Tag's always been a great mode, but often overlooked.
Putting Bass in a tag team gives him some very decent benefits. His strengths, which in include his throws and high damage are elevated thanks to new combo opportunities and his weaknesses, which include speed can be addressed by having a partner who can deal with fast characters.
The above combo can show you how strong he is in the tag game.
The aim of this thread is to document good Tag combos, pairing and combo extensions.
Useful Moves
Pairings
While every character should be viable for Tag combos, there are those who can dish out the best with Bass. While I may be the least experienced when it comes to DOA5T, Sorwah knows some pairings that be very beneficial.
Tag Throws
Both Bass and Bayman have and version of their throws (with the latter having wall version of the throw for both characters)
(looks pretty cool)
&
&
Generic tag throws with Bass would end up being a multi-tag-throw, with Bass having one of the most damaging ones imo. This is actually pretty nasty and timing is not hard.
Combos
** > > > > (,) (L, M)
** > > > (L, M, H) (103 Dmg)
** > > > > L, M, H) (127 Damage)
** > x3 > (L)
** > > > (x2) >
** > > > > > (L, M, H) (159 Dmg)
** > > > > (L, M, H) (140 Dmg)
Brad/Bass
brad t! t! t! , t! t! t! t! t! t!
Putting Bass in a tag team gives him some very decent benefits. His strengths, which in include his throws and high damage are elevated thanks to new combo opportunities and his weaknesses, which include speed can be addressed by having a partner who can deal with fast characters.
Mr. Wah said:Bass appears to be much better suited as a Juggle Extender and Juggle Ender over being a Juggle Starter. He needs characters to complement this by helping him get the initial launch.
The above combo can show you how strong he is in the tag game.
The aim of this thread is to document good Tag combos, pairing and combo extensions.
Useful Moves
This move used to be one of Bass' main juggle extenders back in DOA1-3. In DOA5T, it has regained it's usefulness as a juggle extender. This also includes his which is a great extender.
Your go-to juggle extender as it launches high enough and tag cancelling this move would make this a very decent juggle extender.
- The Sit Down Stuns
While Bass' is more useful in combos and tag throws, he has some very good sit-down stuns. These include:
and on crouching opponents
second hit of on NH
BT on CH, HCH and crouching opponents
- The Juggles Enders
and his two other air-grabs are good ender as cause hard knock-down and his air-grabs can reset the damage scaling and they can cause wall hits for good additional damage. can also be performed if you feel like the opponent is too low to the ground or too far for either or the air-throws (though you should at least aim for the neutral air-throw in most cases).
More to come...Pairings
While every character should be viable for Tag combos, there are those who can dish out the best with Bass. While I may be the least experienced when it comes to DOA5T, Sorwah knows some pairings that be very beneficial.
Mr. Wah said:
- Rig
Rig's numerous SDS allow for him to be a good juggle starter of the team. He also is able to provide a lot of pressure with good spacing tools due to his bending stance. Rig can literally SDS chain to CB! all by himself in this mode. I suggest after a CB! to tag in on Bass no matter what so he can do as a damaging launcher into to tag rig in. Rig's pressure with the BND kicks also helps as many are natural combos and can launch with Juggle Extensions really well. Additionally, Rig as a juggle ender can perform knockdown state juggles that by himself he isn't capable of taking care of, but Bass can be tagged in to get a free pick-up/force-tech. Rig and Bass are a special team and each will do more damage for their neutral tag throws. Rig does lack in his own throw damage but is complemented well by Bass' extreme throw damage to compensate. Lastly, they can have a matching attire with their oil rig outfits.
- Mila
Mila is practically a quicker form of Bass with the ability to do some solid mix-up pressure and open a string. She can't guarantee a CB! on her own but she can lead into serious damage off Juggle Enders due to her guaranteed ground throws that might be just-frame guaranteed combo throws for extra damage. She also is a character that is a specified team with Bass so their team throws do more damage than the norm, and Bass' tag throw out to Mila either guarantees or is deceptive in giving Mila a free ground throw once tagged in. Additionally, with the proper DLC outfit purchased, Bass and Mila share an outfit to make them look more like a team.
- Kasumi
Any Bass player knows why she could very well be on this list. She is exceptional as a Juggle Starter and Juggle Extender. What she lacks in damage is made up by Bass. She can also relaunch very high and hit multiple times on a tag extension to allow more damage in before Bass lays in more. She shares a special tag throw with Bass, and has a standing and crouching throw that both launch. These two can easily complement each other as one's strengths is easily the other's weakness.
Tag Throws
Both Bass and Bayman have and version of their throws (with the latter having wall version of the throw for both characters)
(looks pretty cool)
&
&
Generic tag throws with Bass would end up being a multi-tag-throw, with Bass having one of the most damaging ones imo. This is actually pretty nasty and timing is not hard.
Combos
** > > > > (,) (L, M)
** > > > (L, M, H) (103 Dmg)
** > > > > L, M, H) (127 Damage)
** > x3 > (L)
** > > > (x2) >
** > > > > > (L, M, H) (159 Dmg)
** > > > > (L, M, H) (140 Dmg)
Starting with Hayabusa: , , , TAG, Run Under, BT . , , TAG, , , TAG,
Bass/Rig
Hi-counter Hold
Medium Weight
:[[H+P]]: T! T! T! T! - 241 damage + possible ground + pickup
Brad/Bass
brad t! t! t! , t! t! t! t! t! t!