DOA5 Bass General Discussion and Why He's So Damn Strong

UncleKitchener

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Tell me if this would work as a no-guess touch-of-death combo:

:3::K: (on crouching opponent), :6::6:, :9::P::P:, :3::P:+:K:, Grizzly Launcher, finish as you please.

The frame list was very helpful but there are different stuns and different things you can do off stuns. :P::P::2::P: is a good Bass tool, but the only thing for sure after the stun is :3::3::P:+:K: and :6::h:+:K:, ground throw. Near everything else goes over.

I don't think that combo would work. Someone who's stagger escaping would've recovered way before that. Also, you can't connect a throw or OH on someone in stun.
 

Neige

Member
Maybe I phrased it wrong but I know I played the game at a friends house and despite what was written on page 1 (Concerning :3::K: :Can be used in conjunction with :9::P::P: to extend a sit-down stun), I have much trouble extending the double elbow from crouch hit :3::K:. Specifically, the first elbow goes over their head.

Basically, I'm looking for an unholdable critical burst combo by chaining sit-down stuns but it's not working as expected.
 

UncleKitchener

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I think you mean :9::P::P: > :3::K: > dash > :3::P::+::K: (CB!)

I don't really consider this an unholdable stun combo because the opponent can stagger escape and even hold out of this by the time you've dashed close enough. This can only be unholdable in certain corners where :3::K: won't cause wall splat and doesn't push away the opponent too far for the CB to connect.

What I'm saying is that this is very situational, but it's worth keeping it in the back of your mind.

You shouldn't really be playing the stun game with the character at all. Instead, focus on knock downs that give you pick-up for your mix-up and abuse your throw game. Remember that your best launcher is a catch grab that does a super-high launch.
 

Neige

Member
I can't throw/OH after a pick-up if all they do is block, so the stun game is pretty important to me for baiting holds and connecting throws.

Luckily, I discovered that :6::P: on a stunned opponent does a big stomach crumple stun. :6::K::K:, :6::P:, :3::P::+::K: is an easy (too easy?) burst combo, but it's just as easy to hold off the burst and see if the opponent doesn't just panic and throw a hold which you can counter.

What do you do after a pick up, especially against turtles? I'm trying short :1::P::+::K: to maintain guard break/frame advantage; but it's so telegraphed!
 

Matt Ponton

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I can't throw/OH after a pick-up if all they do is block, so the stun game is pretty important to me for baiting holds and connecting throws.

What? If they are doing nothing but blocking then you use the throw, any one of his throws.

Off a pickup, if you want to put them into blocking you want to mix-up between :3::3::P:, :1::P:, :K:, :6::6::P:, or :2::3::6::P: (gives +4 on guard break and a hit throw if it connects).
 

UncleKitchener

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Yeah, both :K: and :236::P: give good frame advantage (+2 and +4 respectively). If you want to throw from his pick-up, go for :6::6::h::+::P: if you think his other catch throws won't connect. It has better range, imo. Hell, I even use :8::h::+::P: and you won't believe how often people stand up for that thinking it's some kind of mid.
 

Matt Ponton

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That and :K::+::h: are my 2 get up attacks.

I'd like to add that :426::h::+::P: after :6::P::+::K:, :h::+::P: has been working a lot more than what I am used to from 4. Hit it on 5 separate fights last night on XBL.

That's because it's +24 and your full charge Grizzly Power Bomb is i37 meaning 13 frame BT high/mid attacks or slower will be hit on hi counter.

I never thought of doing 6P+K H+P. I'll have to start trying that out.
 

UncleKitchener

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It works pretty well, especially with delayed back-turned :P::+::K:. People just instinctively want to either hit or hold against a back-turned opponent, leading to clotheslines to the face. If they duck, there's always :4::P::+::K:.

edit: Actually, :6::P::+::K: was a legit tactic of mine in 2U since back-turned :h::+::P: was fast enough to counter-throw most characters.
 

LostSkeleton73

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That's because it's +24 and your full charge Grizzly Power Bomb is i37 meaning 13 frame BT high/mid attacks or slower will be hit on hi counter.

I never thought of doing 6P+K H+P. I'll have to start trying that out.

Yeah man, when I get my "march" on with Bass, I'll abuse the hell out of :6::P::+::K:, :P::+::K: to keep them off-guard. I'll whip out the :h::+::P: when I am certain they'll be hi-countering. The rest is history.
 

UncleKitchener

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It looks like :8::K: is a better launcher against Heavies since you can launch someone in stun and immediately go for :9::P::K::P:, guaranteeing a ground pick-up. The further you are in the stun threshold, the looser the timing will be, but it's still something worth keeping in the back of your mind if you want your pick-ups against heavies.


Also I found out that these work well after a generator/RPG bounce:

:3::P: > :h::+::P: against light and meds
:3::P: > :6::K::P: against heavies
edit: oh yeah, you can do :6::6::P: > :2::h::+::P: too
This one gives you a backturned pick-up
 

MasterHavik

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Guys....do you think his TGFB(the super powerbomb), F5, and diving bomb(the second part that throws you into the air) are his best throws? I think so. And I give honorable mentions to the kitchen push.
 

UncleKitchener

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Not sure if this has been mentioned before, but this combo seems to work on all weight classes:

Crouching Opponent :3::K: > :3::3::P: > :9::P::K::P: > :2::h::+::P:

This works on all weight classes and guarantees you a pick up straight away. The timing on heavies is really tight. You have to be perfect with the timing and you'd probably be pretty screwed if it's on a laggy monitor. On light and meds though, it's easy to time and hard to miss.

I'd say this is a great alternative to :6::K::P: unless you want to go for grab mix-ups. This deals a decent 75 damage if you land it and you'll get your guaranteed pick-up.

For :9::P: to connects on heavy characters after launch, the opponent needs to be launched at the last few active frames of :3::3::P:, so the further you are, the better it'll be. If you're too close, then you'll be stuck in recovery/active frames and miss your :9::P:. :3::3::P: has 3 active frames, meaning that if you launch at max range, you'll have less time to recover. I'd say the sweet spot for this is around range 3. Since Bayman has a smaller hit-box, you'll have to be much more precise. Seriously, this combo is a bitch to do on Bayman. You have to be pixel-perfect in your positioning.

If you're looking for more damage and if you have a wall beside you, then got for the grab after launch, though on open ground, the grab only deals an extra 2 damage (77) and the opponent is thrown far away.
 

UncleKitchener

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Alright, OP updated with new info. I wish I had reserved another post just for combos because the OP has a little too much info in one post.
 

Snipeclips

Member
I think fully charged :426::H+P:, :6::6::P+K: has some secret frame advantage. Can't tell how much exactly but anyone trying to press buttons will get a quick OH, even i18 super freak will land as a HC and you're really close too. Or take the convenient way and CH them with any hit under 20 or so frames. :H+K: works, so something under that.

Only reason I think is useful is a surprise wtf attack of some sort. Oh and it has to hit after the drop or else you'll be too far away and is less damage.
 

Matt Ponton

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:6::6::P+K: is 0 on guard, which is technically +2 what with the way this game delays punishment.
 

Snipeclips

Member
The hit is different after the launcher, after the opponent lands they roll twice as far and is pretty much the same damage like :6::6::P:. Any ground move they do I can land either a CH or an OH grab. There has to some sort of advantage like they get up with invincibility, so I couldn't instantly grab them unless they press buttons or block.
 
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