Okay, i'm giving a few pointers to those who are interested in using bass.
Countering with Bass
For those of you who are interested, i noticed that he has an odd priority with countering. Due to his extremely hindered speed, bass has the ability to instantly counter after many of his moves. This case in point makes him the absolute deadliest grappler in DoA3. For those of us who like to abuse picking on bass because of his slow speed may make you want to think twice when trying to prioritize him with speedy attacks. I've found this to be extremely helpful, not saying that i myself am a counter feind....a few of my friends always believe to have the upper hand when i use him. Trust me, countering with this man WILL make anyone think twice about trying to deliver a "rushdown".
Attacking with Bass
Since most to near all of his moves are slow and in many ways easy to see coming, breaking up your attack patterns is typically the way to go. And since most of his moves deal a lot of damage and gives knockback priority, all you really need is a simple/basic moveset that's easy for you to use. Also make good use of popups. Bass can deal a huge amount of damage from successful popups, and if your really experienced, his Pick-Up grab is highly useful if you knock your opponent down hard.
The ###### Stab
My brother considers this move to be the "jab prioritizor", since he used him way before i began to. The ###### Stab (P+K) is considered to be one of his best attacks when it comes to competing against everyone else in DoA3.
a) Potentially fast. If playing a game to see who will attack first, this move is guaranteed to prioritize, even during combo strands.
b) A good manuver if trying to set up air juggles or combo's.
c) "Super Freak" ( :left: :diagdownleft: :down: :diagdownright: :right: +F+P) can be executed after this move, resulting in major damage if miscountered.
d) The "setup game" will play in your favor from this attack.
There's so much that you can do from this move alone, but it's up to you to see what works for you.
The Air Grab
Part of a two-strand grab (F+P, then F+P again when opponent is on ground), not only does this move ensues good damage, but you can accumulate even more damage if you add an previous air juggle before it. Also, if you properly execute the air grab, bass launches his opponent from afar....resulting in more damage if near a wall. The Pick-Up grab can be achieved if his opponent staggers from the wall an onto the ground.
It's crowned achievement is found if you have anything that launches your opponent.
The Super Freak
A highly dangerous move(:left: :diagdownleft: :down: :diagdownright: :right:+F+P) , especially against a counter-happy opponent. It's almost always a guaranteed grab due to it's extended reach, also for someone who miscounters...this grab does about 50% damage to a character. Just two of these from a miscounter can either end the match, or place a character near defeat.
Lol, i had no idea that his "stab" would be censored by the forum. Anyhoo, i hope this helps out a little....it definetly has for me. Because of it, my bro and i have formed a very dangerous duo: Bayman and Bass.
The "Superfreak" isn't just deadly because it does damage. It's deadly cause it is a catch throw. IE it has attack beating properties. This is why it is the #1 follow up to the pick up throw since no attack can beat it in 6 frames.
P+K executes in like 12 frames and launches on CB. It IS a good way to relieve pressure from a rush down.
In DoA3.1 Bass gets the "Blast Trass" (6PK) which makes his juggles considerably more dangerous and unforgiving. Not to mention he also gains a running catch throw which like his Superfreak has attack beating properties.
6K is one of the best ways to bait opponents. This is cause if they don't hold the follow up (6K into P) they get knocked down and you get a free pick up throw. Since the first part stuns attacking back is impossible and would be countered by the opponents stagger timed P. If the opponent understands this hold down 2 when you input 6K to buffer in a :down: :left: :right: F+P that way you deal 100 damage if he counter holds. Pretty deadly eh?
Oh yes...quite deadly. :firstplace: