Alright, I understand what's going on here.The hit is different after the launcher, after the opponent lands they roll twice as far and is pretty much the same damage like . Any ground move they do I can land either a CH or an OH grab. There has to some sort of advantage like they get up with invincibility, so I couldn't instantly grab them unless they press buttons or block.
P+K
6P
3K
1P
are your primary pokes.
33P
7K
are your primary launchers, with 33P being guaranteed on a 3K that hit the opponent crouching or in crouch stun.
6H+P
is your best punish throw as it takes anything that's disadvantaged greater than 7 frames and make it +11 for you
On non-ice/water floors, 1P gives 214H+P, 63214H+P, or 64H+P as the opponent recovers from being hit by 1P.
That should help start you off.
If they don't tech, you get a pick up instead.Alright, I understand what's going on here.
After the launch, if Bass times a 66P+K to strike right as an opponent hits the floor, not only will it deal NH damage, it will also cause Bass to roll with his opponent.
Now, if the opponent tech rolls, they are left at an invisible -11 disadvantage at close range, perfect for essentially any strike.
If they don't tech roll... well, get ready for a wake up kick.
Yeah, I noticed that right after I posted it....If they don't tech, you get a pick up instead.
14 normally.How much juggle damage does Bass' 66P+K do?