Bass's ground throw (2F+P) gives him a i10 advantage which you then use his SuperFreak catch throw to nail the opponent. The catch throw will always work if the opponent:
1.) Stands/Guard (duh)
2.) Attacks (the frame advantage to the Bass player is too high)
3.) Throws (counter throw is near impossible with the frame advantage given)
4.) Hold (that's just asking for it)
However you can anticipate the superfreak and preform:
1.) Crouch
2.) Low Hold
3.) Any move that puts you in a crouching position
This countermeasure itself can be countered by the Bass player instead choosing to do a mid level launcher (Bass juggles very well, especially in 3.1 and his air throw is sick).
This is one of the biggest advantages that Bass has over other characters. And this pick up throw is guaranteed on a knock down move (like 214P, 66P, or 46P) and wall stuns. This makes Bass very deadly on the offense since you have to worry about launching attacks AND knock down attacks. Added to the fact that his low/mid kick holds send you flying for enviro damage and half of his throws will take half a lifebar on HC Bass is indeed a scary opponent in the right hands.
Awesome post, thanks.
I'm sure the Bass fans appreciate it
| QUOTE (Ayane @ Aug 14 2004, 03:51 PM) |
Awesome post, thanks.
I'm sure the Bass fans appreciate it |
No problem... though I wasn't actually aiming for pleasing Bass fans. :)
I just wanted to show some of you guys are really deadly hardcore strat that can be abused quite easily.
Lol, EX, you beat me to this post. Good info, his ground grab does give him an insane priority.
| QUOTE (blueboy @ Aug 15 2004, 02:38 PM) |
| Lol, EX, you beat me to this post. Good info, his ground grab does give him an insane priority. |
It's literally a "choose or lose" situation. A very effective and terrifying mind game weapon. Oh by the way... Bass always can hold his own in standing priority fights thanks to 6K and P+K which both ex in i12. 6K does a crumple stun and P+K launches (yikes!).