 Cr(4~8) Cr(4~8) Cr(4~8)
    Throat Strike
    :2::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 17(2)23 - 1.56m
    Guard NH CH HCH BH Wall
    -8 Cr(18~26) Cr(18~26) Cr(18~26) Cr(18~26)
    Power Swing
    :1::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 26 22(4)30 15 (29~44F) 1.92m Yes
    Guard NH CH HCH BH Wall
    -16 Cr(5~12) 5~12 Cr(5~12) Cr(17~27)
    Power Gong
    :1::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 32 28(3)33 - 2.04m Yes
    Guard NH CH HCH BH Wall
    GB(-4) KND(30) KND(30) KND(30) KND(30) 1m
    Gong Hell Combo
    :1::P::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 31(2)23 - 1.76m
    Guard NH CH HCH BH Wall
    -8 Cr(18~26) Cr(18~26) Cr(18~26) Cr(18~26)
    Chop
    :4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 17(2)20 12 (20~32F) 1.36m Yes
    Guard NH CH HCH BH Wall
    -4 0 Cr(9~14) Cr(9~14) Cr(29~39)
    Shotgun Chop
    :4::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 19(2)22 15 (21~36F) 1.32m Yes
    Guard NH CH HCH BH Wall
    -10 -10 Cr(7~12) Cr(7~12) Cr(27~37)
    Stun Gun Chop
    :4::P::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 35 20(2)28 - 1.40m Yes
    Guard NH CH HCH BH Wall
    GB(6) 1m
    Hell Smasher
    :4::P::P::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 18(2)23 - 1.42m
    Guard NH CH HCH BH Wall
    -8
    Mongolian Chop
    :7::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 22(2)22 16 (24~40F) 1.30m
    Guard NH CH HCH BH Wall
    Mongolian Head Butt
    :7::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 32 25(4)22 - 1.64m
    Guard NH CH HCH BH Wall
    -5 1m
    Mongolian Head Butt (Semi-charge)
    :7::P::[P]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 52 26(4)22 21 (15~36F) 1.64m
    Guard NH CH HCH BH Wall
    -5 1m
    Mongolian Head Butt (Full Charge)
    :7::P::[[P]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: {{{DAMAGE}}} 47(4)22 1.73m
    Guard NH CH HCH BH Wall
    GB(10) 1m
    Elbow Butt
    :9::P:
    Elbow Butt Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 17(2)24 9 (25~34F) 1.48m
    Guard NH CH HCH BH Wall
    -9 Cr(10) Cr(10) Cr(13-20) Cr(25-35)
    Elbow Rush
    :9::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 26 24(3)28 1.97m
    Guard NH CH HCH BH Wall
    -14 Cr() Cr() Cr()
    Sit-down stun
    Elbow Knee
    :9::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 22(2)26 18 (19~36F) 1.38m
    Guard NH CH HCH BH Wall
    -10 Cr() Cr() Cr() Cr()
    Elbow Gong
    :9::P::K::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 26(3)32 2.19m Yes
    Guard NH CH HCH BH Wall
    GB(-4) KND() KND() KND() {{{BH}}} 1m
    Elbow Hammer
    :9::P::K::2::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 22 26(4)30 1.90m Yes
    Guard NH CH HCH BH Wall
    -16 Cr() Cr() Cr() {{{BH}}}
    Elbow Stomp Combo
    :9::P::9::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 32 23(5)20 2.39m
    Guard NH CH HCH BH Wall
    -4 KND() KND() KND() KND() 1m
    Knee
    :6::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 14(2)26 1.46m Yes
    Guard NH CH HCH BH Wall
    Cr() Cr() Cr() Cr()
    Knee Hammer
    :6::K::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 22(3)22 1.59m
    Guard NH CH HCH BH Wall
    -10 -5 KND() KND() {{{BH}}} 1m
    Knee Destroyer
    :6::K::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 18 36(2)23 1.86m
    Guard NH CH HCH BH Wall
    -12 Cr() Cr() Cr() Cr()
    Counter-hit on ice guarantees up to an 18i mid or low attack
    Bass Punch
    :3::K::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 22 29(2)16 2.31m
    Guard NH CH HCH BH Wall
    -2 Cr() Cr() Cr() Cr() 1m
    Kick Rush
    :3::K::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 33 24(3)26 2.16m
    Guard NH CH HCH BH Wall
    -4 KND() KND() KND() KND() 1m
    :2::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: {{{DAMAGE}}} {{{EXECUTION}}} {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    {{{GUARD}}} {{{NH}}} {{{CH}}} {{{CH}}} {{{BH}}}
    Shin Kick
    :1::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: {{{REACH}}}
    Guard NH CH HCH BH Wall
    Rising Palm
    :1::K::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 22 26(3)23 {{{REACH}}}
    Guard NH CH HCH BH Wall
    -9
    :7::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K:
    Guard NH CH HCH BH Wall
    :8::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K:
    Guard NH CH HCH BH Wall
    :9::K:
    Level Damage Execution Delay Frames Reach Tracking
    Guard NH CH HCH BH Wall
    :6::6::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K:
    Guard NH CH HCH BH Wall
    GB(3) 1m
    Close Hit;
    Knock-back of 4m;
    Hell Stab
    :p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P:
    Guard NH CH HCH BH Wall
    :6::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P:
    Guard NH CH HCH BH Wall
    :3::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P:
    Guard NH CH HCH BH Wall
    Critical Burst;
    Unholdable;
    :3_::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P:
    Guard NH CH HCH BH Wall
    Muscle Elbow
    :3_::p+k::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28, 15 29(3)44(5)24 - {{{REACH}}}
    Guard NH CH HCH BH Wall
    -28, -12 {{{CH}}} {{{CH}}} {{{BH}}}
    Buffalo Train
    :2::p+k::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 55 93(25)23 - {{{REACH}}} Yes
    Guard NH CH HCH BH Wall
    GB(KND) KND {{{CH}}} {{{CH}}} {{{BH}}}
    Unblockable
    Bass Special
    :2::p+k::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 45 112(11)45 - {{{REACH}}} Yes
    Guard NH CH HCH BH Wall
    GB(-2) {{{CH}}} {{{CH}}} {{{BH}}}
    Linebacker
    :1::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P:
    Guard NH CH HCH BH Wall
    Linebacker (Semi-charge)
    :1::[p+k]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 44-81 37
    Guard NH CH HCH BH Wall
    GB(6) 1m
    Close Hit;
    Damage is variable depending on length of charge.
    Linebacker (Full Charge)
    :1::[[p+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 70 82(7)23
    Guard NH CH HCH BH Wall
    GB(24) 1m
    Close Hit;
    :4::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P::mid::P: 17(3)44(5)24
    Guard NH CH HCH BH Wall
    -28, -12 1m
    First hit knocks back;
    Second hit lift stuns;
    :7::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30(2)26 8 (30~38)
    Guard NH CH HCH BH Wall
    :7::[p+k]:
    Level Damage Execution Delay Frames Reach Tracking
    39(2)36 20 (39~59)
    Guard NH CH HCH BH Wall
    GB(16)
    Power Blow;
    :6::6::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    Guard NH CH HCH BH Wall
    GB(0)
    :236::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: Yes
    Guard NH CH HCH BH Wall
    GB(8)
    Has Free Step properties.
    Attack Properties

    Back Turned(top)

    Attack Properties
    :P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 13 13(2)15 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -3 -2 {{{CH}}} {{{CH}}} {{{BH}}}
    :2::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 10 16(3)20 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -5 0 {{{CH}}} {{{CH}}} {{{BH}}}
    :4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 15 15(2)22 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -7 -1 {{{CH}}} {{{CH}}} {{{BH}}}
    :K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 16(2)27 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -10 KNB {{{CH}}} {{{CH}}} {{{BH}}}
    :2::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 25 18(3)26 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -15 {{{CH}}} {{{CH}}} {{{BH}}}
    :4::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 28 15(3)28 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -12 {{{CH}}} {{{CH}}} {{{BH}}}
    Sit-down stun on Counter-hit
    :7::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 35 19(3)30 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -14 {{{CH}}} {{{CH}}} {{{BH}}}
    {{{NOTES}}}
    :p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 38 24(3)32 {{{DELAY}}} {{{REACH}}} Yes
    Guard NH CH HCH BH Wall
    GB(1) KND {{{CH}}} {{{CH}}} {{{BH}}}
    {{{NOTES}}}
    :4::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28, 15 17(3)44(5)24 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -28, -12 KNB {{{CH}}} {{{CH}}} {{{BH}}}
    {{{NOTES}}}
    Attack Properties

    Side Step(top)

    Attack Properties
    Hell Stab
    Side Step :P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 26 25(2)23 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -8 Cr() {{{CH}}} {{{CH}}} {{{BH}}}
    Same properties as Standing :p+k:
    Side Step :K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 28(2)26 {{{DELAY}}} {{{REACH}}}
    Guard NH CH HCH BH Wall
    -10 Cr() {{{CH}}} {{{CH}}} {{{BH}}}
    Same properties as Standing :6::K:
    Bear Hug
    Side Step :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high::H+P: - - - Yes
    Can't be done out of Power Blow (:7::[p+k]:); unlike :7::P::H+P:;
    Attack Properties

    Partition Attacks(top)

    [template=doa5fdstart]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]
    [template=doa5fdrow]COL1=While Jumping :P: | COL2=:mid::P: | COL3=40 | COL4=8 | COL5=28 | COL6=35 | COL7=BNC | COL8=GB | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=While Jumping :K: | COL2=:mid::K: | COL3=37 | COL4=8 | COL5=43 | COL6=40 | COL7=KND | COL8=GB | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=While Jumping :H+P: | COL2=- | COL3=33 | COL4=2 | COL5=29 | COL6=62 | COL7=- | COL8=- | COL9=O |COL10=Same as Standing :4::H+P: |[/template]
    [template=doa5fdrow]COL1=While Landing :P: | COL2=:high::P: | COL3=52 | COL4=2 | COL5=23 | COL6=30 | COL7=CRI | COL8=-8 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=While Landing :K: | COL2=:low::K: | COL3=53 | COL4=2 | COL5=23 | COL6=20 | COL7=KND | COL8=-10 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=While Landing :H+P: | COL2=- | COL3=46 | COL4=2 | COL5=23 | COL6=62 | COL7=- | COL8=- | COL9=O |COL10=Same as Standing :4::H+P: |[/template]
    [template=doa5fdend]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]

    Special Attacks(top)

    [template=doa5fdstart]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]
    [template=doa5fdrow]COL1=:2::p+k: | COL2=- | COL3=- | COL4=- | COL5=66 | COL6=- | COL7=- | COL8=- | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::4::6::h+p+k: | COL2=- | COL3=- | COL4=- | COL5=135 | COL6=- | COL7=- | COL8=- | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:214::h+p+k: | COL2=:mid::P: | COL3=99 | COL4=10 | COL5=93 | COL6=25 | COL7=LNC | COL8=GB(-67) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::6::4::h+p+k: | COL2=- | COL3=- | COL4=- | COL5=79 | COL6=- | COL7=- | COL8=- | COL9=- |COL10= |[/template]
    [template=doa5fdend]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]

    Wake-Up Attacks(top)

    [template=doa5fdstart]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]
    [template=doa5fdrow]COL1=While Laying Down :K: | COL2=:mid::K: | COL3=35 | COL4=4 | COL5=18 | COL6=20 | COL7=CRI | COL8=-8 | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=While Laying Down :2::K: | COL2=:low::K: | COL3=34 | COL4=4 | COL5=18 | COL6=20 | COL7=CRI | COL8=-10 | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=While Laying Down :h+k: | COL2=:low::K: | COL3=25 | COL4=2 | COL5=38 | COL6=25 | COL7=KND | COL8=-26 | COL9=- |COL10= |[/template]
    [template=doa5fdend]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]

    Defensive Holds(top)

    Hold Properties
    Half Lock Suplex
    :7::h:
    Level Damage Execution Advantage Wall
    :high::P: 54 0(18)12
    0(18)17 when performed in critical state;
    Rolling Press
    :7::h:
    Level Damage Execution Advantage Wall
    :high::K: 0(18)12
    :6::h:
    Level Damage Execution Advantage Wall
    :mid::K: 0(18)12
    Jurassic Trailer
    :6::h::pause::4::h:
    Level Damage Execution Advantage Wall
    -10 Yes
    10F combo hold window;
    Buzz Crush
    :6::h:
    Level Damage Execution Advantage Wall
    :mid::K: 0(18)12
    Against a jumping kick attack.
    Power Pressure
    :4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 0(18)12
    Iron Hammer Press
    :4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 0(18)12
    Against a jumping punch attack.
    Blast Through
    :4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 0(18)12
    Bass' back to the wall.
    Guillotine Drop
    :1::h:
    Level Damage Execution Advantage Wall
    :low::P: 0(18)12
    Giant Hammer Throw
    :1::h:
    Level Damage Execution Advantage Wall
    :low::K: 0(18)12 Yes
    Reverse Bass Lariat
    :6::4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 0(18)12
    Straight Jurassic Trailer
    :4::6::h:
    Level Damage Execution Advantage Wall
    :mid::K: 0(18)12
    Hold Properties

    Throws(top)

    Throw Properties
    Bass Bottom
    :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high::P: 45 4(2)23 - -10 -
    One Leg Standing Head Butt
    :6::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 50 6(2)23 10 - -
    To Opponent's Back
    One Leg Standing Head Butt
    :6::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 65 6(2)23 - - - Yes
    Opponent's Back to Wall
    Bass Tornado
    :6::6::H+P:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 42 16(3)31 - - -
    Dynamite Lariat
    :4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 62 8(2)24 - - -
    Atomic Hammer Crash
    :4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 72 8(2)24 - - -
    Bass' Back to Wall
    Flying Body Scissors
    :8::H+P:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 52 32(3)30 - - -
    Jumping status during initial frames
    Flying Body Scissors
    To Opponent's Back :8::H+P:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 52 32(3)30 - - -
    Jumping status during initial frames
    Power Slam
    :236::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 8(2)24 - - -
    "Oklahoma Stampede"
    Oklahoma Stampede
    From Power Slam :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 35 - - - -
    Kitchen Sink
    :214::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 11(2)25 - - -
    "Kitchen Sink"
    Kitchen Push Away
    From Kitchen Sink :6::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 0 - 11 - -
    Arm Stretch
    From Kitchen Sink :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 25 - - - -
    "Dragon Sleeper"
    Manhattann Driver
    From Dragon Sleeper/Arm Stretch :8::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 35 - - - -
    Wasteland
    :63214::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 60 11(2)25 - - -
    Fireman's Carry
    From Wasteland :f360: :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 66 - - - -
    Unbreakable Combo Throw
    F5
    From Fireman's Carry :f360: :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 72 - - - -
    Unbreakable Combo Throw
    Super Freak
    :41236::H+P:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 18-27(3)30 - - -
    Dancing Freak
    :41236::[H+P]:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 68 28-39(3)30 - - -
    Grizzly Freak
    :41236::[[H+P]]:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :high: 55+25 37(3)30 - - -
    If Combo Throw opportunity is missed, then the second damage occurs.
    Super Launcher
    During Grizzly Freak :23698::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 15 - - - -
    Damage is if no follow-ups or juggles occur
    Ceiling Toss
    During Grizzly Freak :23698::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 25 - 66 - - Yes
    Ceiling hit
    Dive Bomber
    From Super Launcher :8::2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 35 - - - -
    Big Bear Slam
    :236::P::pause::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 40 - 0 - -
    Hit Throw
    T.F.B.B.
    While Rising :6::4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 80 11(2)25 0 - -
    T.F.B.C.
    While Rising :6::4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 90 11(2)25 0 - - Yes
    Opponent's back to a wall
    T.F.B.A.
    While Rising :6::4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 100 11(2)25 0 - - Yes
    Ceiling Hit, and ceiling hit will occur even with Opponent's back to wall.
    Bear Hug
    :3::p+k::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 28(2)27 0 - -
    Bear Wall
    :3::p+k::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 28(2)27 - - - Yes
    Bass' Back to the Wall
    Bear Hug
    :7::P::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 12(2)27 - - -
    Bear Wall
    :7::P::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 45 12(2)27 - - -
    Bass' Back to the Wall
    Back Escape
    Back-turned :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 0 10(5)21 21 - -
    Dangerous Back Drop
    To Opponent's Back :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 60 6(2)23 - - -
    Locomotive Back Drop
    To Opponent's Back :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 70 6(2)23 - - - Yes
    Bass' Back to the Wall
    Reverse Power Bomb
    To Opponent's Back :4::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 65 8(2)24 - - -
    Reverse Power Bomb
    To Opponent's Back :3::p+k::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 65 28(2)27 - - -
    Reverse Power Bomb
    To Opponent's Back :7::P::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 65 12(2)27 - - -
    Atomic Drop
    To Opponent's Back :236::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 52 8(2)24 - - -
    Face Crasher
    From "Atomic Drop" :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 30 - - - -
    Argentine Back Breaker
    To Opponent's Back :63214::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 30 11(2)25 - - -
    Iron Claw
    To Opponent's Back :41236::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 50 18(3)30 - - -
    Spinning Iron
    To Opponent's Back :41236::[H+P]:
    Level Damage Execution Advantage Break Reach Wall
    :high: 60 - - - -
    Iron Anvil
    To Opponent's Back :41236::[[H+P]]:
    Level Damage Execution Advantage Break Reach Wall
    :high: 70 36(3)36 - - -
    "Grizzly Crash"
    Grizzly Rancher
    Combo Throw :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 34 - - - -
    Grizzly Crash
    Combo Throw :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :pause: 44 - - - -
    Bass Facing a Wall
    Bass Bomb
    To Crouching Opponent :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :low: 58 4(2)21 - - -
    Double Arm Driver
    To Crouching Opponent :3::H+P:
    Offensive Hold
    Level Damage Execution Advantage Break Reach Wall
    :low: 48 10(3)30 - - -
    Spiral Bomb
    To Crouching Opponent :3::3::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :low: 10+55 5(2)23 - - -
    Calf Branding
    To Crouching Opponent's back :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :low: 71 4(2)21 - - -
    Running Neck Breaker Drop
    Running :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 55 10(3)39 - - -
    Running Face Buster
    To Opponent's back Running :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 60 10(3)39 - - -
    Barrel Throw
    Air Throw :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 32 5(2)35 - - -
    Air Dump
    Air Throw :41236::H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 35 8(2)28 - - -
    "Catching Hammer Throw"
    Catching Hammer Throw
    From "Air Dump" :H+P:
    Level Damage Execution Advantage Break Reach Wall
    :high: 41 - - - -
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 13 - -
    Opponent Face Up - Feet towards Bass
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 13 - -
    Opponent Face Down - Head towards Bass
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 13 - -
    Opponent Face Down - Side towards Bass
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 9 - -
    Opponent Face Down - Feet towards Bass
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 9 - -
    Opponent Face Up - Head towards Bass
    Pick-up
    Opponent Grounded :2::H+P:
    Level Damage Execution Advantage Break Reach Wall
    Ground 0 7(2)33 9 - -
    Opponent Face Up - Side towards Bass
    Throw Properties

    Tag Throws
    [template=doa5fdstart]COL1=Notation | COL2=Height | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Partner | COL8=Environment | COL9=Tracking | COL10=Notes[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Ayane | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Bayman | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Bayman | COL8=Wall | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::H+P: | COL2=:high: | COL3=6 | COL4=2 | COL5=23 | COL6=80 | COL7=Bayman | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Gen Fu | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Jann Lee | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Kasumi | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=La Mariposa | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Mila | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Rig | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Tina | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=80 | COL7=Tina | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=4 | COL4=2 | COL5=23 | COL6=70 | COL7=Zack | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::H+P: | COL2=:high: | COL3=6 | COL4=2 | COL5=23 | COL6=80 | COL7=Zack | COL8= | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:H+P: | COL2=:high: | COL3=- | COL4=- | COL5=- | COL6=50 | COL7=Tag In | COL8= | COL9=O |COL10=When Bass is tagged in |[/template]
    [template=doa5fdrow]COL1=From Tag In :H+P: | COL2=:pause: | COL3=- | COL4=- | COL5=- | COL6=35 | COL7=- | COL8= | COL9=- |COL10=Combo Throw from being Tagged in. Speed can differ on partner's neutral throw. |[/template]
    [template=doa5fdend]COL1=Notation | COL2=Height | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Partner | COL8=Environment | COL9=Tracking | COL10=Notes[/template]

    Pokes (Sort-able)(top)

    [template=doa5fdstart]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]
    [template=doa5fdrow]COL1=:P: | COL2= :high::P: | COL3=13 | COL4=2 |COL5=14 | COL6=12 | COL7=0 | COL8=-2 | COL9=- | COL10= |[/template]
    [template=doa5fdrow]COL1=:6::P: | COL2=:mid::P: | COL3=15 | COL4=2 | COL5=21 | COL6=24 | COL7=-3 | COL8=-4 | COL9=O | COL10= |[/template]
    [template=doa5fdrow]COL1=:3::P: | COL2=:mid::P: | COL3=18 | COL4=3 | COL5=21 | COL6=20 | COL7=CRI | COL8=-7 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:2::P: | COL2=:low::P: | COL3=17 | COL4=2 | COL5=21 | COL6=5 | COL7=-5 | COL8=-7 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:1::P: | COL2=:low::P: | COL3=22 | COL4=4 | COL5=30 | COL6=26 | COL7=CRI | COL8=-16 | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::P: | COL2=:mid::P: | COL3=17 | COL4=2 | COL5=20 | COL6=16 | COL7=0 | COL8=-4 | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:7::P: | COL2=:high::P: | COL3=22 | COL4=2 | COL5=22 | COL6=27 | COL7=CRI | COL8=-2 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:8::P: | COL2=:mid::P: | COL3=21 | COL4=3 | COL5=22 | COL6=28 | COL7=-1 | COL8=-10 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:9::P: | COL2=:high::P: | COL3=17 | COL4=2 | COL5=24 | COL6=24 | COL7=CRI | COL8=-9 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::6::P: | COL2=:mid::P: | COL3=22 | COL4=3 | COL5=33 | COL6=32 | COL7=KND | COL8=GB(-5) | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:3::3::P: | COL2=:mid::P: | COL3=16 | COL4=3 | COL5=32 | COL6=26 | COL7=LNC | COL8=-12 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:236::P: | COL2=:high::P: | COL3=20 | COL4=3 | COL5=24 | COL6=10 | COL7=CRI | COL8=GB(4) | COL9=- |COL10=Hit Throw |[/template]
    [template=doa5fdrow]COL1=:214::P: | COL2=:mid::P: | COL3=27 | COL4=3 | COL5=30 | COL6=36 | COL7=BNC | COL8=GB(3) | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::6::P: | COL2=:mid::P: | COL3=46 | COL4=3 | COL5=33 | COL6=35 | COL7=KND | COL8=GB(0) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::6::[P]: | COL2=:mid::P: | COL3=47-95 | COL4=3 | COL5=33 | COL6=36-70 | COL7=KND | COL8=GB(1-18) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:K: | COL2=:high::K: | COL3=14 | COL4=2 | COL5=27 | COL6=30 | COL7=CRI | COL8=GB(2) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::K: | COL2=:mid::K: | COL3=14 | COL4=2 | COL5=26 | COL6=26 | COL7=CRI | COL8=-10 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:3::K: | COL2=:mid::K: | COL3=15 | COL4=3 | COL5=23 | COL6=26 | COL7=CRI | COL8=-8 | COL9=- |COL10=Sit-down stun on crouching |[/template]
    [template=doa5fdrow]COL1=:2::K: | COL2=:low::K: | COL3=16 | COL4=2 | COL5=26 | COL6=12 | COL7=-7 | COL8=-10 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:1::K: | COL2=:low::K: | COL3=18 | COL4=2 | COL5=23 | COL6=22 | COL7=-6 | COL8=-12 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:7::K: | COL2=:mid::K: | COL3=17 | COL4=2 | COL5=31 | COL6=26 | COL7=LNC | COL8=-14 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:8::K: | COL2=:high::K: | COL3=17 | COL4=5 | COL5=20 | COL6=28 | COL7=LNC | COL8=-17 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:9::K: | COL2=:high::K: | COL3=17 | COL4=5 | COL5=20 | COL6=30 | COL7=KND | COL8=-4 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::6::K: | COL2=:mid::K: | COL3=18 | COL4=3 | COL5=30 | COL6=36-54 | COL7=KB | COL8=GB(3) | COL9=- |COL10=Close Hit Properties |[/template]
    [template=doa5fdrow]COL1=:p+k: | COL2=:high::P: | COL3=12 | COL4=2 | COL5=23 | COL6=26 | COL7=CRI | COL8=-8 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::p+k: | COL2=:high::P: | COL3=19 | COL4=2 | COL5=26 | COL6=28 | COL7=CRI | COL8=-9 | COL9=O |COL10=goes to BT |[/template]
    [template=doa5fdrow]COL1=:3::p+k: | COL2=:mid::P: | COL3=20 | COL4=3 | COL5=31 | COL6=24 | COL7=CRI | COL8=-6 | COL9=- |COL10=Critical Burst. Unholdable. |[/template]
    [template=doa5fdrow]COL1=:3_::p+k: | COL2=:high::P: | COL3=24 | COL4=3 | COL5=33 | COL6=30 | COL7=CRI | COL8=GB(-5) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:1::p+k: | COL2=:mid::P: | COL3=43 | COL4=7 | COL5=23 | COL6=35 | COL7=KB | COL8=GB(6) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:1::[p+k]: | COL2=:mid::P: | COL3=44-81 | COL4=7 | COL5=23 | COL6=36-69 | COL7=KB | COL8=GB(6) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:1::[[p+k]]: | COL2=:mid::P: | COL3=82 | COL4=7 | COL5=23 | COL6=70 | COL7=KB | COL8=GB(24) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::p+k: (1st hit) | COL2=:mid::P: | COL3=17 | COL4=3 | COL5=44 | COL6=28 | COL7=KB | COL8=-28 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::p+k: (2nd hit) | COL2=:mid::P: | COL3=44 | COL4=5 | COL5=24 | COL6=15 | COL7=CRI | COL8=-12 | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:7::p+k: | COL2=:mid::P: | COL3=30 | COL4=2 | COL5=36 | COL6=28 | COL7=KB | COL8=-10 | COL9=- | COL10= |[/template]
    [template=doa5fdrow]COL1=:7::[p+k]: | COL2=:mid::P: | COL3=39-59 | COL4=2 | COL5=36 | COL6=80 | COL7=POW | COL8=GB(16) | COL9=- | COL10=Power Blow|[/template]
    [template=doa5fdrow]COL1=:6::6::p+k: | COL2=:mid::P: | COL3=19 | COL4=4 | COL5=42 | COL6=35 | COL7=KB | COL8=GB(0) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:236::p+k: | COL2=:high::P: | COL3=20 | COL4=3 | COL5=24 | COL6=10 | COL7=CRI | COL8=GB(4) | COL9=O |COL10= |[/template]
    [template=doa5fdrow]COL1=:h+k: | COL2=:mid::K: | COL3=20 | COL4=3 | COL5=49 | COL6=35 | COL7=KB | COL8=GB(2) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:6::h+k: | COL2=:mid::P: | COL3=24 | COL4=5 | COL5=35 | COL6=28 | COL7=KND | COL8=GB(-4) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:2::h+k: | COL2=:low::K: | COL3=27 | COL4=2 | COL5=48 | COL6=25 | COL7=KND | COL8=GB(1) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::h+k: | COL2=:mid::K: | COL3=41 | COL4=3 | COL5=25 | COL6=35 | COL7=KND | COL8=GB(8) | COL9=- |COL10= |[/template]
    [template=doa5fdrow]COL1=:4::[h+k]: | COL2=:mid::K: | COL3=42-66 | COL4=3 | COL5=25 | COL6=36-55 | COL7=KND | COL8=GB(8) | COL9=- |COL10= |[/template]
    [template=doa5fdend]COL1=Notation | COL2=Hold Level | COL3=Initial | COL4=Active | COL5=Recovery | COL6=Damage | COL7=Hit | COL8=Block | COL9=Tracking | COL10=Notes[/template]
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