DOA5U Bass General Discussion: Champion Edition

Matt Ponton

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It's +15 now I think? That means it takes 20 frames to turn around, and Bayman/Leifang don't 0 frame back-turn parry. I believe it's 3 or 5 frames for them to Back-turn parry. So you're still guaranteed 33P.

And the lower advantage is only on his Normal Throw. His Counter and Hi-counter are still the same as before.
 

Rich Nixon

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It's +15 now I think? That means it takes 20 frames to turn around, and Bayman/Leifang don't 0 frame back-turn parry. I believe it's 3 or 5 frames for them to Back-turn parry. So you're still guaranteed 33P.

And the lower advantage is only on his Normal Throw. His Counter and Hi-counter are still the same as before.
Gotcha. thanks for bringing me up to speed. Nice play against that Christie, shes nigh impossible to punish since her combos can be delayed for so long. That's something I think should be changed across the board. Then again I'm totally biased and ignorant to what it takes to properly balance a 3D fighter.

P.S. is Xanadu still running DoA? I wanna get out and play some casuals with folks.
 

Matt Ponton

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I imagine it is, but I haven't felt like going for the simple fact that I don't enjoy the seating arrangements (fucking chairs hurt), and I'd prefer people just come by my house and play so I can use my stream if I want and I don't have to pay $5 for entry.
 

Commmanda Panda

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just started using bass recently and have some questions

-off his pick up that leaves them back turned is there an option i should always try to do?
-on his forward wall throw it leaves them in a sit down state. like the question before is there an option i should do?
 

Matt Ponton

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Nothing is guaranteed after back-turned pickup. In general I would recommend :3::3::P: / :6::6::P+K: / :6::6_::H+P: depending on the player and environmental positioning.

His headbutt wall throw there's not really an option you "should" do, but keep in mind they don't get a wake-up kick. So it's open game on your own timing, mix-up, and opponent. I personally like to charge :1::[[p+k]]: and punish a whiffed hold, counter hit them, or get +6/+24 guard break. I suppose :426::[[H+P]]: could be viable as well but could be far too obvious since they aren't in a force guess situation.
 
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UncleKitchener

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just started using bass recently and have some questions

-off his pick up that leaves them back turned is there an option i should always try to do?
-on his forward wall throw it leaves them in a sit down state. like the question before is there an option i should do?

Like Wah said, there's nothing guaranteed, just 50/50s. Keep it simple. One thing you don't want to do is to give them the opportunity to dash or just walk away (though it's harder with the recent patch, it's harder, so you can kinda ignore this). :6::6::P::+::K: is good because it stops them from doing that and they won't be able to sidestep after recovering from BT and it's very safe and can also be advantageous if you do it during their BT recovery. Once you stop them from doing that, you can start forcing them into 50/50.


You can go for a couple of options after the forward throw at the wall. My personal picks in that situation are :214::P:, :6::h::+::K: and :6::6::h::+::P:. The OH is fucking horrible, but it still does some meager damage and acts as a solid conditioning tool. :1::P: is also really good if you absolutely want to force them into a mix-up, because it will hit anyone 2/3 times.

Best to practice the timing, because :214::P: on block with good timing can be +5/6, which is really good for forcing the opponent into a mix-up.
 

Matt Ponton

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Going through the first post again:

Fun Fact: This is a Super Running Crucifix Power Bomb with some anime mixed in. According to some people, this is called a 'Thunder Fire Bass Bomb', which sounds stupid, so let's not use that.

I've always called it 'The Freaking Bass Bomb', some might use a more expletive word in place, depends on my mood and the audience really.
 

UncleKitchener

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I thought I should expand on a previous post I made regarding the blender and the different approaches.

http://www.freestepdodge.com/thread...sion-champion-edition.3234/page-7#post-134481

I'll continue by expanding on the different options you can use after the blender, but it's important to know unique character matchups and how they effect your options.

In my opinion, you have a handful of pokes you need to concentrate on before you get cheeky and start doing riskier moves. Here are the list of essentials:

:P::K: (13i) This is an essential string for putting pressure on 99% of the whole cast. It can track sidesteps and special sidesteps with the second hit and the last follow-ups are safe.
:K: (14i) Standing kick is your third fastest option and is +2 on block. Before your condition your opponent to stand still for you to throw em, you can make use of this to scare them and create a mix-up situation. Does some hefty damage on counter hit and leads to a blow-back stun.
:6::K: (14i) Your fastest mid option and has a mid-low mix-up (if you weren't already familiar). Stops a hell of a lot of things, including 9i jabbers or those pesky characters with good mid crushes, like Genfu.
:6::P: (15i) This is great at tracking and keeps your opponent stationary if you condition them to expect the follow-up, leading to possible tick throw setups and further pressure. You'll probably find :6::P::K: to be your looping tool against inexperienced players. Trust me, even very good players can continuously fall for this loop.
:3::K: (15i) After a while you'll probably notice that your opponent will start to tech backwards, where :6::P: is hard to reach. :3::K: attempts to address that problem with it's good range and the sit-down stun property on crouching opponents. Criminally underused.
:2::P::P: (17i) Combos on counter hit and is very hard to react to. This low-high string is your fastest high crush and is primarily used against fast jab characters like Christie as she's a mid-weight and you'll end up with less frame advantage when you force her into a blender. Can also create a situation with :2::P: > TFBB with enough conditioning.
:6::6::K: (18i) +3 on block and can lead into back turned mix-up. This move should be self-explanatory. Use this when you get a higher launch and end up getting more frame advantage.
:6::6::P::+::K: (19i) This move is so good, especially against those who tend to tech away, thinking they're safe. The range, coupled with the possibly pickup situation and frame advantage on block (0~+2), makes this a very good tool. Only downside is that it's linear and has horrible recovery on whiff.
:6::P::+::K: (19i) There isn't really any reason to pick this option over the rest, unless you're feeling lucky. It has better mix-up options in 5U, but exercise caution as it's not safe on block and you can be potentially interrupted.
:426::P::+::K: (21i) A very good high-crush and grants +6 on block and covers very good range, so it will probably not hurt if you throw this out, unless you don't want to be sidestepped. This is one of Bass' best guard breaks.
:1::P: (i22) A very good tool against those side-steppers whom you want to force into your 50/50s. Most people don't duck in these situations considering that they'll prob have :3::K: and :6::P: to deal with, so they'll happily eat a low.

WR :4::P::+::K: This is very decent guard break and high crush, which can lead to back-turned mixups similar to the ones your get with :6::6::K:. Leave you at neutral on block, with a possible 50/50 mix-up on most characters.
Throws: All of your throws, including your OHs are accessible from this position, including the TFBB, which can put a lot of fear into your opponent, forcing them make a mistake and pay for it.

The :4::P::P: is not reliable in this situation, imo, so I just left it out.


On the next post, I'll go through the specifications for weight classes, the frame advantages and unique character match-ups and how to approach them.
 
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UncleKitchener

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Just wanted to confirm that BT OH is back.

Most of the 1.05 changes included a change to 2PP on BT opponents being a natural combo (previously, the first punch caused a reset, making 2PP useless on BT opponents) and changes to BT low OH. In 1.04, it was not duckable, since the transition into BT throw was 1-frame and you couldn't duck it and had to commit to either crushing it or attacking, which made it a 3-way mix-up.

In 1.05, the opponent can duck immediately after BT low OH, possibly to make it easier for people who can't fuzzy guard. This still makes this a 50/50 BT mixup, unless your opponent has moves that transition into jumping immediately, which not all characters have.

So, yeah, you got some good tools to use now. Have fun with them.
 

Rich Nixon

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Just wanted to confirm that BT OH is back.

Most of the 1.05 changes included a change to 2PP on BT opponents being a natural combo (previously, the first punch caused a reset, making 2PP useless on BT opponents) and changes to BT low OH. In 1.04, it was not duckable, since the transition into BT throw was 1-frame and you couldn't duck it and had to commit to either crushing it or attacking, which made it a 3-way mix-up.

In 1.05, the opponent can duck immediately after BT low OH, possibly to make it easier for people who can't fuzzy guard. This still makes this a 50/50 BT mixup, unless your opponent has moves that transition into jumping immediately, which not all characters have.

So, yeah, you got some good tools to use now. Have fun with them.
I would like to add that his BT OH on CH/HCH guarantees 9PP, 3P , which leaves the opponent facing forward in a lift stun and leaves you one guess away from CB! or throw.
 

UncleKitchener

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Pretty much all the old setups, combos and mixups are there after counter/HC OH. Tested them out and with the exception of the guaranteed CB setup being gone (due to the system change that people should've been aware of anyway), everything else is there.

One thing I'd like to point out is that personally, after a normal BT OH, instead of going for :6::K::P: into pickup, I find it to be more worth it to go for throws like :6::h::+::P: which gives a better frame advantage and damage compared to :6::K::P: pickup or go for :624::h::+::P: for damage, unless you're good at buffering the TFBB motion.


Also, WR :4::P::+::K: can be incorporated into Power Launcher combos, do take footage, because it looks doable, but mostly for the cool factor. I'm guessing there is a way to combo it into BT :7::K:, but I suppose that's why they increased the recovery to make it more difficult to do just that (or was that increase on the startup for the followup? I forgot which got changed). Mostly for flashy combos, but might actually end up being useful with enough experimentation.
 

Sol Badguy

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Hi, I've been following the bass thread for the past two weeks now. I really wanna become good with him so is there any good 360 players who can help? Quick question: How do deal with Kasumi players who just poke all day?
 

Matt Ponton

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Patience. Lots of Patience. She is very unsafe in most situations. You could probably learn the areas she is safe instead of what isn't. Her 6PK and 3P are the two primary tools you have to watch out for.

Try getting some space, and when you do that's where you can start excelling with 3K or 6PK. Utilize the blender to keep her in stun and on the defensive.

If they're jabbing a lot, utilize the WR 4P+K which can be done via the :3::3::4::P+K: notation to make it faster. It high crushes through most of the attack and the crouch dash initiator goes under highs as well. The resulting attack will be a lift stun putting her in forced-guess situation where you can either BT 4K or delay an OH BT H+P. If it's guarded then dash away as You're plus but need to sacrifice some space.

If you ever get her to guard, try using 66K. It keeps her in long range if connects, gives you a guard break if guarding, and since Kasumi's will tend to initiate the stun game with P or 3P then you can most typically catch them with his BT OH more often than other characters. If she starts to low jab after the guard break, then do his BT :2::H+P: as that is an advantage throw that sets them up for a followup BT :H+P: or BT :4::K:
 

UncleKitchener

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BlTS-NHCYAAJWd6.jpg


Shoutouts to @Mr. Wah for this awesome NWO-era Hogan-Savage mashup.
 
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