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[h2]Introduction[/h2] Bass is a heavy wrestler with strong grabs and mid. If your opponent decides to duck under throws, his mids would convince them otherwise. [h2]Nitaku (50/50)[/h2] Nitakus or a two-choice guessing is a fundemental aspect of the game after gaining frame advantage. The most fun part of Bass is setting up a nitaku situation and dealing high damage from said situation. Most of his nitaku games usually start when you have frame advantage and +3 is decent and +5 gives you more options in general. Most of the time, you end up getting such numbers after a guard break or a counter hit situation like :2::P: or :P::K:. Other mich better nitaku situations like post :6::h::+::P: where you're at +10 give you loads of free reign to set up something deadly and that's where you'd either go for another throw reset or a mid like :3::K: against crouching opponents to launch them. All of his throws are good for any given situation, you'd want to make :6::h::+::P:, :214::h::+::P:, :63214::h::+::P: and TFBB (while rising :6::4::h::+::P:) your main throws in the situations. If you think throws might be too risky in some situations, you can always use offensive holds for some damage for catching strikes. Bass' OHs have good range and deal decent damage, enough for conditioning an opponent to either try to throw to beat the slower OH or duck. You can deal with both using your mids. He also has a very good nitaku from when his back is facing the opponent where he can go for two very fast OHs against a standing or crouching foe or good tracking mids. With good tools transitioning into this stance with :6::6::k: or while-rising :4::p::+::k:, you can start [h2]Back Turned[/h2] [h2]Back Facing[/h2] [h2]Combos[/h2] [h2]Wakeup Strategies[/h2] [h3]Okizeme[/h3] [h3]Ukemizeme[/h3] [h2]Stage Position[/h2] [h3]Wall Pressure[/h3]
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