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

miyodarius

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Well Bass new chain grab pretty cool. His damage output around environment is epic, especially at 8:30. But as it stand, I still don't see many situations where you can pull off a ground grab against high level play. And my last observation seem to beat Bass, is to space him. Can't wait til I test out the new Bass.
 

Matt Ponton

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The nerfed relaunch of 6PK and 8K. So you can't do 6PK on ground into juggle, and my Summer Jam juggle has been nerfed via this as well.
 

UncleKitchener

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Wow, this is sad.

I'd like to hear their justification for the nerfs they've made to this character. I mean, the juggle you got out of the launcher was barely anything close to what you could get in 3.1 and further nerfing that is just taking away his one big strength.
 

Snipeclips

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Man all I'm seeing is bad news for the big man. Can't he do anything after his ground throw, grab wise? I'm guessing not now.
 

UncleKitchener

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I suppose we'll wait a few months to see if they actually decide to address any of these points. I'll have to get my hands on the game myself to judge, but from I'm seeing he's only an improved version of DOA4 Bass.

Still, this is what DOA4 Bass should've been in the first place.
 

Matt Ponton

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He can either do 66P which is a guard break that's -5 or buffalo horn. The 66P can be interrupted by a i10 jab.
In terms of throws his best option is either 66H+P or 41236H+P
 

Snipeclips

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Hmm I would have expected a bit more, maybe I can experiment more when I get my hands on him. I'm guessing his pick up from behind has less space right? Or is each side the same space?
 

UncleKitchener

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Yeah, 66H+P range is pretty good. Almost as good as 41236H+P range.

The range for back-turned and front pick-ups were the same on the build I played, though back-turned recovery still prevents 33Ps because back-turned recovery is still quick in this game. Still not as quick as DOA4, but something between 3 and 4.
 

Matt Ponton

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It's 1 frame faster turn around AND the BT pickup is 1 frame less advantage.
 

UncleKitchener

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Wait, 33H+P is just a throw now? What's the point in doing it now except for the range?

There are these small buffs and nerfs that I'm not quite sure why they were made. The pick-up frame buff for front and back-turned was justified because of back-turned recovery, but that doesn't really justify the the nerf ground throws got in general.

It's 1 frame faster turn around AND the BT pickup is 1 frame less advantage.

Well, if 33P doesn't connect, then you'd probably need something a little faster like 3K.

Actually scrap that, I did my maths wrong. It looks like there's not much you can do in that situation.
 

Matt Ponton

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Must say I have been winning with him more successfully than I did in doa4. People are afraid of his anti ground pressure and throw damage. His tough fights are still rush down characters and he has difficulty playing the mid range to keep him out. I've actually had people scream at me, "No! No! God, no!".
 

N0rdicNinja

Active Member
Must say I have been winning with him more successfully than I did in doa4. People are afraid of his anti ground pressure and throw damage. His tough fights are still rush down characters and he has difficulty playing the mid range to keep him out. I've actually had people scream at me, "No! No! God, no!".

Happy to hear this! So psyched to delve into Bass
 

miyodarius

Active Member
Must say I have been winning with him more successfully than I did in doa4. People are afraid of his anti ground pressure and throw damage. His tough fights are still rush down characters and he has difficulty playing the mid range to keep him out. I've actually had people scream at me, "No! No! God, no!".
What is the main launcher you use that seems to be effective? and how many grabs do bass have that go through attacks?
 

Matt Ponton

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two standing, one crouching. 41236H+P, 66H+P, 3H+P.

41236H+P launcher and 33P launcher.

If you do 33PP with opponent's back to the wall and connect with the 33P then the P follow-up guarantees pick up right back to their back to the wall. Also, 33P is unparry-able last I checked.

7K is my launcher for back to the wall as it does not cause wall splat.

33PP on NH/CH (33P whiffs or is guarded) causes sit-down.

6PK is a nice instant two hit launch (not natural combo) into a short juggle (6KP) for damage. If they tech then you have the 41236H+P mix-up on their tech as they can't wake-up kick on tech, if they don't tech you can 2H+P.

I had quite a few people messaging me thanking me for showing them Bass tech.

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.

236P is his only hit throw but it gives grizzly on bt and a decent choke slam on ft. Also it's +4 on guard, but hits high.
 

UncleKitchener

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No, buffs, but you seem happy. I'll update the OP tonight. Me and Rev will be breaking down the game once the game comes out this Friday.

Yo, Matt, you wanna hold training sessions on weekends? I got the PS3 version, so maybe we can skype it up with a few people. If you're on 360, then never mind.

Also, thank fuck he can still pick up after unteched 6pk 6kp combo.
 
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