Well, characters with strong single hit moves make it a bit less intimidating, 'cause a correct read on a throw attempt means you lose a ton of health. Like Gen Fu 16P when Bass tries to throw after 6T means attempting to throw is actually really scary for Bass.
I've played against a lot of 7K characters and Akiras to know that there's no point in going for another reset when you can either go for launchers, OHs or unparryable or unholdable attacks. It is only when you've conditioned someone to do what you want or expect something else that you go for another throw and that doesn't happen until the second or third round in a game or if it's against someone you know or are aware of their habits. If you end up pressing a button, you only end up extending his hitboxes.
Even if you're some mental super-genius or play the best character in the game, you can't make reads in that situation unless the other guy is being too obvious. You can't willy nilly try to intimidate this kind of character who has already made a throw punish on you. If you manage to score a good 16P or a launcher on the guy, then good read and reap the rewards, but if you mess that up, he'll hit you just as hard if not harder.
The good thing about DOA3 and DOA5U Bass is that it invites different playstyles for a grappler. You could either be patient and end a round quick or take advantage of a mistake and make the initiative and keep forcing an opponent into resets and blenders. Okay, DOA3 Bass just killed you whenever he got his hands on you, but that's a topic for another discussion.
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