I know what's guaranteed from his sit-downs, but not much else. What are some of his best guaranteed options? I'm a pretty new Bass player, and I don't know yet how badly I want to explore these options myself. So I'll just ask the pros for this one.




>




>



>




is always guaranteed. It's humanly very difficult to stagger escape and hold the



in this combo and no one has actually managed to in a match, making it guaranteed.
BT OH normal throw version guarantees any throw with the exception of TFBB,



,


and



. Followups would usually consist of the airthrows or simple enders


>


BT OH Counter or Hi-Counter give you a full combo



>


>



into ender of choice. You can even do







after a launch on light and medium weights.




is also guaranteed.



can also be done for things like



>





for when an opponent isn't stagger escaping.
CH/HCH BT


doesn't necessarily guarantee anything on fastest stagger escape, but in case you do get it, you can followup with



. Pretty good in general since it tracks too and causes SDS on crouching.



on counter or hi counter hit gives either a crumple gut stun or a limbo stun depending on whether you have an open or a closed stance. This is a good setup after a pickup. Limbos stun gives a free launcher.
Pickups are usually guaranteed after



,



P:, critical stun or CH/HCH


,




,



and in situations where an opponent doesn't tech like two


s in critical stun or





.
In juggles



always transitions into the blender/psudo force-tech if the launch is not too high. You can always go for a pickup afterwards to either force your opponent to tech and still have frame advantage or get a pickup if their don't. Both are advantageous.
There are also the

:[[H+P]]: combos, but that's for another post and I assume you've seen examples before. If not, ask me.
After a wall splat, the optimal followup in most situations is




.