Refer to these two threads to see what is new:
http://www.freestepdodge.com/threads/66k-on-breakable-wall-danger-zone.1769/
http://www.freestepdodge.com/threads/bass-okizeme.1895/
http://www.freestepdodge.com/threads/air-throw-off-wall-crumple.1820/
http://www.freestepdodge.com/threads/utilizing-bass-bt-game.2127/
http://freestepdodge.com/threads/the-magic-of-1p.1781/
http://freestepdodge.com/threads/super-launcher-combos.2514/
http://freestepdodge.com/threads/slip-stuns.2702/
-------------------------------------------------------
Also, Mr. Strong costumes are the best, for the cape alone.
Lastly, you need to be playing in English if you main Bass. Great quotes on pickup, such as "Get up you lazy bastard!" is amazing when done to Brad.
and that includes your money.
Listen to this while reading through (this will be changed every time I make an update)
So, Bass is back and he's not shit.
If this is the first time you're playing Bass, just know that you need to be patient and don't throw shit out randomly. He doesn't have a great stun game, nor does he have fast strings or great mix-up. He has good pokes and he doesn't have to work too hard to inflict damage. Try to keep your opponent close to you because it's hard for Bass to get back in, especially against characters who can play the keep-away game well (Ayane). He's also harder to juggle too.
This OP will be updated regularly with new tech and cool stuff.
Useful Tools
- (Hell Stab)
Still 12-frames and still stuns. If you're used to playing DOA2-3 Bass, you might find this move less useful than it used to be as it doesn't launch on CH or HCH and doesn't extend juggles. It's still however, one of his best pokes and fastest move. It's not safe on block (-8). This move does actually re-juggle in Tag Mode, but not in Solo mode.
The new Magnum in Bass' arsenal. The kick in this string has the same properties as the as of version 1.03, so you can get a sit-down stun on crouching opponents. Sit-down stun can be extended with another dash , which means there are new combo opportunities for Bass now. It's also a really annoying poke, so people will hate you for constantly throwing this out.
His best low and high-crush move, next to . First hit is critical and has high and mid follow-ups. Try to mix this up with the second and TFBB and other throws/OHs. It tracks 360.
- Moves that Guard-Break
and boy, there sure is a lot of them now, even his standing gives him advantage. Use this to throw the opponent out of balance..
Here's a quick list:
Standing on it's own is +2
Any string that ends with the standing
Any string that ends with
Any string that end with the Power Gong
Charged up (+10)
Third hit of (+6-7)
(0 to +1)
Second hit of (+5-7)
(+4 haha!)
(+3)
Running (-3 to -15, depending on when you press the button)
(-2 to +4 as it's very range dependant)
Charged up (+16 only when you have access to a PB)
(6-24)
(0)
(+8)
(+3)
(+2 to +3)
(+8 no matter the charge)
(+1, but only when both legs are deep in the opponent's hurt-box)
Tracking Combo with better range than normal . Third now GBs. Very delayable. This is your go-to juggle extender in Solo for those big combos and can be followed-up straight into an air-grab for Lights and Meds.
A great tracking poke that should be thrown out if you're expecting something. On CH, it gives you a crumple gut stun. Good move if used in conjunction with as they are both 15i, with having tracking properties. Despite looking like a semi-circular move, it is in fact a full-circular one. Don't be fooled by the animation.
This replaces the old DOA3 with the re-launch nerfed and has more recovery on the kick than normal . However, if only the kick connects, you'd get a higher launch. According to Wah, it's a good 'instant' launcher that is not a NC, but it's probably hard to see.
This is a great move to throw out as it guarantees a pick-up and it even tracks.
Hoo boy, people really hate this move. Great poke. It causes sit-down stun on crouching opponents now. Can be used after or sit-down after to extend a sit-down stun for a guaranteed launcher.
A good kick that has Clean Hit properties and +3 on block, so it's safe to use and has good range too. This can also be his While Running move. Leaves you in back-turned position.
Your best juggle-ender and in some cases, your only juggle-ender. Kind of shitty they took away and DOA3 out of his juggle game, but whatever. usually guarantees a ground pick-up in most cases on standing opponents only, so it's better than enders like when you consider that you need to have your opponent close to you if you want to pressure them. No longer guarantees ground pick-up, but you can still pick-up if opponents doesn't tech the knockdown.
- , , &
First hit puts your opponent into critical, forcing them to guess. From them on you have a high, mid and low string mix-ups. Generally, these are not the strings you'd want to use out in the open since has a slow start-up. You'd probably want to use these either in a juggle or when the opponent is in stun and force them into a guessing game. On CH, the second from the string puts them in a sit-down stun, which is good. guarantees a ground pick-up throw as any string ending with Power Gong still guarantees a ground pick-up (Shimbori, I will hurt you if you change this). It is also good after a wall-bounce since has such a huge hit-box and the extends the juggle if the first hits.
One of his best launchers. Use this. It's great. Only down-side is that it's linear and unsafe on its own (-12f on guard). The second follow-up is another mid that GBs, but you just need to hit-confirm so that you don't prematurely end your juggle opportunity in case you do get to launch your opponent. The extension can also causes sit-down stun on NH and it's +5 on block. Hell, it can actually be used as a juggle ender if you want, though not as attractive as other available options.
- &
Your other launchers, with being the mid knee launcher which is unsafe (-14) and being his high launcher (-17, but not punishable by anything slower than 8-frames). Juggles and air-grabs from are range dependant, though has a huge hit box now, so just roll with that if you're unsure. and are also possible. The great thing about is that it doesn't wall splat (finally), so Bass has a good launcher against walls.
A good full-circular move that puts Bass in back-turned position. It's the fastest and safest(-9) way in which you can go into back-turned. It has a follow-up which breaks guard (+1). In back-turned stance, you can still perform the second clothesline from the back with or use BT on crouching or on CH to get a sit-down stun which guarantees a launch. You can also go straight to his BT OH for a guaranteed combo.
Your CB with a mid and a grab follow-up. It's unique property is that it's the only unholdable CB move in the game and it's safe on block. Puts the opponent into critical stun and you can make it safe by forcing your opponent to guess. If the first move gets SSed and the opponent doesn't throw out an attack, just grab them since the grab tracks. Same goes for the follow-ups.
Decent charge move that crushes highs. It need to be fully charged for you to get that +24 on guard and puts your opponent into inescapable stagger, otherwise you'll only get +6 (which is still great). After wall-splat, it guarantees a on all character.
- old / new
Mr. Wah said:guard crushes granting a free BT (muscle pose) attack that will double hit the opponent from a wall hit.
Mr. Wah said:By the way, I mispoke before, but the muscle man (BT P+K) is holdable after 33P+K on guard. It's just difficult to react to as players will typically stagger escape into guard from it.
Since double-hit against wall is back from DOA3, this becomes fairly useful. Also, in some rare cases against half-walls (or full-walls in certain situations), from back-turned can launch the opponent super high, but it really depends on which wall it is and how far you are from the wall.
A great move with deceptive range and a good launcher with bounce and tracking properties. You won't get much on NH and it can be teched, but on CH and HCH it can grant you a neutral and command air-throw respectively and it works on all weight classes. This is also one of his BEST launchers at maximum stun threshold or after CB on open ground for all weight classes. It doesn't launch high, but the damage and the fact that you can use your best air-throw on all weight classes makes it one of his best launcher.
It's -4 on guard, which means that it won't hurt if you throw it out from a distance or if you know you're going to interrupt your opponent during an attack. You can get a quick ground pick-up if you dash fast enough. Decent against wake-up throws. Crushes lows, but not during the first few start-up frames. If timed perfectly, it can beat any wake-up throw. You can even buffer a TFBB after this.
A good keep-away move and causes KD on hit. Safe (+2), Good range and can crush lows instantly. Another good move against wake-up throws.
Good for closing the gaps and safe to use (0 on block). You can buffer a TFBB out of this move since you're in crouching state during recovery, so you can buffer the throw. You can also jump over get-up kicks with this and it's also good for a quick position change after knocking down an opponent.
- old / new (AKA Electric Hell Stab)
Update: Apparently, this move actually side-steps jumping mid-string linear moves. For example, against Ayane's , Bass can dodge the third kick and hit Ayane afterwards. This property makes this move more useful.
Too slow Doesn't even SS any move at all,, though it does track and it's a high move now. It can grant a free throw on guard break thanks to it's new GB property. +8 on Guard, making a follow-up guaranteed. The throw is only guaranteed when the opponent's back is against a wall as there is too much push back on open ground. However, the best thing about this move is it's range as it travels the furthest and Bass takes a few extra steps before doing the hell stab. It also has the unique ability to beat mid wake-up kicks after an F5.
- Running
This is actually a good move as it has a long active window, has a very good range and can crush most lows. It's only downside is that it's not safe (-15), so try and mix it up with running , which is safer. There are however ways to make it safe, but it has so many active frames, that it becomes difficult figuring out when to press the button so that you don't get punished.
- Back-turned
This is one of those kicks that had the best of both worlds. 15i and causes sit-down stun on CH and crouching opponents, making it one of Bass' best tools in his Back-turned mix-up.
- Back-turned
This is one of those move that has a very specific usefulness and it does what it does extremely well. Usually, when and walls are involved, BT is bound to show up (though it requires proper spacing for a proper relaunch). Certain wall-bounces allow the use of where it launches very high which gives further unique combo opportunities. The beams in the scramble stage, the fuel pumps in the Fuel stage and the bouncing balls in the circus stage give some easy opportunities to use BT . In certain cases, also allow you to make use of BT as well.
ThrowsYour basic i5f throw. Unlike the old Falcon Arrow, which put your opponent in the face-down-feet-away position, this one lays them down in a face-up-feet-toward position instead. It looks pretty cool too.
Your head-butt. Awesome throw and leaves your opponent in standing position and puts them under pressure (with you at +10). Bounces the opponent back when done against fences and has a wall version.
- on grounded opponent
The pick-up is something you should be going for all the time since it really improves his game in general. Try not to risk too much when trying to get a ground pick-up since you might end up eating get-up kicks. Always go for guaranteed pick-ups as he'll be close enough to perform his throw game. This is where you get your 50/50s and force the opponent to guess since you have 13f advantage from the front-facing and 9f advantage from back-facing pick-ups. You could also go for other force-tech, but you should always aim for the most advantage.
- Back against wall
His Wall throw when his back is against the wall. Great damage.
A good chain-throw. It's short and deals great damage.
A more damaging chain-throw. is a very valuable asset to your arsenal as it guarantees (or on an opponent who's good at stagger escaping) which also guarantees a back-turned pick-up or +13 from force-tech with .
New Hit-throw for Bass. Pretty cool move. Very safe (+4) too. Can be done when opponent is in critical stun (but at the end of the threshold or after Critical Bursts).
- ** // //
I call this the Potemkin Buster, Wah calls it the grizzly launcher and Brady would probably call it 'The Bass/Brady Throw'. Either way, it's arguably the best catch-throw in the game and you can charge it for more damage. Maximum charge grants you a free super-high launch for some extra damage. The more you charge this, the longer the range gets. Use this. Abuse this. Get the timing down.
18~37 frames+ (max-charge used to be 36 before the patch)
Here's some more info from Wah:ws, you have 21 frames to charge the throw. You have two throws that occur depending on your level of charge besides max charge: (1) Is his DOA1/DOA2/DOA3 Super Freak power
Mr. Wah said:As the frame data i posted sho bomb, (2) Is his DOA4 power bomb where he'll power bomb you twice.At max charge you get a power bomb and the ability to combo throw into his launcher. It only happens at full charge. If you miss the timing for the launcher throw then he'll just do a second power bomb. From the launcher throw you can combo throw it into a jumping sit down power bomb if you want.
Bass' new inescapable chain throw. Wasteland > Attitude Adjustment > F5. What's cool about this is that it'll let you choose where to land your opponent. Just hold the last direction every time you're doing an SPD motion and you'll get all three parts. You can even start the grab with an SPD motion too. You can dash cancel after stopping on the Attitude Adjustment and receive a free pick-up. You'll be sacrificing 10 points of damage for 9 frames of advantage. To connect the pickup from the AA you have to buffer a dash for the pick-up ().
- TFBB or
It appears that this move has many short cuts thanks to the buffer system filling in all the gaps for you. Here's a list of the shortcuts discovered so far:
(King's GS)
(delay) (Potemking Buster)
CD
The post-wall TFBB set-ups from DOA3 are gone, but it's still worth doing against a wall. Has a ceiling version for more damage and the damage is terrifying on HCT.
Fun Fact: This is a Super Running Crucifix Power Bomb with some anime mixed in. According to some people, this is called a 'Thunder Fire Bass Bomb', which sounds stupid, so let's not use that.
- Running
A running catch grab throw. Good for throwing out if you know the opponent won't retaliate or might try to hold, since their only two options are mid-punch and mid-kick or SS. Certain characters like Hayate and Christie can ignore this, but a well-placed // would make them think twice.
- air-grab
A fairly simple grab and rather forgiving in terms of height requirement. Try to perform this when there's a wall next to Bass. If Bass' left foot is forward, he'll throw the opponent to his left right side and if it's the opposite leg, then it's his right left. You'll get the hang of it.
- chain air-grab
The old Gator Slam -> Broken Toy chain air-throw. The height requirements for this is thankfully less ridiculous now, but you need to keep in mind that this tools works best with walls and that you can throw an opponent to your front and back. You also need to be a little close for it to connect.
- With Back facing opponent
11 frame OH which guarantees combos and set-ups. Shifts position and gives you 21 frames of advantage, making possible on hit if buffered correctly and if the opponent does duck for the first three frames, though is guaranteed. This also guarantees which can lead to a sit-down stun. Second fastest OH in the game (the first being Alpha's ). However, doing this after on block would actually make this a 7i OH as is +3 on block, making it the fastest OH in the game.
Moves that are good, but not greatPrior to the addition of in DOA4, was arguably Bass' least useful low poke since already had that covered and it put you in a more advantageous situation on CH and it was great for slip stuns. In DOA4 however, the old was removed and the animation for that was added to this new string (since it used to be a juggle extender). Not very useful outside of stun or mix-ups, but itself can cause a major slip stun on CH which guarantees a into sit-down stun or any other launcher.
This used to be a good move with very decent range back in DOA3 as it was way faster. Without Charge, it's 0 on block, but at full charge, it's +18. However, the fact that you can see this from a mile away, doesn't make a good GB move to use unless it's on an inexperienced opponent or on wake up. It can however guarantee a pick-up or a free on wall-hit.
This move is more of a taunt rather than an actually useful move, yet it has a pretty good hit-box. Most people don't know that this move actually has two hits and so they might try to grab you in your back-turned state, resulting in them getting hit with the second hit and stunned. If they do, then just launch them from back-turned with or cause a sit-down stun with BT and launch them. This move is -56 on block, btw and the second hit is -12, which is still very unsafe.
- /
Everybody knows this move. The first part is a very slow taunt which transitions into a running unblockable move with a lot of range (I reckon it's range 12 or maybe more). You can mix this up with the mid that GBs and -2 on block, so it's safe.
Still a fun move to throw out every now and then. This move does actually have some tracking ability and even if someone steps all the way to your back or jumps over you, Bass will do a full 180. However, it is still a linear mix-up and both options are holdable/can be dodged and let's not forget that this is slooooow.
I got mixed feelings about this kick. On one hand, it looks really cool, it's safe and has very good range for a mid-range attack and it has fantastic recovery, so much that if someone does a low-hold, you'd have enough time to recover and throw them, but on the other hand, it's not the best option when your opponent is in stun. Same goes for .
This is a weird OH that used to be a While-jumping OH in DOA4. At 32i, it has some good damage, but best used when you think the opponent might hesitate and press a button on reaction. This is the only OH which allows Bass to change position, so it's good to throw this out if you absolutely need to get out of a corner. Not a great tool to use very often and the range isn't that great, but most people have a hard time reacting to this.
- Back-turned
There is a reason why I've listen this same move in two different categories. This is a great CH launcher, though it's very situational. If you're in back-turned and want to provoke an enemy to attack you, this is a good tool to use, especially against jumping attacks, which causes a super-launch. In tag, it can be used after a very high launch to run under and perform this on an air-borne opponent to cause a super-high relaunch. This can also be used to relaunch after wall splat from , but it requires proper spacing. There are other combos where you can use this
Moves With Limited Use AKA Bad Move AKA Don't Use This
- (Spanish Sumo Stomp)
I don't even know what purpose this has other than being a very slow mid kick that doesn't even launch. The hard knock-down however guarantees a ground pick-up and it also hits grounded opponents and force-teching (very very slowly). Whether you charge it or not, it's always +8 on block. However, no one expects the Spanish Sumo Stomp!
CombosL = Light Weight
M = Medium Weight
H = Heavy Weight
On Guard (Full Charge) > GB! > > (pick-up possible if the opponent doesn't tech) (L, M, H) (34 DMG)
On Guard (Full Charge) > GB! > > (L, M, H) (45 DMG)
On Guard (Full Charge) > GB! > > > > (L, M) (49 DMG)
While Back is facing the opponent > (102 DMG) OR (90 DMG) (L, M, H)
On Crouching Opponent > > (L, M) (86 DMG)
On Crouching Opponent > > > (L, M, H) (75 DMG)
NB: Timing is very tight against heavies and it's range dependant. In a real match this would be rather impractical and unsafe to do on heavies.
*Critical Stun* > > > (L, M, H) Same as above. You need to hit on later hit frames, so try and hit it at maximum possible hit frame/distance. Heavies need to be deeper in stun threshold.
CB! > > > (L, M)
> > (L, M) (91 DMG)
> > (H) (82 DMG)
> > > > (L, M, H) (93 DMG)
> > > (L, M, H) (104 DMG)
** > Ceiling Hit! > > > > (L, M) (147 DMG)
** > Ceiling Hit! > > > > (L, M, H) (160 DMG)
** > Ceiling Hit! > > > > > (L, M, H) (149 DMG)
** > Ceiling Hit! > > > > > (L, M)
** > Ceiling Hit! > > > () > > > (L, M, H) (160 DMG)
** > Ceiling Hit! > > > () > > > > (L, M) (164 DMG)
** > Ceiling Hit! > > (L, M) (134 DMG)
** > Ceiling Hit! > > > > (L, M, H) (138 DMG)
** > Ceiling Hit! > > > > (L, M) (127 DMG)
** > > > (L, M, H) (96 DMG)
** > > > (L, M, H)
** > > > (more damage against walls) (L, M) (106 DMG)
** > > (H) (107 DMG)
** > > > (L, M) (107 DMG)
** > > > (L, M) (95 DMG)
** > (free cancel) > > (L, M, H) (108 DMG)
** > (free cancel) > > > (L, M) (97 DMG)
** > (free cancel) > > > (L, M)
** > (free cancel) > > > (L, M)
** > (free cancel) > (free cancel) > (L, M)
** > (L, M, H) (96 DMG) good as HCT against a wall.
** > > > (L) (104 DMG)
After bounce off of Generator/RPG/similar hazards:
> (L, M)
> (L, M, H)
> (L, M, H)
Combos against constructions beams in Scramble:
> BT > > > (L) (+110 DMG)
> BT > > > (L) (Slightly more damage than the one above)
The above combos work on Ayana, Kasumi, Eliot, Hitomi, Kokoro, Leifang, Mila, Pai and Sarah.
From Back-turned:
BT > > > > > (L, M, H) (99 DMG)
BT > > > > (L, M, H) (110 DMG)
BT > (L, M, H)
BT > > > > > (L, M) (112 DMG)
I hope these guys do a video on DOA5 Bass