Search titles only
By:
Menu
Forums
New posts
Search forums
Streams
Multi-Viewer
Games
Rankings
Leagues
Dead or Alive 6
Dead or Alive 5 Last Round
Wiki
Pages
Latest activity
Media
Random
Playlists
Donate
What's new
New posts
New profile posts
Latest activity
Log in
Register
What's new
Search
Search titles only
By:
Pages
Latest activity
Wiki
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Edit history
[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 keeping them standing. 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, his height and size which makes him easier to crush-hit 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 and needs a good guess to start an offense. [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 :214::h::+::P: series with similar damage and oki options, albeit a bit toned down. Very good throw series worth keeping in your arsenal if you want to have the option for a free ground throw or good damage in case you wish want to sacrifice some damage for very lenient execution. TFBB (:3::6::4::h::+::P:) A while-rising/while-standing throw which is very good for its damage, range and environmental application. The non-bufferable startup of 16i can be an issue in case you want to use this as a throw punish, but it's still a very crucial part of his throw game especially for punishing hold attempts. Conditioning your opponent to fear this throw can lead to having more options to pressure you when land a hit or you're at advantage. Having multiply different variations of this throws depending on environmental positioning gives plenty of options for you to deal loads of damage and end a round very quickly. [B][B]Strikes[/B][/B] :6::P: Tracking mid with followups. Essential for general poking and interruptions. :6::P::P: is safe and is usually what you'd use if you want to condition an opponent to start holding or trying to press buttons after seeing the initial poke. :6::P::K: acts as a launching tool to start an offense and opponents in a vortex, usually on counter hit or crouching opponents. You have enough time to hit confirm and fish for holds before launching. :6::p: is a very essential tool to keep in your arsenal. :6::K: As his quickest mid with 14i, it's a very essential strike as it's a true elbow class attack capable of shutting down abare attempts. [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]
Revert
Wiki
Menu
Log in
Register
Install the app
Install
Forums
What's new
Log in
Register
Search
ALL
DOA6
DOA5
DOA4
DOA3
DOA2U
DOAD
Top