Ayane (i10/i13/i12) vs. Bass (i13/i15/i17)
The "David vs. Goliath" Match-Up of DOA5U, Ayane vs. Bass. The biggest, most imposing dude in the game versus the smallest (well before that pipsqueak Marie Rose came along), yet extremely nimble kunoichi, Ayane. However, this MU is not necessarily a case of "Big Damage" versus "Little Damage". That would be Pai vs. Bass for the most part. Yeah, when Bass hits you it hurts, but Ayane can still dish out the hurt against the big man despite his weight. Although not exactly exclusive to Ayane, it is good to know that her poking speed dominates Bass' on every hit level. This is particularly nice because Ayane's neutral pokes and strikes are designed to both deal with faster character's offense or to lock down slower characters by having them freeze up at the threat of being CH (or even whiff punished when Ayane's BT8P & 1P+K movement is involved) for a potentially big damage setup. This is helped out even more by Ayane's excellent hi-crushing capability. You want the big man to stay put and know his place!
Here's a rundown of Bass' pokes:
P = i13/ -2 on block/ +0 on hit/ 13 dmg (High P)
6P = i15/ -4 on block/ -3 on hit/ 24 dmg (Tracking Mid P)
K = i14/ +2 on block/ -1 on hit/ 33 dmg (High K +GB)
6K = i14/ -10 on block/ +14 on hit/ 26 dmg (Mid K)
2P = i17/ -7 on block/ -5 on hit/ 5 dmg (Low P)
2K = i16/ -10 on block/ +0 on hit/ 12 dmg (Low K, Unsafe)
P+K = i12/ -8 on block/ +26 on hit/ 26 dmg (High P, Unsafe)
3K = i15/ -7 on block/ +5 on hit/ 26 dmg (Mid K)
1K = i18/ -12 on block/ -6 on hit/ 18 dmg (Low K)
1P = i22/ -16 on block/ +12 on hit/ 26 dmg (Tracking Low P)
4P = i17/ -4 on block/ +0 on hit/ 16 dmg (Tracking Mid P)
Strings off of main pokes
P
PPP (HHM) (-GB)
PP2P (HHL) (Tracking, Unsafe)
PPK (HHH) (+GB)
PKP (HMM)
PKK (HMH)
6P
6PP (MM) (Tracking, -GB)
6PK (MH) (Tracking, Unsafe)
6K
6KP (MM) (Unsafe)
6KK (ML) (Unsafe)
2P
2PP (LH) (Unsafe)
3K
3KP (MM)
3KK (MH)
1K
1KP (LM) (Unsafe)
1P
1PP (LM) (Tracking, -GB)
1PP+K (LH) (Tracking, Unsafe)
4P
4PPP (MMM) (Tracking, +GB)
4PPP+K (MMH) (Tracking, Unsafe)
A good thing to note in this MU is knowing what's advantage on block and what's negative. Like most characters, Bass is usually slightly unsafe if you were to block a string ender, however he is safe on any of his "negative" Guard Breaks for the most part and is safe on strings such as variations of 3KP (only -2 on block) or variations of 9K like 3KK (only -4 on block). Since Bass is so much slower than Ayane (and more than 2/3's of the cast), you can confidently poke back at him since he'll have to respect your speed and striking ability. Be sure to punish 6KP (-11 on block) every time you block it since it is a go to string to set up Bass' brutal oki game. Punishing P+K would also help out in this MU to discourage Bass' fastest poke and a key CH stun tool. 1P/1PP is the main low attack to look out for (along with 1K) due to its instant hi-crush capability and tracking. Try to hold the 2nd hit on reaction, but be wary of 1PP+K as a "mix-up attempt" (which is unsafe like P+K).
Bass' Positive Guard Breaks
K = i14/ +2
4PPP = i17/ +6
33PP = i16/ +5
2H+K = i27/ +1
66P+K = i19/ +0
8H+K = i20/ +2
214P = i27/ +3
66K = i18/ +3
236P = i20/ +4
41236P+K = i21/ +6
7PP = i22/ +10 when fully charged
1P+K = i40/ +6 (+24 when fully charged)
7P+K = i40/ +16 when PB is active and charged
Probably the biggest key to working this MU is knowing which GB's are + and which are -. Good GB's like 66K or 33PP you have to watch out for, but feel free to poke back after blocking fraudulent GB's like 6PP or 1PP. After you block a positive GB your primary response should be to continue blocking, however you can also work Ayane's 2P to try and discourage most of Bass' follow-up options after a GB. The downside of continuous blocking is leaving your self open to Bass' fast OH's such as 66T or 41236T. Using hi-crush moves such as 2P or 1P can be a nice deterrent to Bass' highs and throws forcing him to have to try and continue pressure with a mid such as 6P, 4P, 6K or 3K for example. His go to lows, 1P & 1K aren't particularly fast and can be out-poked by 2P under most circumstances (Bass' 2PP is Low-High so the second hit is crouch-able). For the strings that lead into GB's you can generally hold the last hit if you're sharp and watching out for it.
Bass' Offensive Holds techniques
66T = i16/ 42 dmg
41236T = i18/ 45 dmg
41236T (Charged) = i32/ 68 dmg
41236T (Charged) ~23698T~82T = i37/ 90 dmg
8T = i32/ 52 dmg (Jumping OH)
3T = i10/ 52 dmg (Low OH)
BT T = i10/ +15 on hit
BT 2T = i10/ 30 dmg/ +10 on hit (Low OH)
Once Bass has you on the defensive he will try to work in his OH's into his battle strategy. You don't really want that. Use 2P's and 1P's against OH attempts (OH's can still catch hi-crush mids such as 4P or 6P). Though if you know he'll OH you, you can always throw him with something like 214T for 99 dmg on Hi-counter!
Likely the largest equalizer in this MU is this throw: 6T. i6/ 50 dmg/ +10 on hit. Any time Bass blocks something about -7 or worse, you're likely eating a 6T for your troubles. All of sudden, strings like 6PK become notably unsafe. When you have Bass on the defensive, he'll be looking to start his offense with this throw. If you get hit by it, you'll have to eat Bass' mix-ups. You can attempt to fuzzy guard afterwards though his follow-up attack speeds can vary a fair bit based on how he desires to continue the attack (i.e. a GB, an OH, a quick strike like 6K or he can throw out another 6T to annoy you and reset the situation). If he's not following up with quick strikes like 6K or 6P, for example, then you can get away with occasionally 2Ping him.
The other strong equalizer is Bass' Pick-up, Grounded 2T. i7/ +13 on hit. Anytime Bass scores a hard knockdown, he will generally try to "Pick you up" with 2T if you're nearby, or not teching the knockdown. If you get grabbed by this, the same rules apply like if you got hit by 6T. Try to predict his striking and OH pattern to know when to take defensive action, or when to attack with something like 2P.
Overall, Ayane's greatest strength in this MU is her ability to zone out Bass. Once you have him at mid-range or further, he's gunna try to get in on you with attacks such as 66P+K, 6H+K, 66K or run-up 3K for example. None of the attacks he'll approach with are advantage on block (66P+K is +0 which is, like, -5 for Bass anyway), except one, so you can attack after blocking anything. That is except 66K which is +3 and leaves Bass BT'ed. If you block 66K be very wary of BT T, an OH that sets up very damaging combos. He also has a low BT OH if you choose to crouch after blocking 66K. In this situation you may have to guess a little but the advantage is only +3 so your 2P (or 5P if you're feeling frisky) may be able to stuff quite a bit of options. Your main focus will be to look out for the BT OH and try to note what follow-ups he may use (6K, 6P & 4P tend to be likely follow-up pokes after a +GB).
To keep out Bass, use strikes like 3H+K, 3KK, 3P, BT3KK (be careful of his 6H+K), BT2P, BT4H+K, P4P, or 6PK (Try to hit the K at tip range) for example.
By and large I actually think the Bass MU is closer than may appear on paper due to how well Bass can punish Ayane, one of the more unsafe characters in the cast. Bass' 6T is always a threat ready to punish any costly mistakes. I'd say the MU is about 5.5-4.5 (5-5 if rounded) Ayane mainly because of her ability to zone out Bass and dominating him speed wise in close, coupled with her crushes. Though Bass' weight will limit your damage somewhat, especially with Ayane's main damage coming from juggles. Ayane being a Lightweight also allows Bass additional damage to some of his juggles. But that doesn't really change the fact that Ayane will be hitting Bass much more often than he's hitting you if you can keep your poking, spacing and movement in check. However, as soon as Bass hits that 6T or gets a Pick-up, the tables can be quickly turned and a lot of hurt will follow. Do not let that happen!
Sidenote: I used Santa Bass as the subject .
The "David vs. Goliath" Match-Up of DOA5U, Ayane vs. Bass. The biggest, most imposing dude in the game versus the smallest (well before that pipsqueak Marie Rose came along), yet extremely nimble kunoichi, Ayane. However, this MU is not necessarily a case of "Big Damage" versus "Little Damage". That would be Pai vs. Bass for the most part. Yeah, when Bass hits you it hurts, but Ayane can still dish out the hurt against the big man despite his weight. Although not exactly exclusive to Ayane, it is good to know that her poking speed dominates Bass' on every hit level. This is particularly nice because Ayane's neutral pokes and strikes are designed to both deal with faster character's offense or to lock down slower characters by having them freeze up at the threat of being CH (or even whiff punished when Ayane's BT8P & 1P+K movement is involved) for a potentially big damage setup. This is helped out even more by Ayane's excellent hi-crushing capability. You want the big man to stay put and know his place!
Here's a rundown of Bass' pokes:
P = i13/ -2 on block/ +0 on hit/ 13 dmg (High P)
6P = i15/ -4 on block/ -3 on hit/ 24 dmg (Tracking Mid P)
K = i14/ +2 on block/ -1 on hit/ 33 dmg (High K +GB)
6K = i14/ -10 on block/ +14 on hit/ 26 dmg (Mid K)
2P = i17/ -7 on block/ -5 on hit/ 5 dmg (Low P)
2K = i16/ -10 on block/ +0 on hit/ 12 dmg (Low K, Unsafe)
P+K = i12/ -8 on block/ +26 on hit/ 26 dmg (High P, Unsafe)
3K = i15/ -7 on block/ +5 on hit/ 26 dmg (Mid K)
1K = i18/ -12 on block/ -6 on hit/ 18 dmg (Low K)
1P = i22/ -16 on block/ +12 on hit/ 26 dmg (Tracking Low P)
4P = i17/ -4 on block/ +0 on hit/ 16 dmg (Tracking Mid P)
Strings off of main pokes
P
PPP (HHM) (-GB)
PP2P (HHL) (Tracking, Unsafe)
PPK (HHH) (+GB)
PKP (HMM)
PKK (HMH)
6P
6PP (MM) (Tracking, -GB)
6PK (MH) (Tracking, Unsafe)
6K
6KP (MM) (Unsafe)
6KK (ML) (Unsafe)
2P
2PP (LH) (Unsafe)
3K
3KP (MM)
3KK (MH)
1K
1KP (LM) (Unsafe)
1P
1PP (LM) (Tracking, -GB)
1PP+K (LH) (Tracking, Unsafe)
4P
4PPP (MMM) (Tracking, +GB)
4PPP+K (MMH) (Tracking, Unsafe)
A good thing to note in this MU is knowing what's advantage on block and what's negative. Like most characters, Bass is usually slightly unsafe if you were to block a string ender, however he is safe on any of his "negative" Guard Breaks for the most part and is safe on strings such as variations of 3KP (only -2 on block) or variations of 9K like 3KK (only -4 on block). Since Bass is so much slower than Ayane (and more than 2/3's of the cast), you can confidently poke back at him since he'll have to respect your speed and striking ability. Be sure to punish 6KP (-11 on block) every time you block it since it is a go to string to set up Bass' brutal oki game. Punishing P+K would also help out in this MU to discourage Bass' fastest poke and a key CH stun tool. 1P/1PP is the main low attack to look out for (along with 1K) due to its instant hi-crush capability and tracking. Try to hold the 2nd hit on reaction, but be wary of 1PP+K as a "mix-up attempt" (which is unsafe like P+K).
Bass' Positive Guard Breaks
K = i14/ +2
4PPP = i17/ +6
33PP = i16/ +5
2H+K = i27/ +1
66P+K = i19/ +0
8H+K = i20/ +2
214P = i27/ +3
66K = i18/ +3
236P = i20/ +4
41236P+K = i21/ +6
7PP = i22/ +10 when fully charged
1P+K = i40/ +6 (+24 when fully charged)
7P+K = i40/ +16 when PB is active and charged
Probably the biggest key to working this MU is knowing which GB's are + and which are -. Good GB's like 66K or 33PP you have to watch out for, but feel free to poke back after blocking fraudulent GB's like 6PP or 1PP. After you block a positive GB your primary response should be to continue blocking, however you can also work Ayane's 2P to try and discourage most of Bass' follow-up options after a GB. The downside of continuous blocking is leaving your self open to Bass' fast OH's such as 66T or 41236T. Using hi-crush moves such as 2P or 1P can be a nice deterrent to Bass' highs and throws forcing him to have to try and continue pressure with a mid such as 6P, 4P, 6K or 3K for example. His go to lows, 1P & 1K aren't particularly fast and can be out-poked by 2P under most circumstances (Bass' 2PP is Low-High so the second hit is crouch-able). For the strings that lead into GB's you can generally hold the last hit if you're sharp and watching out for it.
Bass' Offensive Holds techniques
66T = i16/ 42 dmg
41236T = i18/ 45 dmg
41236T (Charged) = i32/ 68 dmg
41236T (Charged) ~23698T~82T = i37/ 90 dmg
8T = i32/ 52 dmg (Jumping OH)
3T = i10/ 52 dmg (Low OH)
BT T = i10/ +15 on hit
BT 2T = i10/ 30 dmg/ +10 on hit (Low OH)
Once Bass has you on the defensive he will try to work in his OH's into his battle strategy. You don't really want that. Use 2P's and 1P's against OH attempts (OH's can still catch hi-crush mids such as 4P or 6P). Though if you know he'll OH you, you can always throw him with something like 214T for 99 dmg on Hi-counter!
Likely the largest equalizer in this MU is this throw: 6T. i6/ 50 dmg/ +10 on hit. Any time Bass blocks something about -7 or worse, you're likely eating a 6T for your troubles. All of sudden, strings like 6PK become notably unsafe. When you have Bass on the defensive, he'll be looking to start his offense with this throw. If you get hit by it, you'll have to eat Bass' mix-ups. You can attempt to fuzzy guard afterwards though his follow-up attack speeds can vary a fair bit based on how he desires to continue the attack (i.e. a GB, an OH, a quick strike like 6K or he can throw out another 6T to annoy you and reset the situation). If he's not following up with quick strikes like 6K or 6P, for example, then you can get away with occasionally 2Ping him.
The other strong equalizer is Bass' Pick-up, Grounded 2T. i7/ +13 on hit. Anytime Bass scores a hard knockdown, he will generally try to "Pick you up" with 2T if you're nearby, or not teching the knockdown. If you get grabbed by this, the same rules apply like if you got hit by 6T. Try to predict his striking and OH pattern to know when to take defensive action, or when to attack with something like 2P.
Overall, Ayane's greatest strength in this MU is her ability to zone out Bass. Once you have him at mid-range or further, he's gunna try to get in on you with attacks such as 66P+K, 6H+K, 66K or run-up 3K for example. None of the attacks he'll approach with are advantage on block (66P+K is +0 which is, like, -5 for Bass anyway), except one, so you can attack after blocking anything. That is except 66K which is +3 and leaves Bass BT'ed. If you block 66K be very wary of BT T, an OH that sets up very damaging combos. He also has a low BT OH if you choose to crouch after blocking 66K. In this situation you may have to guess a little but the advantage is only +3 so your 2P (or 5P if you're feeling frisky) may be able to stuff quite a bit of options. Your main focus will be to look out for the BT OH and try to note what follow-ups he may use (6K, 6P & 4P tend to be likely follow-up pokes after a +GB).
To keep out Bass, use strikes like 3H+K, 3KK, 3P, BT3KK (be careful of his 6H+K), BT2P, BT4H+K, P4P, or 6PK (Try to hit the K at tip range) for example.
By and large I actually think the Bass MU is closer than may appear on paper due to how well Bass can punish Ayane, one of the more unsafe characters in the cast. Bass' 6T is always a threat ready to punish any costly mistakes. I'd say the MU is about 5.5-4.5 (5-5 if rounded) Ayane mainly because of her ability to zone out Bass and dominating him speed wise in close, coupled with her crushes. Though Bass' weight will limit your damage somewhat, especially with Ayane's main damage coming from juggles. Ayane being a Lightweight also allows Bass additional damage to some of his juggles. But that doesn't really change the fact that Ayane will be hitting Bass much more often than he's hitting you if you can keep your poking, spacing and movement in check. However, as soon as Bass hits that 6T or gets a Pick-up, the tables can be quickly turned and a lot of hurt will follow. Do not let that happen!
Sidenote: I used Santa Bass as the subject .
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