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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 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. :6::K::P: is a mid-mid combo on hit, though holdable if an opponent reacts. :6::K::K: is a mid-low string though the transition between the two moves are slow. :3::K: Another mid kick which causes a sit down stun on crouching opponents and also acts as a ranged poke. :3::K::P: is a mid-mid followup that has good safety, but can be interrupted. :3::K::K: is a mid-high string which is safe similar to the other followup but after knockdown you can dash in and do a ground throw if theee's no teching. Doing :3::K: on its own is a good choice to poke and gauge an opponent. :3::3::P: One of his most important moves and primary launcher is most situations. Has a safe :P: followup and is a great whiff punish. This is primary move to use after a sit-down stun to go for guaranteed damage. :3::3::P::P: against the wall gives a guaranteed ground pick up if the first hit causes a wall slam. :7::K: Primary mid kick launcher. A frame slower than :3::3::P: but does a higher launch and causes no wall slam. Is horribly unsafe however, so I don't recommend using this outside of critical stun situations. :8::K: A high kick launcher with very good recovery. Best used in critical stun situations as you'd get a higher launch than on normal hit. Also very unsafe and not recommended for neutral situations. Useful in big damage combos. [B][B]Offensive-Holds[/B][/B] Offensive holds are act as catch grabs with scaling depending on whether they punish a strike or not. They're more often used as secondary tools to stop an opponent from pressing buttons in certain situations to force them into committing to other options. They're also useful for beating out :6::6::h::+::p: Primary offensive hold with very good range. [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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