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[h2]Introduction[/h2] Bass is a heavy wrestler with strong grabs and strikes. 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 moves give better nitaku situations like with post :6::h::+::P: where you're at +10 which gives 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 most nitaku situations. If you think throws might be too risky in some situations, you can always use offensive holds for some damage for catching strikes, such as :6::6::h::+::P: or :41236::h::+::P:. 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 go back into nitaku to press on your advantage or start a new offense. [h2]Back Turned[/h2] For punishing back turned opponents, your best bets are :6::K::P: or :6::P::K:, giving you a ground throw or a guaranteed launcher, respectively. [h2]Combos[/h2] Bass combos are best for good damage and oki. Most combos ending with :6::K::P: lead to a wake up vortex with a ground throw attempt. You would be sacrificing a bit of damage for more pressure, but it's still not a major damage loss. [h2]Wakeup Strategies[/h2] After doing :6::K::P: in a combo, Bass can always go for a ground throw attempt with :2::h::+::P:. This is part of a very good vortex where you'll force the other player to tech and if they don't they'll be in heavy disadvantage at -13. If they do tech they'll still be at disadvantage and still need to stay on the defensive. This is dependant on the height in which :6::K::P: was done in a combo and it determines the frame advantage Bass gets afterwards. However, if the launch is high enough to get a :41236::h::+::P: air throw (usually from a counter hit launch), then this vortex won't work and it needs to be done from lower height. Doing :3::P: before :6::K::P: after a high launch fills the gap to get the vortex consistently. [h3]Okizeme[/h3] After a throw, you have enough time to dash away to cause wake up attacks to whiff and punish them with :6::6::P::+::K: or :6::h::+::K:. The latter moves is also good for crushing low wake up attacks and trading with mid kicks. [h3]Ukemizeme[/h3] After a :6::6::P::+::k, it's easy to visually tell whether an opponent has teched or not. You can simply either go for a ground throw if they stay down or you get very good frame advantage if they do (around +9). After :9::k/:3::K::K:, you can also easily go for a ground throw, however there is a small window where you can dash in and attempting to pick up, but dashing after a knockdown regardless will keep you close to your opponent if they do tech. [h2]Stage Position[/h2] Bass usually doesn't care for most directions other than forward in order to corner an opponent to the wall bit he certainly has moves to direct an opponent behind or to the sides. His best moves for controlling position on a standing opponent are his :214: and :63214::h::+::P: throws, where he can direct either forwards or backwards. The first part of :63214::h::+::P: can direct your opponent to the side depending on the stance. His Offensive Holds can also be used for positioning with :41236::h::+::P: which direct to the sides or :8::h::+::P: which switches sides. His BT OHs ate also very good for changing position as you have total free reign afterwards to choose where you want to direct your opponent. His air throws are also very good for positioning as his regular air throw can throw to the sides depending on stance and cause wall hits and :41236::h::+::P: is also very good for directing forward and backwards. [h3]Wall Pressure[/h3] After :6::h::+::P:, you can set up many different traps either for resets or wall combos. This is a very very good throw and position to be in as you have full reign to out whatever pressure you wish after a wall throw. After :4::h::+::P: wall throw, you can go for a ground throw attempt. This is similar to the vortex you get from combos, but you don't get as much advantage as you do if you whiff the throw. The timing is more specific as you need a slight delay before you go for the ground throw.
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