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[SIZE=5][B]Characteristics, Strengths and Weaknesses[/B][/SIZE] Bass is a big wrestler and his grabs are his best tools. He has access to all different types of throw and offensive holds in the game and has great speed and range on said tools, capable of punishing moves not punishable by the rest of the cast. While he may not have the raw throw damage of Alpha-152, he arguably has the best throw game, capable of ending a match with three throws. His strike damage is high and can get guaranteed damage in different situations. His other strength is a consistent vortex where he can continue pressure and force a wrong guess on an opponent while forcing them to stand. This makes his offense dangerous, with loops and resets allowing for continuous pressure on an opponent. However, his major weaknesses end up being his below average speed and lack of strings, forcing him to rely on hard reads to gain the initiative. His weight helps in mitigating damage in combos, but his large build also makes him an easy target. At the start of every round, he is by default on the defensive due to his lack of priority. [SIZE=5][B][B]Basic Skills[/B][/B][/SIZE] [B][B]Throws[/B][/B] It's important to look at Bass' throws first, as they are some of his primary tools. Making good use of throws makes the difference between winning and losing. :6::h::+::P: Primary throw used for pressure and punishment. You keep an opponent standing with +10 to your advantage to do as you please and attempt to reset the situation and force an opponent to make a decision. Does 50 points of damage and 75 on hi-counter. Has a wall version where you can get loads of time to set up a guessing situations for the opponent when recovering. :4::h::+::P: Secondary punishment tool and does 72 damage. Leaves you and your opponent at long to mid range. The wall version of this throw is arguably one of the best if not the best wall throws in the game since you can get great oki by going for a ground throw blender and still be at frame advantage. :214::h::+::P: Part of a combo throw series with different finishers and good for positioning. Whether you want to direct your opponent forwards or away, you'd have to choose for either damage or oki. [LIST] [*]:214::h::+::P: > :6::h::+::P: leads into a :6::K::P: on a back facing opponent for a ground throw. Also ideal to throw someone towards a wall for another full wall combo. [*]:214::h::+::P: > :2::h::+::P: > ::8::H::+::P: does big damage and is his most damaging throw tool. [/LIST] :63214::h::+::P: An unbreakable throw combo with similar options to [B][B]Strikes[/B][/B] [B][B]Offensive-Holds[/B] [B]Lows[/B] [B]Combos[/B] [B]Wall Throws[/B] [/B] [SIZE=5][B][B]Basic Strategy[/B][/B][/SIZE] [B] [B]Beginning of a Round[/B][/B]
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