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

UncleKitchener

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Do you mean the hcf or hcb? :426: is still his Grizzly chain throw, y'know, this novelty. :624: on the other hand is the old Argentinian Back Breaker now. You can either do :236::P::h::+::P: or charge-less :426::h::+::P:.

That's is my favourite DOA4 bass video, by the way.
 

Matt Ponton

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Argentine bb only occurs on back turned opponents. When he said back half circle I presumed he meant 63214 on a front facing opponent.
 

miyodarius

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Okay, I'm think im getting mixed up. I understand :624: :H+P: is the new chain grab move for bass. But What I'm making sure the :426: :H+P: is a charge chain move. In the match I seen with Bass vs Eliot. Bass charged up his throw, and threw Eliot in the air. On the top screen under Bass name, "Combo hold" came up for an instance.
Sooo, If you don't charge the grab, you get a normal powerbomb. Fully charged, it throws your opponent in the air. And you can chain either 1 grab out the 2. Is that right?
 

Matt Ponton

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Okay, I'm think im getting mixed up. I understand :624: :H+P: is the new chain grab move for bass. But What I'm making sure the :426: :H+P: is a charge chain move. In the match I seen with Bass vs Eliot. Bass charged up his throw, and threw Eliot in the air. On the top screen under Bass name, "Combo hold" came up for an instance.
Sooo, If you don't charge the grab, you get a normal powerbomb. Fully charged, it throws your opponent in the air. And you can chain either 1 grab out the 2. Is that right?

As the frame data i posted shows, 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 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.

The combo throw is not breakable and the full notation for it is as follows:

:426::H+P::5::236::9::8::H+P::5::8::2::H+P:
 

UncleKitchener

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Yeah, I misunderstood.

edit: Updating the OP.

Okay, OP updated. It looks a little cleaner now. I also added the guaranteed combos from the official test videos, but left out the part about the damage.

I would suggest leaving the combo section as it is for now until the final game comes out.

Matt, Is :6::6::P::+::K: a viable tool for getting over get-up kicks?
 

Matt Ponton

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6H+K is better...

I think you misunderstood what he was asking.

He was asking if it was like DOA2 where he could go over the knockdowned opponent and land on their other side safe from being hit by a wake-up kick.

6H+K could be better against a clash of the wake-up kick, but i haven't experimented with it.
 

UncleKitchener

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So, it still works then.

Also, does :3::K: only cause sit-down stun on crouching opponents now or does it still cause the stun on CH too? That is one of those deciding factors for me.
 

UncleKitchener

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So, does this mean that :9::P::P: is the only other move that causes a sit-down stun on CH on a standing opponent? Is an opponent in double over stun in crouching state? It may be possible to go from CH :6::P: to :3::K: if the opponent is considered to be in crouching state.

Also, with the nerf to 18f :426::h::+::P: after pick-up, the old DOA3 50/50 isn't viable any more. :3::3::P: > :6::K::P: > :2::h::+::P: isn't possible, so it just means that there has to be mix-up involved with the charge grab (probably the 20 frame version with 2 frame charge-up), :3::K: or :6::K::P: > :2::h::+::P: on a standing opponent. It's better than nothing.

Man, this new Bass is looking so boring; his main game plan now just involves putting the opponent off balance for heavenly potemkin buster to deal big damage. No pick-ups, little pressure.

It used to be fun not having to deal with wake-up kicks when playing him, but now I just see this to be the return of DOA2 Bass.
 

miyodarius

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Just wanted to say thanks to UncleKitchener and Mr. Wah for clearing that up for me.
As for Bass. I'm usually work through all my characters nerf in any fighting game without any complaints, but the setup to the ground grab was what I loved about Bass. I enjoyed controlling my opponents movements and spacing, that grab helped with that. Then I see his :426: : :H+P: range has been nerf so now I can't even use that grab hold anymore after the pick up...
I'm holding out til the strategy guide, to see if He got anything to compensate for.
 

UncleKitchener

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I'm also kinda holding out 'til after the game is out. That is when Wah and Brady have figured out all the dirty tech Bass may potentially have.

To me, Bass is either going to be good or he's going to be exclusively used for bad ryona youtube videos like DOA4 Bass. So far, he actually looks fairly solid. Not as comfortable as DOA3 Bass, but still good. I just really hope Shimbori doesn't do what Itagaki did with DOA4 Bass, because I'm sort of seeing a repeat of that.
 

Matt Ponton

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As far as right now is concerned, I believe he'll end up being at worst mid tier. He has some shenanigans but his damage output is crazy if you score a hi-counter grizzly launcher?

Speaking of which, did I mention that on hi-counter throw no ceiling he can get 155/156/196 damage? The first is with 6KP ender, the last two are with H+P ender no wall/in elec wall. I await the final build to see how I can incorporate a teching opponent from 6KP juggle ender into a 41236H+P trap.

Also 6H+K is good against wake-up. Seems like a big active frame hit box, you can't do it on reaction though but it will go through mid and low wake-up options and guarantee a pick-up on hit.
 

UncleKitchener

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The way I see it, people will condition themselves to reacting to Potemkin buster is a few weeks, so the chances of actually getting a hi-counter launch would be small. With the current hold recovery, people can immediately go low-holds once they see him extending his hands.

Also, I remember Rikuto saying that you could in mix potemkin buster with his Power Blow, but the animations are different and the charge effect totally gives away the Power Blow, so I don't actually see this as a viable option.

Do you think he'll end up having overkill combos in the Home stage? The damage you did even with a normal throw was high. If that was a hi-counter throw with both ceiling and wal-break/PowBlo incorporated into the combo, I'm willing to bet that would've been close a 100% combo. Maybe if you end up grabbing them twice, you could potentially screw someone up real bad.

Also 6H+K is good against wake-up. Seems like a big active frame hit box, you can't do it on reaction though but it will go through mid and low wake-up options and guarantee a pick-up on hit.

Was this possibly with DOA2/3 Bass or is this just the case with 5? I know you can punish wake-up kicks during recovery, but this sounds very good, though awkward to get used to.
 

Matt Ponton

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I was able to get 269 damage on hicounter home with cb, pb, broken furniture, and no stagger escaping. So Yes 100% but situational.

PK also does not sit down like 3K.
 

UncleKitchener

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PK moved to the 'not great, but good' section.

How big is a normal health bar in this game? I suppose you can also get similar results in the ice stage.
 

UncleKitchener

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So Barret dropped the old Wasteland in favour of his new finisher, which is not as awesome, but still pretty cool. I'm gonna miss his old one.


Regarding Bass, I got my hands on DOA4 Bass again and it looks like :214::h::+::P: :Link: :6::h::+::P: keeps the opponent quite close to you and with the new back-turned recovery, :6::K::P: into pick-up or something else is definitely possibly (like you mentioned in another thread, Wah). In 4.0, only :426::9::h::+::P: is guaranteed.
 
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