So I've been working this into my game lately and have had pretty good results.
I personally have stopped using 1P as a crush/pressure tool. This is primarily because it's his most oftenly seen move and if the opponent hold attempts before they are allowed to hold then they'll hold 1PP as a hi-counter.
1P is a slow low as well. I've been preferring 2P as it ducks just as good as 1P and has a string followup to give a deep stun.
So I've been testing the following: 2P to press the opponent off me, yes it's -5 on NH but you're shooting for this to be a High Crushing counter hit under pressure. Now it doesn't seem like a good stun but the good thing about it is it pushes the opponent away. This is where the frame trap comes in. Nothing like doing 2P4P+K. WR 4P+K is a mid-long range attack that high crushes at pratically all of its startup frames, and 2P puts Bass in crouch. The 2P counter hit pushes them far enough away that I find them being frame trapped because they want to push buttons and they eat a WR 4P+K.
Keep in mind that WR 4P+K gives a good lift stun and sets you up for his BT game. Most commonly the opponent will do a high, mid, or guard followup after being hit by 2P on counter-hit. The only thing that stuffs this strategy is a sidestep or low attack. Fortunately, those aren't things people are thinking of after coming out of stun at mid-range distance against "slow" Bass. Remember, if they guard he's still in his BT game and is still +0 so only 9 framers will be able to interrupt the throw but they must do it on the first frame.
One other thing I've noticed is that if you launch with 33P and do his P followup (33PP) then the opponent is put really close to Bass. It doesn't guarantee a pickup, but due to the close proximity it allows for
:[[H+P]]: to reach them upon teching away. They can't backdash in time.