Frame Data: DOA2HC: Bass

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  • This page is the frame data for Bass in DEAD OR ALIVE 2: HARD・CORE on the PlayStation 2 for the Japanese region.

    A Hold Level value with an asterisk (*) next to it is for when the hold will do a Divert hold.
    A Wall value with an asterisk (≥CH) next to it designates the attack won't trigger a wall hit on normal hit.

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    :P: H 13(2)14 12 -2 -2 H.P
    :3::P: M 18(3)21 20 -1 -7 M.P
    :2::P: L 17(2)15 5 0 -5 L.P
    :K: H 14(2)27 30 Cr -10 H.K 1.0 (≥CH)
    :3::K: M 15(3)23 26 Cr -8 M.K 1.0 (≥CH)
    :2::K: L 16(2)26 12 -7 -10 L.K

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    BT :P: H 13(2)15 13 -2 -3 H.P
    BT :2::P: M 15(2)22 15 -1 -7 M.P
    BT :2_::P: L 16(3)20 10 0 -6 L.P
    BT :K: H 16(2)27 30 KND -10 H.K 2.5
    BT :2::K: M 15(3)28 28 Cr -12 M.K 2.0 (≥CH)
    BT :2_::K: L 18(3)26 25 Cr -15 L.K
    BT :4::K: H 19(3)30 35 Cr -14 H.K 1.0 (≥CH)
    BT :P+K: MM 17(3)44(5)24 28, 15 KND, Cr -12 M.P 3.5, -

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    F. Jump :P: M 10(4)21 15 Cr -8 J.M.P
    F. Jump :K: M 10(4)26 35 KND -11 M.K* 1.0
    F. Land :P: H 12(2)23 30 Cr -8 H.P
    F. Land :K: L 17(2)27 20 KND -10 L.K
    N. Jump :P: M 10(4)21 15 Cr -8 J.M.P
    N. Jump :K: M 10(4)26 30 KND -11 M.K* 1.0
    N. Land :P: H 12(2)23 30 Cr -8 H.P
    N. Land :K: L 17(2)27 20 KND -10 L.K
    B. Land :P: H 12(2)23 30 Cr -8 H.P
    B. Land :K: L 17(2)27 20 KND -10 L.K

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    FUFT :K: M 36(4)20 20 Cr -6 M.K
    FUFT :2_::K: L 35(4)20 20 Cr -8 L.K
    FUFT :2_::F+K: L 26(2)43 25 KND -26 L.K
    FDFT :K: M 34(4)18 20 Cr -6 M.K
    FDFT :2_::K: L 33(4)22 20 Cr -8 L.K
    FUHT :K: M 34(4)18 20 Cr -6 M.K
    FUHT :2_::K: L 33(4)22 20 Cr -8 L.K
    FDHT :K: M 32(4)18 20 Cr -6 M.K
    FDHT :2_::K: L 31(4)22 20 Cr -8 L.K

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    :P: H 13(2)14 12 -2 -2 H.P
    :P::P: (HH) 11(2)14 12 -1 -4 H.P
    :P::P::P: (HH)M 26(3)32 32 KND -18 M.P
    :P::P::2::P: (HH)L 25(4)30 26 Cr -15 L.P
    :P::P::K: (HH)H 17(2)32 33 LNC -15 H.K 1.0
    :P::K: HM 14(3)24 12 Cr -9 M.K 1.0 (≥CH)
    :P::K::K: HMH 29(2)28 30 LNC -11 H.K 2.0
    :6::P: M 15(2)21 24 -1 -4 M.P
    :6::P::P: MM 22(2)33 33 KND -18 M.P 5.0
    :P+K: H 12(2)23 23 Cr -8 H.P
    :9::P: H 17(2)23 27 3 -9 H.P
    :9::P::P: HM 24(3)28 30 KND -14 M.P 1.0
    :4::P: M 17(2)20 16 1 -4 M.P
    :4::P::P: (MM) 19(2)22 18 -6 -8 M.P
    :4::P::P::5::P+K: (MM)M 20(2)28 35 KND 1 M.P 5.0
    :1::P: L 22(4)30 26 Cr -16 L.P
    :1::P::P: LM 28(3)33 32 KND -18 M.P 1.0
    :6::K: M 14(2)26 26 Cr -10 M.K
    :6::K::P: MM 22(3)22 25 5 -8 M.P 1.0 (≥CH)
    :8::K: H 17(5)20 34 LNC -17 H.K 1.0
    :6::6::P: M 22(3)33 32 KND -18 M.P 1.0
    :3::P+K: M 20(3)31 30 Cr -16 M.P* 1.0
    :3::P+K::P: MM 26(2)28 28 Cr -13 M.P 2.0 (≥CH)
    :3::K: M 15(3)23 26 Cr -8 M.K 1.0 (≥CH)
    :3::K::K: MH 29(2)27 33 LNC -10 H.K 2.0
    :8::P: M 21(3)22 25 6 -8 M.P 1.0 (≥CH)
    :3::3::P: M 16(3)32 35 LNC -18 M.P 1.0
    :236::K: M 20(3)49 40 LNC -22 M.K* 2.5
    :6::6::P+K: M 19(4)42 35 LNC -16 M.P* 3.5
    :6::6::K: M 18(3)30 45 LNC -16 M.K 5.0 BT
    :7::P: M 22(2)22 27 1 -2 M.P 1.0 (≥CH)
    :7::P::P: MM 26(2)28 28 Cr -12 M.P 2.0 (≥CH)
    :4::6::P: M 24(3)25 32 KND -11 M.P 1.0
    :6::P+K: H 19(2)26 38 KND -11 H.P 1.5 BT
    :6::F+K: M 24(5)35 32 KND -10 M.K 1.0
    :1::K: L 17(2)27 18 6 -12 L.K
    :2::F+K: L 27(2)48 25 KND -31 L.K
    :4::P+K: MM 17(3)44(5)24 28,15 KND,Cr -12 M.P,M.P 3.5 BT
    :2::P+K: 0(0)65
    :2::P+K::5::P+K: H 27(25)23 55 KND KND H.P 3.5

    State Command Type Level Frames Damage Advantage Cliff Wall End
    :F+P: THROW H 4(2)22 45
    :3::F+P: THROW H 5(2)26 43 10
    OBTW :3::F+P: THROW H 5(2)26 20+35
    :4::F+P: THROW H 5(2)26 42
    BTW :4::F+P: THROW H 5(2)26 20+35
    :6::F+P: THROW
    :8::F+P: THROW H 5(2)26 50
    Jump :F+P: THROW H 5(2)26 50
    :4::6::F+P: THROW
    BTW :4::6::F+P: THROW
    :6::6::F+P: THROW
    :6::6::F+P::5::6::F+P: COMBO
    :214::F+P: THROW
    :214::F+P::5::2::F+P: COMBO
    :214::F+P::5::2::F+P::5::2::8::F+P: COMBO
    :426::F+P: THROW
    :2_::6::4::F+P: THROW
    OBTW :2_::6::4::F+P: THROW
    BT :F+P: THROW
    To Standing Opponent's Back
    :F+P: THROW
    :3::F+P: THROW
    BT :F+P: THROW
    :4::F+P: THROW
    :8::F+P: THROW
    :4::6::F+P: THROW
    Jump :F+P: THROW
    :6::6::F+P: THROW
    :6::6::F+P::5::6::F+P: COMBO
    :426::F+P: THROW
    :426::F+P::5::2::F+P: COMBO
    BTW :426::F+P::5::2::F+P: COMBO
    To Crouching Opponent's Front
    :2::F+P: THROW
    Jump :2::F+P: THROW
    :1::F+P: THROW
    :3::3::F+P: THROW
    To Crouching Opponent's Back
    :2::F+P: THROW
    Jump :2::F+P: THROW


    State Command Type Level Frames Damage Advantage Cliff Wall End
    :6::7::F: DH H.P 0(22)8 30+33
    :6::7::F: DH H.K 0(22)8 30+33
    :6::4::F: DH M.P 0(22)8 62
    :4::6::F: DH M.K 0(22)8 45
    :4::6::F::5::4::4::F: COMBO 45+25 5.0
    :6::1::F: DH L.P 0(22)5 28+35
    :6::1::F: DH L.K 0(22)5 63 5.0
    :6::4::F: DH J.P 0(22)8 63
    :4::6::F: DH J.K 0(22)8 0 DIVERT
    Diverts. The amount of frame advantage is dependent on the attack that is diverted.

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    :8::P+K: D 34-61/45 22
    :2::K: D 17(4)31 12

    State Command Hit Lv Frames Damage NH Adv Guard Adv Hold Lv Wall End
    :4::6::4::F+P+K: 0(0)79 0
    :2::2::F+P+K: 0(0)79 0

    State Command Type Level Frames Damage Advantage Cliff Wall End
    :6::6::F+P+K: THROW H 6(2)30 70 TIN
    :236::F+P+K: THROW H 6(2)30 20+10+50 TIN
    :6::6::F+P+K: THROW H 6(2)30 70 AYA
    :6::6::F+P+K: THROW H 6(2)30 70 ZAC
    :6::6::F+P+K: THROW H 6(2)30 20+60 5.0 ZAC
    :6::6::F+P+K: THROW H 6(2)30 70 LEO
    :6::6::F+P+K: THROW H 6(2)30 70 BAY
    :236::F+P+K: THROW H 6(2)30 10+10+60 BAY
    :6::6::F+P+K: THROW H 6(2)30 55+15 JAN
    :6::6::F+P+K: THROW H 6(2)30 10+30+30 GEN
    :6::6::F+P+K: THROW H 6(2)30 30+40 KAS
    Partner :4::F+P+K: THROW H 50 BAS
    When partner tags to Bass. Can also occur when the partner does not have a unique tag throw with Bass after performing the :6::6::F+P+K: command with Bass as his/her tag partner. The frame count is dependent on the partner's tag throw attempt animation.
    Partner :4::F+P+K::5::6::F+P: COMBO 25 BAS
    When partner tags to Bass. Can also occur when the partner does not have a unique tag throw with Bass after performing the :6::6::F+P+K: command with Bass as his/her tag partner. The frame count is dependent on the partner's tag throw attempt animation.
    "
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