DOA5U Bass General Discussion: Champion Edition

Rich Nixon

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Oh yeah, I like to mix in 214+p after the blender to catch characters with unique sidesteps (Hayate, Rachel, Christie.) If you try to TFBB them after the whiffed 2T you'll get blown up. Your 33p will lose too,but if you use 214+p and they use their unique side step you can continue blending.
 

UncleKitchener

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I got to test out my Bass today in an event. I've gotten better, but I've realized that it's going to be really hard against the top characters in this game. Had a couple of games with an Ayane and the difference is really noticeable. She has better tools that she had in 5vanilla. Even if you're at the top of your game, gaining momentum is some situations is impossible. That's when you realize that you need to take out your pocket characters.

Sorry, I just don't know what you just said.

I uh....umm...damn, that is pretty retarded, even for me. Guess I shouldn't be writing up posts at 4 am.

I meant to say that the charge time on all three charge moves was reduced. :4::6::P: and :4::h::+::K: give guaranteed ground pickups, but :4::6::[[p]]: doesn't because it pushes them too far back.
 

Rich Nixon

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AYane can be trouble but you have to respect her. Right now I'd say 5 5 match up, 4 6 at worse.
I agree. You're not going to have any luck interrupting her strings, especially online, so stay sharp and look for an opportunity to punish with 6T.
 

peachyO

Member
AYane can be trouble but you have to respect her. Right now I'd say 5 5 match up, 4 6 at worse.
i concur. she's an evasive little trollop. but i find 6T quite useful. i think the key is to fall back,let her spin and evade to her ugly little heart's content and not get suckered into attacking, then punishing her attempts to close the distance.. maybe not the most exciting way to play, but it tends to work. .
 

UncleKitchener

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I find :3::h::+::P: to be my best friend in most situations, especially when she goes into her spin mix-ups which are mostly high-low. Identifying those lets you have an easier time with her and punish the low attempts.

I'm pretty sure I got around half a dozen Calf Branding throws last night.

Out of habit, I tend to throw out the BT throw when she jumps over me, but then I realize I'm not playing vanilla Bass :C. She's really hard to deal with in those situations especially if she's in BT.

Also, :6::6::P::+::K: after a hard knockdown is viable and could lead to some interesting setups. You'll be at around -25 to -30 (depends on which move your use) by the time the opponent recovers, you'll be quite far away and recover yin BT. Now, I don't know how effective this is, but if someone whiffs a wake-up kick after you jump over them, you'll end up being at +frames. You can probably get something in BT from the position like BT :P::+::K: or :6::6::K:. Keep in mind that you would normally whiff :P::+::K: if the opponent doesn't recover from BT.

It's more gimmicky than practical, but this could be useful against wake-up-kick-happy opponents or if you want to get out of a corner. Normally, you won't let go of a chance to pick someone up, but in some situations, positioning may be more of an advantage.

:6::6::P: doesn't seem to guarantee anything other than a :2::K:. Pretty much the only guaranteed thing I've found from a non-juggle hard knockdown.


lol at the new :214::214::h::+::P::+::K:. That's gonna be fun for tag combos.
 

UncleKitchener

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:1::P: on a back-turned opponent puts them in a slip stun which can be followed up with a :3::K: or :4::4::P:. The only downside of this is that the :4::4::P: would in not cause a limbo stun due to the stance. This also comboes into his :2::K: slip stun. That means you can have two slip stuns in a row.

Something I found, but it's still not as good as straight up going for a :4::4::P: into whatever follow-up. They're much better setups and they're guaranteed outside of corners or walls.

However, one major advantage of this setups is that the slip stun could potentially force an opponent to guess and TFBB is a very viable answer if they do try to guess mid.

Also, a better option after :214::P: on normal or counter is to dash in and do :6::K::P:. This is a much preffered option because the :6::K::P: option leads to the blender and :6::6::K: doesn't. Also, the close hit properties after :6::6::K: in this special situation leads to inconsistent damage, which I think is a bug. On close hit you could sometimes get some inconsistent damage. Sometimes you get 66, sometimes you 57 and in some cases even 50. I'm not sure what's causing this, tbh.

update: Damage on his :4::T: and neutral throw are buffed, but the :6::T: is still 50.

Normal OH damage decreased by three for both :6::6::h::+::P: and :426::h::+::P:. Low BT OH hold gives some pitiful damage, even on Hi-counter, but it has a high payoff of +10, which could potentially allow for fuzzy guarding, but you have to be on point or you'll be grabbed. This could potentially put the opponent in a clutch situation where they'll either try to attack and get hit with CH BT :4::K:, duck and get reset or hit by BT :4::K: while crouching or do nothing and get grabbed. Still the BT grab option is the riskiest option, because if you try to fuzzy guard, you could potentially get grabbed by the low BT OH again due to the active frames.
 
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Rich Nixon

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:1::P: on a back-turned opponent puts them in a slip stun which can be followed up with a :3::K: or :4::4::P:. The only downside of this is that the :4::4::P: would in not cause a limbo stun due to the stance. This also comboes into his :2::K: slip stun. That means you can have two slip stuns in a row.

Something I found, but it's still not as good as straight up going for a :4::4::P: into whatever follow-up. They're much better setups and they're guaranteed outside of corners or walls.

However, one major advantage of this setups is that the slip stun could potentially force an opponent to guess and TFBB is a very viable answer if they do try to guess mid.

Also, a better option after :214::P: on normal or counter is to dash in and do :6::K::P:. This is a much preffered option because the :6::K::P: option leads to the blender and :6::6::K: doesn't. Also, the close hit properties after :6::6::K: in this special situation leads to inconsistent damage, which I think is a bug. On close hit you could sometimes get some inconsistent damage. Sometimes you get 66, sometimes you 57 and in some cases even 50. I'm not sure what's causing this, tbh.

update: Damage on his :4::H+P: and neutral throw are buffed, but the :6::H+P: is still 50.

Normal OH damage decreased by three for both :6::6::h::+::P: and :426::h::+::P:. Low BT OH hold gives some pitiful damage, even on Hi-counter, but it has a high payoff of +10, which could potentially allow for fuzzy guarding, but you have to be on point or you'll be grabbed. This could potentially put the opponent in a clutch situation where they'll either try to attack and get hit with CH BT :4::K:, duck and get reset or hit by BT :4::K: while crouching or do nothing and get grabbed. Still the BT grab option is the riskiest option, because if you try to fuzzy guard, you could potentially get grabbed by the low BT OH again due to the active frames.
Good stuff. I never bother with OH because of their speed/damage/ risk payoff it never seemed worth using. I just launch a blend, or bait hold for HiC throw. Bass' OH options are crap in my opinion.
 

UncleKitchener

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:2::P::P: doesn't seem to combo well on CH/HCH. You'll need to delay the second :P: for a few frames for them to combo. If you do it too early, you'll whiff and if you do it too late, it won't combo.

Good stuff. I never bother with OH because of their speed/damage/ risk payoff it never seemed worth using. I just launch a blend, or bait hold for HiC throw. Bass' OH options are crap in my opinion.

Na, they're really bad compared to other grapplers with OHs. :426::[H]::+::[P]: streight up whiffs right in their face and it costs me matches.
 

UncleKitchener

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Combos against the wall on BT opponents has been improved.

For example, :214::h::+::P::5::6::h::+::P: > :6::K::P: can now lead to either an air-throw or :9::P::K::P: on all characters. These previously didn't work on all characters in Vanilla 5, but now it works on all weight classes.
 

Matt Ponton

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Don't forget that you can now 3P+K (W!) H+P off the wall. Doesn't do as much damage as 9PKP or 3P H+P but since 3P+K is 0 on guard and unholdable, it's not a bad option.
 

Rich Nixon

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3p+k is 0 on guard? Didnt know that. I always thought it was -6. Wasn't it like that in vanilla?
 

UncleKitchener

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Na, :3::P::+::K: is still -6 and been that way since vanilla.

BT :h::+::P: is still listed as an OH in the moves list. TN probably forgot to change that before the game shipped.

Found some new combos after :214::P:. These are for maximizing damage mostly and if you're willing to sacrifice your blender.

:214::P: :5: :9::P::K::P:
:214::P: :5: :9::P::K::2::P:

:9::P::K::P: has a tendency to whiff if not timed right. :9::P::K::2::P: is more consistent. The :K: tends to whiff in some situations as well, but if you do :9::P: early enough, then the :K: would connect.

Decided to finally sit down and test the :236::P::+::K: against Momiji. One issue is that in most cases, both tend to whiff each other and Bass would end up in recovery, with Bass ending up more recovery, therefore at slight disadvantage. The only option which Bass can legit beat is the :9::P::P::+::K::K: as she's still recovering in the air and ends up getting hit.
 

LostSkeleton73

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I think I may have discovered something in the wrestling ring last night while I was practicing. As soon as I get home, I'm going to double-check it, but it could lead to a nice BT set-up.
 

UncleKitchener

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:bass::christie::helena: Hurtbox issues

Some weird hit box issues; :6::P::+::K::K: tends to whiff especially on a couching Christie, Helena and in some cases on Ayane.

This happens when both opponents are in a closed stance and Bass is slightly to the side of the opponent. 98% of the cast have hurtboxes big enough so that the kick would connect in most situations. However, characters like Christie and Helena (and Ayane at some angles) can avoid some mids simply when ducking and :6::P::+::K::K: itself would gradually shift Bass to the side.

In fact, while I'm here, let's talk about the problem I have with Christie; her hurtbox is fucked. Unless you're facing her straight on at a right angle, you'll end up whiffing :6::P::+::K::K: when she's CROUCHING, even if it's at a slight angle or up close. Helena has the same problem, but it's way worse with Christie because her hurtbox when crouching is so low that the kick could whiff if you're too close and at a slight angle. This also happens to :4::P::P::P: and :4::4::P: even if you're up close. :4::4::P: comletely whiffs 90% of the time and it can happen even if you're slightly off the right angle or at range 0. This situations can happen after a ground throw. A tracking mid no less.

Similar issue happened to Kuni before it was fixed.

Helena has the same issue, but it really is not as bad as Christie. I've tested these against the cast and only Helena and Christie seems to be effected this much. On Helena, this happens with :4::P:, :4::4::P: and the trass kick, but only at a specific angle of around 30 to 50 degrees. Trass kick also whiffs on Ayane, but it's at a strict 45 degree angle and other than that, she has no issues. The rest of the case also had no issues.

To test this for yourself, set Christie to crouching in training mode, as P1 on the left, free step about 5 to 10 degrees to her left (stepping with :2_:) and do :6::P::+::K::K:. Test this with :4::P: and :4::4::P: too. Record this just in case so they fix this retarded hurtbox before the arcade release.
 

Matt Ponton

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I think I may have discovered something in the wrestling ring last night while I was practicing. As soon as I get home, I'm going to double-check it, but it could lead to a nice BT set-up.

If you're referring to 6H+P bounce back not being staggerable... yeah. It can be interesting but difficult to land.
 

Matt Ponton

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So if you knock someone into a ring rope and they bounce back they can hold or stagger. This isn't the case with his 6H+P. It is not staggerable since it's a throw stun. However, it is still holdable.

So, you can do 6H+P and start do :6::6::2_: if they hold you can either :3::K: punish or throw on reaction, probably back into 6H+P. If you time your dash correctly you can also walk behind the opponent if they don't hold and get a small back-turned attack. Sometimes you can do :2_::3::6::P: which gives you grizzly typically right back into the rope wall.
 
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