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

MasterHavik

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Well, it really depends on the opponent. Against someone with better range options than Bass like, say, Kokoro, giving her that range advantage is not worth the extra splat damage.
lol that's funny...i lost my first game with bass against andre who was using kokoro. But you make a good point. the same can be said for Ayane.
 

UncleKitchener

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OP updated and some embarrassing mistakes fixed. Some links were added for further reading.

tumblr_mckg5oiCRA1raivk0o1_500.jpg
 

Scornwell

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That last part of the second video where Bass does P+K after 214P is a cool idea to create space between you and your opponent but is unreliable. The slightest error in hit detection causes him to be negative if he whiffs and they tech. Be wary.
 

UncleKitchener

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I was thinking of holding off for a while before doing that.

I'll add the longer combo video tomorrow, but I want to wait a little longer before I add the circus stage combo video (possibly even after the patch is released).

Just for a short while before the patch is released, I promise.
 
I was thinking of holding off for a while before doing that.

I'll add the longer combo video tomorrow, but I want to wait a little longer before I add the circus stage combo video (possibly even after the patch is released).

Just for a short while before the patch is released, I promise.


i loled a lil at this, "we must keep this from the others, less they know our plans...."
 

Matt Ponton

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It wasn't until 3 weekends ago that I realized the Black Santa outfit has him named "Mr. Strong". :D

The only three things I still wish he had are the following:

  • P+K is reset to DOA1-DOA3 hit effects
  • 6KP guarantees pickup on knockdown
  • 6H+P is a 10i OH
to basically give him a "Fast jab" but as a throw.

I am cautious about the change to 6H+P causing wall throw at ring ropes. I was looking into that setup and that's a serious loop meta-game he has there right now. Hopefully they don't ruin that but it is amazing. This is because you can't stagger escape the 6H+P wall bounce back like you can if you get the knock back on attack. What this means is after 6H+P ring rope bounce back he can dash in and free step to get behind the opponent. You only have to worry about reacting to a hold with an easy throw punish. Once you get to their back you can do 236P H+P to get the grizzly launcher from behind which pushes them back into the wall. Additionally, it does around 50% life, moreso with the life decrease now! You couldn't do his 9PP juggle from this setup since the throw counts as the first hit.

With that said, 9PP has been buffed by removing his recovery frames so he gets more advantage on the sitdown which guarantees the 33P. It might be possible to do 6H+P FS 9PP 3P+K or even 6H+P FS 9PP 33P now.

*evil grin*
 

Matt Ponton

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The only major thing i'm worried about? The back turn hit status they made mention about. Like, 9PP could turn around the opponent after the 9P, making the 9PP not guaranteed anymore.
 

Matt Ponton

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Aw man, and think of it. When you get them conditioned to that 9PP combo you can sneak a 236P H+P in there for good measure on water and ice! :D
 

UncleKitchener

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As of 1.03, Bass has been made into a slightly different character, but he's still a very nasty character to deal with if he has the momentum going.

I'll just leave this as background music.

Due to changes to the life bar in the new version, Bass had to lose the pick-up after his :9::P::K::P: juggle as the pick-up now now has +13 advantage and that would've meant having a psuedo-DOA3.1/.2 Bass again and people would not have liked that as Bass is already solid enough (actually, he can be way better, but we'll see). Also, the pick-up seems to leave slightly closer to the opponent (that's just how I feel the new grab is). With the new life bar, Bass is way more dangerous now, as getting in your face would result in losing more than half of your life.

Speaking of too much damage, the superlauncher hitbox was slightly tampered with to prevent the clean-hit :6::6::K: to connect with a mid-air opponent. Since this was way too easy to do and would've resulted in +50% damage on the new life bar, it had to be changed.

:6::h::+::P: throw variations are +10. I believe in older versions they were +11. Don't know why they changed that, but I guess Shimbori uses a scale to balance frame data. So, this throw loses one frame so that the pick up gains two extra frames and possibly better positioning. edit: Matt is right, it's always been +10.

3K is now a fairly safe option against non-grappler characters. Just keep that neutral throw break handy.

Some more good news, BT :h::+::P: is now an OH (11 frames, ooh yeah) with BT :4::K:, AKA Kick The Dog, causes sit-down stun on both CH/HCH and crouching opponents, thus creating the ultimate mix-up. This forces your opponent to guess or be punished severely. Kick The Dog > :3::3::P: is one option, while the BT OH also gives you a full combo.

Speaking of BT, performing either :236::P: > :h::+::P: or :426::h::+::P: (no charge) on a backturned opponent on water will grant a fully charged up version of the grab, so you can now go all Maxima Revenger on your opponent after using your BT OH.

Bass now has a sit-down > CB combo thanks to the improved recovery of :9::P::P:, however you must initiate the combo with a stun first. edit: refer to the post below. edit: Apparently, it should only guarantee :3::K: and :3::3::P:, but we all know no one can SE anyway *smug*.

:P::K: has now been fixed as the kick did not cause a sit-down stun on crouching opponents. With this change, you should expect to see this more often as it can lead to combos.

edit: I forgot to mention the change to :624::h::+::P: > :624::7::8::9::6::h::+::P:. This combo throw now grants a back-turned pick-up. The timing for this is actually as tight as his DOA3 pick-up, so you must make sure to buffer a dash before you do the pick-up.
 

Matt Ponton

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:6::H+P: was +10 in earlier versions of DOA5 as well. Always has been.

Bass now has a sit-down > CB combo thanks to the improved recovery of :9::P::P:, however you must initiate the combo with a stun first.

This is only due to the current SE glitch in 1.03. Expect it to be as the patch notes described in 1.04: It will guarantee 3K or 33P.
 
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