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

UncleKitchener

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Fuck yeah, dude. You're the man!

Everyone 'Like' this man right now.

Also, for those who don't know, :P::P: and :4::P::P: are his Natural Combos, so use these.
 

Forlorn Penguin

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UncleKitchener

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I was too busy spicing up the OP. Sorry, Matt.

:4: :P: :P: was not a natural combo in the IPL/GVN build. I had it held more than once while using Bass in casuals.

I'll change it then. But I'm sure it was natural when I tried it in the older games. You sure it wasn't delayed? Even the DOA3 strategy guide says it's natural.
 

UncleKitchener

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No way that fully charged :426::h::+::P: is 36 frames. 18 frame start up is great and it's close to 3.1, but 36 is just hella fast for max charge. You sure it's not a bug?
 

Matt Ponton

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I just finished frame counting the speed on my capture device that gives me uncompressed 720p 60fps. the hit frame is on frame 38, making it an i37 attack.

Now if you break the charge between lv2 and the finish then it can extend it past i37.

It appears the charge time is 21 frames. If you do the full charge then you'll have the i16 initial throw speed totaling i37. If you release before that then you'll get the old i20 speed from DOA4. That means if you release it right before the full i20 charge then you can actually make it slower than the full charge.

Trying to see if I can explain this right: Say you release the charge at i20, one frame before full charge, then you're stuck with the i20 initial throw speed release. That means in total your non-full charged throw is i40, 3 frames slower than if you held the charge for one more frame.

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.
 

UncleKitchener

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No, it's alright, I got you the first time.

So you're saying that you only need a 21 frame charge to get a launching throw, making it 37 frames, the fastest you can get to the launcher. In essence, making it a sort of JF. Smart choice on Shimbori's part. It's the same for Grizzly Crash, right?

I can see a potential set-up after :3_::P::+::K:. Say, if I free cancel and stay in back-turned, when the opponent holds, mid, I can throw them and with the extra 21 frame advantage. :236::P: > :h::+::P: is guaranteed. Would I still get a hi-counter back throw or would it be reset to normal?
 

MeanMrMustard

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So with no longer getting pick up off of his :6: :K: :P: juggle ender, I'm assuming that Bass will have to sacrifice juggle damage to get a pick up. Instead of doing a juggle like :4: :P: :P: :6: :K: :P: -> Pick up, you would just have to do :9: :P: :K: :P:. It's a lot of damage to miss out on, but it's probably worth it to get the pick up. Also, best juggle off of super launch throw would probably be :8: :K: :9: :P: :K: :P: -> pick up.
 

UncleKitchener

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In regard to combos, that's something that I want to touch upon once the game is out. Also, :6::K::P: and :8::P: still cause hard knockdown and Bryan was probably doing something wrong when he was playing the final version.
 

MeanMrMustard

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How do you know this? If this is the case I would be extremely happy. It's not that hard to get the pick up after :6: :K: :P: so I couldn't imagine he'd have done something wrong.
 

UncleKitchener

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Bryan was talking about his hcf super launcher :6::P::K: :6::K::P: combo he kept doing in the test videos on the IGN channel. For that you have to basically dash half across the screen for that and it actually should not have been possible in the first place.
 

UncleKitchener

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I suppose you could use a low throw or catch hold when they're teching.

Still, it's more preferable than having to deal with wake-up kicks.
 

miyodarius

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Okay, I got a question again. So is his back half circle a chain throw, or a charge throw, or both? Because i dont remember those notations after the half back circle.
 
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