DOA5U Bass General Discussion: Champion Edition

Rich Nixon

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Nah brah, :4::4::P: (limbo stun) into :2::3::6::P: doesn't work. this most be only for the PS3 or something. But I been test somethings out with Bass on his ground game. and since :6::K::P: doesn't 100% gets a ground grab, I've been playing into his frame advantage with fully charged half circle. Been working alot, which makes for a easy 110 damage with :8::K: into :3::P+K: :F:.
It works. You either input it wrong or tried It on a character with an inconsistent hurtbox while in limbo stun. See Wah's list of characters it works 100% on.
 

peachyO

Member
on a rather related note, i seem to be able to get a guaranteed 41236T follow-up from bass' BT T. the frame data seems to confirm this (the move is 18f; the frame advantage is +21f). can any of you gentlemen confirm or disconfirm?
 

UncleKitchener

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I updated the OP a bit, but I'll be doing some more updating once I get my hands on the game this weekend. Let me know if there are any major issues with the info. I haven't actually played the game yet, so I'm basing what I write on reactions for other Bass players and videos.

Also, what is the general opinion about the :426::h::+::P: OH? I personally don't think it's really that good and it's way too risky to actually use any of the different charges.
 

MrMoon360

Well-Known Member
Gentlemen. Armstrongs. Bass Bottomers.

Bass needs a quick standing 2P.

At least i12 frames. Currently, he doesn't even have a crouching 2P, so his standing 2P clocks in at i17. He simply can't do anything to players that know how to continuously pressure his slow ass. You know sidestepping just isn't going to work often against characters like Kasumi, Ayane, Helena, Sarah, Leifang, Hitomi, etc., It doesn't help that some characters have high crushes, so that renders Bass's quickest attack "hell stab" (:P:+:K:) useless against most.
Not enough people punish using throws with Bass anyway. I can understand why. It can prove difficult when every character can string delay and free cancel, leaving them in the safe negative range in their string once they begin pressure. Then they can always stop striking while you stand there and block, hanging on for dear life, and throw you. (P,P, 6:h:+:P: anyone? lol)
If throw breaks are implemented, then he definitely needs it, because starting his offense would be that much harder.
But I think its deeper than that. I think everyone needs a universal 2P that gives advantage on NH and CH, but no critical stun. This 2P should only hit opponents that aren't guarding to merit how quick this attack is. Yes, give it the "special low" attribute. Universal 2P is utilized beautifully in VF5FS, and to most peoples' surprise, TTT2 as well.

What do you guys think?

I also think there should be more character movesets that emphasis on "while rising" commands to bring in moves that launch and stun on normal hit/counter hit from crouching, but these moves would of course be linear and sidesteppable. I'd love to see more low crushes as well.

Edit: Sorry I didn't specify that this 2P should obviously avoid highs.
 
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Rich Nixon

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Definitely like the idea of Bass having a faster 2p, but I don't think TN will ever make that leap to improve him in that department unfortunately. Especially since one of his strongest throws is while rising. I could just see your inbox being full of rage mail if that ever were to happen.
 

MrMoon360

Well-Known Member
Definitely like the idea of Bass having a faster 2p, but I don't think TN will ever make that leap to improve him in that department unfortunately. Especially since one of his strongest throws is while rising. I could just see your inbox being full of rage mail if that ever were to happen.

But.... it would be soooo right...
Right?
1135236_t_zpsefb3e302.gif


Besides, the only feasible way to get that throw from crouching at the moment is to crouch dash with the opponent in stun, conditioned by 33P.
But its even hard to start conditioning with Bass. His offense starts against a 9,10 frame jabber and a miracle has taken place.
 

MrMoon360

Well-Known Member
I wouldn't mind the 17 frame 2p we have if strings couldn't be delayed for an eternity.

Its nice. It does count as crouching, but the follow-up... x.x
It only connects on counter hit, its high, and if its blocked, say goodbye to his offense at -10.
 

Matt Ponton

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Administrator
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Having Team NINJA speed up any of Bass' attacks is very highly doubtful.

I still think if you make his headbutt an OH and even if it were 12 startup it'd be great, instead of his 66H+P which is 16 startup (same as 33P) and puts him in a shitty wake-up game situation after getting little damage.
 

UncleKitchener

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I have long given up the idea of Bass being improved in a meaningful way. I'm a Bass loyalist, but honestly, there are times where you just have to switch characters because there is no point in struggling with a bad matchup.

My suggestion would be to simply remove the character from the roster and work on something new. Only a handful of people play him anyway and from what I've heard, no one really likes him in Japan anyway.The system is very much against him anyway because he's a throw-based character.
 

UncleKitchener

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Couple of interesting things I've found.

:426::P::+::K: crushes highs, but in later frames and crush window is small.

:426::h::+::P: comes up with some weird stats. Up to 28i, the game says that it has up to 2.08 range, which I've found to be really inconsistent because it just whiffs even at close range. Not sure if it's a bug or not, but I sat down for half an hour just testing the ranges and I've come to same conclusion Wah did. Only the 18i and 37i versions have the most range.

:8::h::+::P: still an OH, despite I remember it being switched backed to a throw on the pre-release streams. Still does pretty good damage.

Max charge time on :2::P::+::K:, :2::h::+::K: and :4::6::P: is reduced. :4::6::P: and :4::[[H]]::+::[[K]]:, but :4::6::[[P]]: doesn't since it knocks them too far back, but still does 70.

:4::P: and :4::P::P: give a different stun on CH now. Not sure what it's called.

:6::h::+::K: seems to give better ground throw opportunities than :6::K::P:. Even at mid to long range, I seem to get a ground throw consistently.

:6::6::P::+::K: In case an opponent tech this, they're actually at neutral, so this may become a habit.

Also, how would you know the frame advantage you get from the blender? It always get 0 from that. Do you have to go for the throw attempt immediately or do you have to wait for a frame or two before going for the ground throw?

Also, Atomic Drop into Face Buster completely gone? That is horrible. You can't take the Hulkamania out of a Hulk lookalike, brother.

Edit: Hulkamania still lives, brother. Except that it's :6::6::h::+::P: now, brother.
 
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UncleKitchener

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TFBB in Lost World stage is 125. Hi-counter one is 167. Ouch.

Alpha normally gets 140 (189 hi-counter), but the TFBB is the second highest throw damage you can probably get in Lost World.

Also, found a funny setup with the unblockable in the wrestling stage. I'll share it later.
 

Rich Nixon

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Standard Donor
For the blender I end a juggle in 3p, 6kp (for lights and mids or just 6kp for heavies) and immediately press 2T. If they tech, you will get a low throw animation (insread of the ground throw)and be at about +7. So his 33p will beat all retaliations 10 frames or greater and you get to do another juggle ending in 6kp and repeat. If you think they are going to sidestep after teching the 6kp juggle, you can use a tracking move of your choice or use TFBB. The beauty is that since you are in the crouching animation after whiffing the low throw is that the input for the TFBB is already buffered so it comes out smooth as butter baby. Oh yeah! Bassamania running wild!
 
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