
Characters with built-in mix-ups, especially in a game like this can be really shitty to deal with. However, as Bass there are some tools that would in most cases circumvent these mix-ups entirely, tools which most characters don't have access to (except characters like Bayman and Christie). Other than that, pretty much everything else punishable is either -8 or something slightly more punishable.


(

)

(

) (+1)(-3)(-8) (NT)(T)(T)
Punisher: 


,




(Note:




is not throw punishable as she's not throwable from that state)



(

) (+1)(-12)(-8)((-3)) (NT)(T)(T)
Punisher: 


,






(-5) (NT)
Punisher: 




(

) (-8)(-8)((-3)) (NT)(T)
Punisher: 


,








(-8)(-8)(-8) (NT)(T)(T)
Punisher: 


,







(-13)(-5)(-8) (T)(NT)(NT)
Punisher: 


,








(-13)(-5)(-22) (T)(NT)(T)
Punish: 



,




,





,


into sit-down stun and full combo




(-13)(-8) (T)(T)
Punisher: 


,






(-12)(-7) (T)(T)
Punisher: 


,








(-12)(-5)(-7)(-11) (T)(T)(T)(T)
Punisher: 


,




,




,









(-12)(-5)(-7)(-20) (T)(T)(T)(T)
Punish: 



,




,





,


into sit-down stun and full combo




(-7)(-9) (T)(T)
Punisher: 


,




,




,







(-7)(-7) (T)(NT)
Punisher: 


,






(-9) (NT)
Punisher: 


,




,




,





(-11 ~ -18) (NT)
Punish: 



,




,




,




,




,



,


,

,


(Note: not punishable by



or




)
SS 
(-9) (T)
Punisher: 


,




,




,



Running
(-8) (T)
Punisher: 


,





(

)


(-9)(-5)(-5) (NT)(NT)(NT)
Punisher: 


(Note: from the second kick onwards, you can use




to evade any of incoming follow-ups as they are linear air moves.
The only exception for this is her OH follow-up in her strings actually, it can if you time it right. She can also be interrupted with fast pokes)


(

)


(-9)(-5)(+3) (NT)(NT)(NT)
Punisher: No punishment on block, but SSing or using




, fast pokes or OHs would benefit you well and on SS, she is something like -27 to -40, depending on when you SS and those situations always guarantee low throws or


into combos.


(

)


(-9)(-5)(-3)(-5) (NT)(NT)(NT)(NT)
Punisher: 


(Note: Same as above. Fast pokes or




)


(

)

(-9)(-5)(-3)(+3) (NT)(NT)(NT)(NT)
Punisher: Same as the




string.


(

)




(-9)(-5)(-3) (NT)(NT)(NT)(T)
Punisher: Same as above. She is at something like -50 if you duck her.




will circumvent all of this through its magic.


(

)


(-9)(-5)(-5) (NT)(NT)(NT)
Punisher: Safe on block due to push-back, but if SSed, it'll grant you around -20 which mean pretty much any throw including dash TFBB can be used.




cannot evade this however.



(

) (-9)(-8) ((-3)) (NT)(T)
Punisher: 


,




(Note: I know that Lisa players know that her BT transition is safer, so you'll probably never see the punishable version of this unless you're in stun or something)





(-9)(-10)(-28)(+9) (NT)(T)(NT)(NT)
Punisher: The third kick is pretty much punishable by most strikes and




after the third kick would cause Bass to go behind her and hit her with a HC strike. This method also works against







string, which is kinda silly considering she's supposed to track with her catch throw.





(-9)(-10)(-13) (NT)(T)(T)
Punish: 


, 


, 





(

,

,



,

) (-18) (NT)
Punisher: Despite what the frames may say, this mix-ups is not punishable by either





or



if she blocks after the first hit, despite being so disadvantaged. However, the thing is that if she decides to follow-up with anything, you have a very large window to throw out any strike and beat her on CH. If you condition the opponent to hold afterwards, you have enough time to do a running grab.




(-11 (-8 on hit))(-13)(-5) (NT)(T)(NT)
Punisher: 


(Note: second hit is high and duckable)





(-11 (-8 on hit))(-13)(-6 ~ -8) (NT)(T)(T)
Punisher: 


,




(Note: it would be rare to not block the third kick on deep hit considering that it's part of a string, so you can rest assured that you can punish this string with




)



(

) (-11 (-8 on hit))(-8)((-3)) (NT)(T)
Punisher: 


,




(Note: Same as



. Not throw punishable if she transitions into back-turned)





(-10)(-28)(-5)(-8) (T)(NT)(NT)(NT)
Punisher: 


,






(-13) (NT)
Punish: 


,




,




,




,




,



SS 
(-8) (T)
Punish: 


,







Non-PB version (-10) (NT)
Punish: 


,




,




,






(-8) (T)
Punish: 


,







(

) (-26) (NT)
Punish: 




, (


buffer)



(Note: This is just one of those moves that is hard to punish. You'd need to buffer in a dash for the



punish and to do the



late
(this is very important). I'm having a hard time comboing that into



since you'll end up too far away for


to connect, but using air-grab is easier. Practice and see for yourself)




(-11 ~ -12 shallow-hit) (+6 deep-hit) (NT)
Punish: 


, 


, 



Running 


(-20) (NT)
Punish: 



,




,





,


into sit-down stun and full combo
BT 

(-8) (T)
Punish: 


,



BT 

(-8) (T)
Punish: 


,



BT 

(-8) (NT)
Punish: 


,



BT 

(-9) (NT)
Punish: 


,




,




,



BT 

(-7) (NT)
Punish: 


,



