Game of Origin: Megaman 7
Bass is one of Dr.Wiily’s most powerful robots. Created from a strange energy source known as Bassinium, (Hence his name), he was created to be a robot of equal strength to Megaman. He has proven himself to be a formidable opponent but Megaman always manages to win in the end. Treble is Bass’ answer to Megaman’s Rush; he is a wolf-like robot that has its own weapon systems and he can even fuse with Bass to form a more powerful robot.
--- OVERVIEW ---
At first glance, Bass and Treble may seem like an utterly flawed character. They aren’t particularly strong, or very fast, and their recovery is pretty tricky at times. However, besides a lot of disjointed hit boxes, the main this team’s got going for them is versatility. Besides teaming up for some helpful moves, Bass’ faithful friend can split up from him, allowing the pair to cover two entirely separate portions of the stage, making it unsafe for their opponent to venture far in any direction without being put at risk for an attack. To play this character is to play a tag-team with one controller.
--- SPLITTING UP ---
When you first start playing, you may notice that there are two percentages in your HUD. There is one for Bass and one for Treble, as you would imagine.
Normally, Bass and Treble stick together similarly to Ice Climbers. You can only directly play as Bass, but Treble will follow you around the stage as best as he can. Treble can perform nearly all of a Brawl character’s basic actions. He can walk, dash, jump, midair jump, roll, and airdodge. The one thing he can’t do is shield. He will simply stand there while Bass is shielding, so you’ll have to be careful about Treble’s position in relation to your opponent.
Now, while Treble cannot be directly controlled, his purpose is to be the performer of certain attack inputs. If Treble is KOd, you cannot do those attacks. Simple, yes? Think of it like Olimar’s Pikmin if that helps. Attacks that require Treble will have a
[Treble Attack] tag on the end of the description. Note that Treble is responsible for the grabs.
Of course, Treble isn’t always following Bass around. It is possible to “de-synch” the pair, but this is performed differently from Ice Climbers. Instead, it is more structured. There are two ways in which Treble can be de-synched:
1) Certain attacks will automatically do it. These moves have a
[De-synch] tag on the end on their description
2) If something causes the pair to be more than two Bowsers apart from each other (i.e. knockback from an attack), that will de-synch Treble
Unlike the Ice Climbers, Treble will not try to return to Bass when de-synched. Rather, he will remain in place standing there like a dog that was told to “stay”. This means that he will now perform his attacks from his current position (no kidding!) Additionally, some moves have slightly different variations depending on whether or not Treble is de-synched, but these are simple enough that they don’t require any special tags. If Treble is de-synched and knocked off-stage, he will use his midair jump to try to get back onto the stage.
Finally, Like Nana, Treble will respawn with Bass if Bass is KOd while he’s alive.
Tl;dr: Treble follows you around when synched, Treble stays in place when de-synched.
[Treble Attack] means the move requires Treble to be performed.
[De-synch] means the move automatically de-synchs Treble.
--- STATS ---
Since this is still essentially a singular move set, there is only one set of stats. Yes, that means that Bass and Treble have the same movement speed, fall speed, jump strength, ect. Makes it much easier to keep track of Treble’s position that way.
Movement Speed: 5/10
Traction: 9/10 (Megaman games are known for their tight control)
Attack Speed: 5/10
Attack Strength: 4/10 (some moves are good at damaging, but most aren’t that great, and a scant few moves have good KO potential)
Range: 10/10 (Since both characters can cover different areas on the stage, you can be nowhere near Bass and still be damaged)
Priority: 7/10 (there’s a good amount of disjointed moves, but the ones that aren’t tend to be worse than average)
Weight: Same as Samus
Jump Strength: 4/10 (both jumps have the same strength)
Fall Speed: 6/10
Size: Bass is the same size as Mario. Treble is around the same size, but he is low to the ground due to being a quadruped.
PROS
Excellent spacial control with two characters
Great adaptability for both ground and air combat
Plenty of disjointed moves
Heavy without being a huge target
Unlike most move sets with other characters involved, Bass is not completely helpless by himself
CONS
Not particularly strong or fast
Few KO moves
Bass is still gonna have a hard time winning without Treble, including losing his grab and one of his KO moves
Recovery is tricky even with both characters
Non-disjointed moves tend to have below average priority
--- MOVE SET ---
STANDARD ATTACKS
Neutral A [Bass Buster]
Bass holds out one arm as it instantly changes into an arm-cannon. He then holds onto the gun-arm with the other arm. On its own, this does nothing. In order to get any use out of this attack, you must hold the attack button to keep Bass’s weapon armed. While it is armed, you press the special attack button to fire a small yellow energy bullet that travels as far as Fox’s blaster at the same speed. However, there is as much lag between shots as Falco’s. These energy bullets deal no knockback or hit-stun and deal 2% and have average priority. You may tilt the control stick to aim upwards at a forty five degree angle or straight upwards, but Bass cannot move or turn around while arming the buster. You may keep the weapon armed for as long as you’d like. This move has low startup and end lag.
Forward Tilt [Lightning Bolt]
Bass hovers just off the ground as he raises a finger skyward. A vertical purple bolt of lightning is then summoned directly in front of Bass that starts a short distance above Bass’s height and keeps going down until it hits the ground. It is disjointed and deals 7% with low knockback. Low startup lag with average end lag, and Bass is immobile for the duration of the move.
If Treble is de-synched from Bass when this attack is performed, the move works slightly differently. Now instead of being summoned directly in front of Bass, the lightning bolt will appear directly over Treble and strike down onto him. The bolt deals the same damage and knockback, but when Treble is hit by the bolt he will radiate an electrical aura around himself for a few moments. This aura has high priority but only deals 3% with low knockback.
Notes: This is a versatile move, since you can use it at the edge of a platform for edge guarding, or to protect Treble if he is de-synched in a far-away location. Just remember that Bass is vulnerable everywhere except for his front when performing the normal variation of the attack, is completely vulnerable with the de-synched variation, and that the bolt doesn’t have much horizontal range in any case.
Down Tilt [Leaping Pounce]
Bass whistles while crouching and then Treble will leap over Bass from whatever side he’s on, biting as he lands. If he catches an opponent in his jaws, this is the same effect as if you had pressed the grab button. Yes, this is an alternate way of grabbing your opponent, and as such this move inflicts no damage on its own.
The interesting thing about this move (other than being an alt-grab I mean) is that when Bass whistles, Treble will respond even if he is de-synched, and even if he is on the other side of the stage. This effectively makes this a re-synching move. Treble has decent enough AI to get to Bass’ position, but will stop if there is something impassable in his way, like Bass being trapped in one of Dimentio’s Boom Boxes. Bass will remain crouched until Treble completes his attack, leaving him very vulnerable if Treble has to cross an entire stage to get to Bass. If Bass or Treble is hit before Treble gets to perform his leap, the move is canceled and if Treble was de-synched, he will go back to standing in place like he normally does when de-synched. The move has low startup and end lag.
[Treble Attack]
Up Tilt [Lava Gel]
Bass points an arm up as it turns in canon-mode and fires a small red blob of lava upwards. It only goes up as far as Olimar is tall, and it arcs backwards before falling at a decent speed and landing a short distance behind Bass, falling off the screen if there’s nothing to catch it. The gel is disjointed and it deals but a mere 5% and low knockback in fire damage. When the gel hits the ground it splashes briefly before the lava disappears, and the splash deals the same damage and knockback as the gel in blob form. Virtually no startup lag, and there is also low end lag, but the end lag does not kick in until the blob reaches the point that it would hit the ground directly at Bass’ feet, and Bass is immobile during the entire attack.
If the lava blob hits Treble, he will absorb it into his body and gain a fiery aura. Treble’s next attack will have slightly increased damage and knockback as well as deal fire damage. Treble can keep the charge forever if need be, but he will lose it if hit by water attacks.
Notes: This is a very situational move, considering it’s weak, has a strange hit box with the arc, and leaves Bass vulnerable from the front. It can be useful for the power-boost to Treble, though.
Dash Attack [Leash Laws]
This attack not only requires Treble, but he also has to be synched, otherwise nothing happens when you try to use this attack. Bass will skid to a stop in a miniscule distance as Treble continues to run past him at a higher than normal speed while barking furiously. Oily foam is also seen coming out of Treble’s mouth as though he has robotic rabies. Once Treble’s entire body is past Bass, Bass will shoot a thick metallic wire out of his hand at Treble at it will latch onto a small node on the back of Treble’s neck.
This is where the fun begins. The entire time Treble is in his raging charge, he deals 12% and above average knockback to anyone he hits. When the “leash” is attached to him, he is able to travel about 1/3 of Battlefield before Bass grabs the leash with both hands in order to try and restrain his dog, which causes Treble to be held in place at that spot. If you hold the A button for 1.5 seconds, Bass tugs hard at the leash, which pulls Treble back to him and also does some program that pacifies Treble. If you let go of A at any point, or you simply never press A at all at this point, Treble ends up snapping off the leash as he continues charging until he runs off a ledge or hits a wall, which will de-synch him from Bass as he stops, and he enters free fall should he run off the edge of the stage. Similarly, if Treble happens to do that before the leash is even fired, he will instantly calm down as well as de-synch. Treble’s entire body is a below average priority hitbox and the move has virtually no startup lag, above average end lag if Bass restrains Treble (due to the animation of pulling Treble back to him) and slightly below average end lag if Treble escapes.
[Treble attack] [De-synch; if Bass does not restrain Treble]
Notes: Remember, de-synching is a part of this character’s gameplay, so don’t feel that you must always stop Treble’s rampage. Just be sure that he won’t end up running straight into a pit or past a walk-off blast zone.
SMASH ATTACKS
Forward Smash [Lunging Bite]
Bass points forwards ordering Treble to attack, as Treble lunges forwards as far as 2/3 of a battlefield floating platform from his current position. The front half of Treble’s body is the only hit box of this move, and it has low priority while dealing 10% (21% charged) and above average knockback. There is a low amount of startup lag but an average amount of end lag, and Bass is immobile and vulnerable during the entire move, having no damaging hit box of his own in this attack. Treble will stop at the edge of a platform. This move will de-synch Treble if he was currently synched with Bass, though if you have Treble perform this move and he ends up touching Bass, he will of course end up re-synching with him, but this is due to the way the synching mechanic works and is not a feature of this move.
[Treble Attack] [De-synch]
Notes: This is one of Bass and Treble’s key moves. It is incredibly versatile, allowing you to leave Treble as a trap of sorts in a remote location only for you to perform this attack when your enemy draws near him, and it even has KO potential. But remember that Bass has no way of damaging opponents with this move, so don’t try it if Bass is cornered by himself.
Down Smash [Stop, Chop, and Roll]
Bass will kneel down on one knee and perform a quick horizontal chopping motion with one hand. This has average priority and deals 10% with average knockback. Low startup lag with below average end lag.
What’s that? You say this move is boring? Okay then, try this on for size. If you press A again like you’re performing a combo, Treble will curl up into a ball and proceed to roll around Bass like he was performing Sonic’s DSmash. He will adjust his radius so that he stops at the edge of platforms, but normally goes out one character width away from Bass. Unlike other combo smash attacks, the charging is performed at the second hit instead of the first. Treble’s rolling deals 12% (22% charged) and good knockback. He has decent priority. The second part of the attack has average end lag, and it requires Treble to be both alive and synched with Bass.
[Treble Attack; second part of attack only]
Up Smash [Energy Kick]
Bass will hop just off the ground and deliver a high kick as yellow energy envelops his foot. The kick has below average priority and deals 10% with average knockback.
If you charge up half-way, Bass will glow green and the kick will deal the same damage, but good knockback and the move has average priority now. Both of these variants of the attack have below average end lag.
If you charge up all the way, Bass does almost a completely new move! He will now leap upwards the height of Ganondorf and forwards the height of Bowser while performing back-flip kick as his foot is enveloped in green energy, signifying the hit box of this move. This kick has great priority and deals 2 hits total, the first one dealing 10%, and the second dealing 12% and above average knockback. Additionally, performing this variant of the move de-synch’s Treble from Bass, as Treble will not follow Bass as he performs this flipping kick. This kick has above average end lag, and all variants of the attack have low startup lag.
[De-synch; on fully charged attack only]
AERIAL ATTACKS
Neutral Aerial [Neutralizing Elements]
Bass will point an arm cannon forwards as he releases a stream of fire that travels as far as Marth’s sword. If Treble is alive, he will fire a stream of ice that is the same size. He will do this regardless of being synched or not. Both streams last for .7 seconds and deal 2% for each .1 second you are caught in it. The streams are disjointed and are moderately difficult to DI out of, but considering Bass (and Treble if he is synched) are moving through the air while firing, it is difficult to catch someone with all the hits of one stream. There is low startup lag and average end lag for both characters.
If the fire and ice streams happen to overlap they will in fact cancel each other out and turn to a stream of water where they connect. This has the same effect of a half-charged Mario FLUDD, making it a decent gimping tool.
Forward Aerial [Treble Comet]
Bass snaps his fingers which alerts Treble to perform this attack. Treble will quickly jet forwards while green energy envelops his body. Treble flies forwards as far as 2/3 of a battlefield floating platform at a decent speed. The green energy has high priority but only deals 6% with low knockback, while Treble’s direct body deals 11% with average knockback. If Treble is synched with Bass he will then turn around and perform another dash back to him, and this one can also deal damage. If Treble is not synched with Bass he will simply end the attack after the first charge. Treble will not stop at the edge of platforms and he does not enter free-fall if he ends over a pit. Either variation of the move has below average startup lag and virtually no end lag.
[Treble Attack]
Back Aerial [Blade Shrapnel]
Bass will turn around as his left hand turns into a katana (the Tengu Blade) and his right hand turns into a fiery sword (the Fire Sword). He will then scrape the two swords together. This part does no damage, but the scraping of fire and steel causes a wave of fiery shrapnel to radiate outwards from the point where the blades collide. It ends up covering an area the size of Donkey Kong before it fizzles out, and hitting the shrapnel wave results in 13% but no knockback, just slight hitstun. The shrapnel is disjointed. Below average startup lag with low end lag.
Now, it is not a good idea to do this move if Treble is in the area where the shrapnel would hit. If Treble is hit by the shrapnel, he covers his eyes in pain and drops straight down to the ground (possibly a pit) and takes 9% while being de-synched. If Treble happened to already be de-synched, he will simply take the damage.
[De-synch; if Treble is hit by shrapnel]
Up Aerial [Thunder Chain]
Bass will fold his arms and concentrate as he levitates in place for 1 second. After that second passes, he will suddenly look up and spread his arms as a lightning bolt instantly strikes between himself and Treble, connecting the two no matter how far apart they are. It will even pass through walls and floors. The lightning bolt is disjointed and deals 10% with low knockback. There is below average end lag. The attacks works even if Treble is being damaged, as Bass is the one activating the “program” of the attack. If Treble is dead when Bass uses this move, he will emit a small electrical aura around himself that has low priority and deals 7% with low knockback.
Notes: Obviously, this move is useless when Treble is synched with Bass, as there won’t be any real room for the lightning bolt to take up.
Down Aerial [Ice Wall]
Bass leans forwards while he puts his hands together underneath himself. He then fires two streams of ice together that quickly start to form into a solid block of ice that is about his height but slightly thinner. The ice block then falls straight down until it hits the ground, and anyone hit by it falling is simply pushed out of the way. This has virtually not startup or end lag, but the whole process of making the ice block takes about .8 seconds, during which time Bass is vulnerable and if he is hit before he forms the ice block it simply disappears.
Once the ice block is formed, it acts like a wall of sorts, blocking movement, attacks, and projectiles. The block will shatter after taking 15 damage. Bass is also affected by the ice block. Only one ice block can be on the screen at once, and if you input this command while one is already out, quite simply nothing will happen. The ice block can be shoved by strong attacks, and in this case it will damage opponents if it hits them for damage proportional to its speed, with the strongest shove dealing 16% and good knockback. The ice block will actually melt if hit by fire attacks, instantly destroying it while not affecting anyone else.
Notes: This is a pretty fun move to use. Besides creating an obstacle on the field, Bass and Treble can push the ice-block themselves, and Bass’ Utilt is a fire attack, enabling you to quickly get rid of your own ice block should you want to.
SPECIAL MOVES
Neutral Special [Treble Command]
Bass will put a hand to his chin as though he’s thinking while a small green cross-hair appears over Treble’s head. While holding the B button, you then use the control stick to move the crosshair around, and it moves at an above average speed. This can be done indefinitely. When you release the B button, the cross-hair will disappear Bass will point forwards with the hand that was on his chin as Treble starts to make his way to the location that the cross-hair was at, moving at his standard running speed.
Treble will stop moving once any part of his body touches the location, or if he takes damage. If you use this move while Treble is already going somewhere, he will immediately begin to move to the newly marked location. If the location is in the air, Treble will simply fall down once he hits the spot, and if he happens to walk over Bass while going to the marked location, he will ignore him and no re-synch. There is no limit to how far away you can order Treble to move to, you could have him go across Hyrule Temple if you really wanted to, but if you mark a location too high up Treble will just keep trying to reach it forever until you tell him to do something else. Once Treble begins to move, Bass is free to do as he pleases, but if he does an attack involving Treble, Treble will forget his command as he does the new attack. There is low startup and end lag to using the move
.[De-synch]
Notes: You can “cancel” Treble’s movement at any time by quickly tapping the B button, which will mark Treble’s current position with the cross-hair, thereby causing him to stop moving due to already being at the marked location. A simple but vital technique to master.
Side Special [Missile Frisbee]
Bass will point an arm forwards at shoot out a small missile that travels as fast as a Super Missile from Samus. It will keep going forwards until it travels off the screen or hits something, dealing 10% with average knockback when it connects, but it doesn’t have much priority. Average startup and end lag to firing the missile. Only one missile can be on the screen at a time.
Now, what at first appears like a basic projectile has one special trick up its sleeve. If you perform the input for this move again while a missile is already on the screen, it will instantly detonate, performing the same damage as a regular collision. When this happens, a bladed disk will shoot out backwards from the interior of the missile, and it travels on a downwards curve at a high speed, dealing 8% with below average knockback if it hits someone.
If Treble is de-synched from Bass and the disk passes over him from a height of no greater than one Bowser, he will begin to chase after the disk like it is in fact a Frisbee. He runs at his normal dash speed and anyone he collides into will take 6% and be knocked down, and this includes Bass himself. If Bass gets knocked down he will have an annoyed look on his face 90% of the time, but the other 10% he will crack a smile and chuckle a little at his dog’s display of its playful side. Treble will stop once the Frisbee disappears or he reaches the edge of a platform.
Up Special [Treble Coil]
Treble will lay flat on the ground (or air if need be) as a panel on his back opens up and a spring board will quickly pop out of it, resting in a coiled position. Treble will stop moving once he does this, de-synching from Bass if he was currently synched. Treble will lay in this position until he is either damaged, Bass initiates the next part of the move, or you perform the move input again, which causes Treble to revert back to his normal position.
If Bass lands on top of Treble while he is in the spring position, the springboard will pop up, causing Bass to fly high into the air like a super-jump of sorts, rising as high as 1.3 times the distance of Sonic's Up-B Bass is free to use aerials while he is in this state. If this is used on Treble while he is in the air, he will enter freefall. It takes about .4 seconds for Treble to enter and exit his spring mode.
Down Special [S-Adaptor]
This move requires Treble to be synched with Bass to be performed. Bass leap upwards as far as a Samus Screw Attack while shouting “Come Treble!” Treble will then leap upwards as well and he will latch onto Bass’ head with his claws as a sphere of light envelops the duo, signifying the start of their fusion. If either character is damaged before they start to fuse the move is canceled and both characters will enter free-fall. Once they start to fuse, they have super armor until the fusion is complete. The fusion process takes about 1.5 seconds to do.
When the fusion process is complete, S-Adaptor Bass emerges from the sphere of light, looking like the above picture, and he does not enter free fall when he appears. In this form, Bass has buffed jump strength (7/10) with 2 midair jumps instead of 1, lowered fall speed (4/10), and his dash is nearly as fast as Captain Falcon’s by soaring across the landscape using his wing-jets, though this dash has worse than average traction. The two damage meters are still there, but since the characters are fused, taking damage in this form adds to the damage for both Bass and Treble, and S-Adaptor Bass takes regular knockback from moves, so this isn’t a pseudo final smash. The knockback is determined by the damage in Bass' coutner.
As for offensive functions, pressing A will cause S-Bass to fire a thin green laser from his arm cannon. It travels as fast and as far as Fox’s laser and deals 8% with average knockback. There is low lag on both ends to firing the laser, but only one can be on the screen at a time, and the laser has low priority. If you hold the A button for 2 seconds, S-Bass will begin to glow green to show that he has charged up his other attack. When you release the A button, Bass’ right forearm will fire off his body using rockets in the elbow joint. It travels at the speed of Wolf’s blaster and as far, but it has excellent homing abilities, making very sharp turns as it travels forwards, so the enemy will have to shield, air dodge, or be out of range to avoid the arm. Being hit by the rocket punch deals 14% with good knockback, and the arm is disjointed. Upon reaching its maximum range, the arm will quickly return to S-Bass and reattach. This is the same arm as the one used for the lasers so the laser attack cannot be used while the arm is flying. There is low lag to firing the arm.
While you can remain in this form forever if you please, upon being KOd Bass and Treble will respawn in their normal forms. If you want to de-fuse the characters in the middle of your current stock, simply perform the input for the move again, and the same motion of leaping into the air with a sphere of light will occur, but now the regular Bass and Treble will emerge, and this time they will enter free fall upon the animation finishing.
[Treble Attack]
GRABS
Upon pressing the grab button, Treble will lean forwards ever so slightly and chomp with his teeth, holding onto a victim’s leg should he manage to catch someone. Because Treble is usually behind Bass, this means that you’ll probably want to only use this grab when Treble is de-synched somewhere, waiting for an unlucky victim to draw too close to him.
One the enemy is in his jaws, they can struggle free just like any other grab. However, since Treble is the one holding the enemy, and Bass is the character you control, damaging a grabbed victim has to work differently than the traditional Smash Bros character. There is no pummel attack with this grab; in order to get some extra damage in before throwing, you’ll have to attack the grabbed enemy with Bass.
When it comes time to finishing the grab, you have one throw that is performed by pressing the grab button again. Treble will gather energy into his mouth before sending the victim away with a green burst of energy which deals 10% and average knockback on a low trajectory.
The entire grab is a
[Treble Attack]
SITUATIONALS
Ironically, Bass and Treble still only have 2 get-up attacks, and 2 ledge attacks. However, each character only has one regardless of the specifics (i.e. lying on their front or back) If Bass finds himself in a situational position, you just have to press A to do the attack like normal, but if Treble is in the special position, you must press the grab button to have Treble do it, due to Treble not being the main playable character. S-Adaptor Bass will use Bass’ situationals. Bass and Treble cannot share an edge, so if Treble is holding on to the edge he will have to use his attack to free up space for his master. Finally, either character ending up in a situational position will de-synch the pair.
Get-up Attack (Bass) [Buster Barrage]
Bass will point his arm cannon towards his head-side and fire 4 quick energy bullets from it that each travel as far as Mario’s Fireballs and deal 2% with slight hit stun. The bullets have low priority. Bass will then quickly get up to his standing position.
Get-up Attack (Treble) [Roll Over]
Treble will perform a low pivoting hop to face the camera, and then he will roll in the direction he was originally facing as far as Luigi’s dash attack at a decent speed. His body is a low priority hitbox that deals 7% with average knockback. Treble will end the move on his stomach stretching his legs to get back to his basic position. [Treble attack]
Ledge Attack (Bass) [Delayed Missile]
Bass will let go with one hand as it turns to cannon mode and Bass points it straight upwards. He will then fire a small missile that will turn to face towards the stage and hover in place as Bass climbs back onto the stage. When Bass is on the stage, the missile will then boost forwards at a good speed, dealing 10% and average knockback if it hits someone. The missile has below average priority.
Ledge Attack (Treble) [Piercing Howl]
Treble will howl loudly, which will emit a sound-wave around his mouth that has the radius of Luigi’s height. Anybody hit by the sound wave, including Bass, will be stunned for 1 second if they are on the ground, or be forced into freefall if they are in the air. After howling, Treble will scramble back up to solid ground.
[Treble attack]
--- FINAL SMASH - DARK ENERGY ---
Bass hold up a hand as purple energy emits from it while he yells “I’ll show you true power!” At this point the final smash works differently depending on if Treble is alive or not.
If Treble is KOd, then the purple energy will shoot out from Bass’ hand into the air and form itself into Treble, and then Treble and his master will be instantly teleported to the stage’s center, synched. This effectively revives Treble, and his damage meter is reset to 0. Bass and Treble are both invincible for the duration of this move.
If Treble is still alive, then he will leap to Bass’s location and turn into dark energy as he fuses with Bass. A bright flash of light comes out from their location, and when it clears we find that Bass is now in his ultimate form. In this form, he can freely fly around with the control stick, moving as fast as Super Dragon Yoshi. You are invincible and the final smash lasts for 17 seconds, after which the beam light reappears and Bass and Treble reemerge in their normal forms. You have 2 attacks in this form, activated by pressing various buttons:
A [Darkness Overload]
Gee, that name sounds familiar! Bass will lift one arm cannon high into the air and fire a large blob of energy straight upwards. Almost as soon as it is fired, the energy splits into 4 smaller shots that all travel in downward arcs similar to the UTilt, with 2 shots on each side of Bass and the ones on the same remaining close together even after falling a great distance. Each shot has good priority and deals 17% with good knockback. Hitting the big shot in the moments before it splits deals 27% with insane vertical knockback, almost like a vertical Falcon Punch. There is average startup lag to fire the shot but low end lag.
B [Angel of Death]
Bass will lift up his arms as his purple wingtips begin to glow harshly. After .7 seconds, each of the wingtips will release a small black ball of energy that will linger in the air for 4 seconds. Bass can begin to move again once the energy is released. After those 2 seconds pass, the energy balls will quickly dart for the nearest enemy, dealing 9% and slight hit stun if they connect, which only makes it easier for subsequent ones to hit the enemy. These also chew right through shields and have good priority. The real thing keeping this from being unstoppable is that only one set of these orbs can be on the stage at once, so Bass can only use this 3 times at most in a single final smash, and that’s only if he spams this move non-stop, and this move has no KO potential.
--- STRATEGY GUIDE ---
This is most certainly not a character a beginner wants to play. If you thought playing one character was difficult enough to control, now you’ve essentially got to manage two characters at the same time. At least you only need one controller!
The first thing you should get a handle of is just what attacks are performed by Bass, and what attacks are performed by Treble. Similarly to Captain Olimar’s Pikmin, you need to have Treble alive in order for certain inputs to do anything. If you accidently have Treble attack when he is de-synched on the opposite side of the stage from your opponent, well, that isn’t good.
However, the real meat and potatoes of this pair comes from their synching and de-synching. This isn’t a team where you always Treble close to you; in fact, much of the time you’ll want your dog to be watching over a different part of the stage from yourself. This effectively gives you a larger area of space that you control. For example, you can chase your enemy away from Bass only for him to end up right in front of Treble as you have Treble perform the FSmash. The primary method of positioning Treble is via Treble Command, as the targeting phase starts and ends quickly and it gives you complete precision over where you want Treble to be. Beyond that, some attacks have a side effect of de-synching Treble, so you’ll want to take that into account when you use those moves. In the case Bair, you simply want Treble to be de-synched so that you have less of a chance of damaging him with the attack, providing you with a great damage racking tool.
But wait! You don’t ALWAYS want Treble to be de-synched! Oh no, depending on the situation, you could very well require your faithful robotic canine to be at your side. Maybe you want to try and get a water blast with combined Nairs in order to gimp your foe. Maybe you want to take advantage of the return strike with fair. The second part of DSmash and S-Adaptor require Treble to be synched to even be usable. You can’t simply have Treble just running off on his own for no reason, you have think of what exactly will happen to both you and your dog when you use that fully charged FSmash.
When you do become well acquainted with how all your moves interact with the positions of both Bass and Treble, you see just what makes this character shine. They may not be very fast or strong, but they can pressure the opponents with attacks coming from two different directions, and when the enemy finally does start to make frustrated mistakes, now’s the time to synch up and us a DSmash combo! The pair’s grab game is also built to take advantage of this character’s unique pressuring and spacing strategies. The normal grab is best used when Treble is de-synched, especially when the opponent is forced into shielding in front of Treble due to an attack from Bass. When synched, it is better to use the DTilt to get Treble in front of Bass for the grab, and this has a unique hit box that is mainly vertical, making it more of an anti-air tool than a real grab.
KOing and recovering with this character is no standard task. The two main KO moves are Treble’s portion of the DSmash, and a strike with a speeding Dair ice block. The former requires Treble to be synched with Bass; the later requires setting up the ice block and then using a stronger move to shove it into foes, which requires careful planning and spacing, especially if you don’t want the ice block to be shoved into yourself. If all else fails, you could always try to use S-Adaptor for its rocket punch, and its good aerial movement would allow you to perform respectably with edge guarding. Recovering is extremely difficult under most circumstances, considering the only real recovery move is Treble Coil, but if Bass is sent flying far enough that he would need to recover, he would need Treble to have come along with him to take advantage of the move, and even if you do survive, Treble will end up falling to the dark abyss, leaving Bass at a noticeable disadvantage. S-Adaptor suffers from a similar problem, but you could always activate it the moment Bass is a high percent and simply hold onto it for the rest of the current stock, using its 2 strong midair jumps and low fall speed to make it back to safety more often than not. The primary problem with S-Adaptor is that as powerful as it may be, only having 2 attacks makes you incredibly predictable.
So, that’s Bass and Treble. You can’t simply spam fast moves to build damage, nor can you get an early KO with an incredibly strong move. You have to learn to micromanage one character using simple button inputs while controlling the other like a standard smash bros character. You have to pressure opponents into making dumb mistakes with multi-angled moves and give them absolutely nowhere to run or hide. Remember, Treble is not just some weapon; he’s your companion, your partner. You need each other to survive.
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KIRBY HAT
Kirby can only copy Bass. If he inhales Treble he will get no hat. As for the hat itself, Kirby will get Bass’ yellow helmet and learn Treble Command. The moment Kirby gets the hat, a robotic waddle dee will appear behind him to be his own Treble. For Treble Command, the move works almost exactly the same, but if the Waddle Bot touches an enemy, it will emit an electrical zap as it continues walking to its destination, that deals 9% with low knockback. This is to give the move some use, since Kirby doesn’t have access to all of the Treble attacks after all. The Waddle Bot will remain until Kirby looses the hat.
SPECIAL ANIMATIONS
Bass and Treble actually have 4 taunts, up and down taunts when synched, an up taunt for Bass when de-synched, and a down taunt for Treble when de-synched.
Synched Up Taunt: Bass will turn to face Treble and he will gently pat him one the head while letting out a gruff “Good boy!”
Synched Down Taunt: Treble will let out a loud howl, which causes Bass to cover his ears. When the howl is over, Bass will glare at Treble for a moment before returning to his basic position.
De-Synched Bass Taunt: Bass will levitate just off the ground, holding up his arms as a green aura surrounds him for a few moments.
De-Synched Treble Taunt: Treble will chase his tail for a few moments.
Win Animation 1: Bass will fold his arms and laugh. Treble howls slightly before going into the classic “stay” pose, panting slightly.
Win Animation 2: Bass is seen sitting on a metallic throne of sorts, and will say “Now you see that we are the strongest.” Treble can be seen curled up next to the chair, and after Bass says his line he will slowly pet Treble until you leave the results screen.
Win Animation 3: S-Adaptor Bass will lower onto the screen, and he will say “This power…it feels purifying to me!” while examining his hands
Loose Animation: Bass will begrudgingly clap for the winner while Treble can be seen stiffening up and growling at the winner. Sometimes Treble will even try to attack the winner but Bass will use the wire-leash to pull him back.
SNAKE CODEC
Snake: Otacon, I’m fighting a robot with an ego…he also brought his dog….
Otacon: You mean Megaman and his pal Rush? I don’t recall him having an ego. In any case, you should watch out for
Snake: This isn’t Megaman. This robot’s yellow, and his dog is purple and looks like a feral wolf.
Otacon: Oh! Bass and Treble! I knew that. For the most part, his capabilities are similar to Megaman, but he’s a lot more arrogant and tends to focus on outright destroying his opponents. Treble is also quite powerful himself.
Snake: Even so, I’m sure Treble won’t have the will to fight if the pack leader is defeated. I’ll just have to do my best to avoid confronting that mutt and concentrate on Bass.
Otacon: Be careful Snake. Treble is no Lassie.
UNLOCK INFO
How to Unlock: Play 50 team matches.
Unlock Message: “Bass and Treble, the robotic tag-team, joins the Brawl!”
JAPANESE NAMES
As you may or may not know, Bass and Treble have different names in Japan. Respectively, they are Forte and Gospel. If you prefer these names, you can perform a similar input to selecting Zero Suit Samus by holding L or R on the character select screen. However, what’s really nice about this feature is that you can customize the names individually. Hold L to toggle Bass/Forte, and hold R to toggle Treble/Gospel. This will change the text on the screen as well as the announcer’s references to them. Now you never have to complain about how bad one region’s names are ever again!
MUSIC
Megaman 7: Bass Theme Music - This is also the song that plays during the Roll Call.
Megaman 1: Elec Man
Megaman 2: Air Man
Megaman 3: Gemini Man
Megaman 4: Bright Man
Megaman 5: Wave Man
Megaman 6: Blizzard Man
Megaman 7: Burst Man
Megaman 8: Astro Man
Megaman 9: Tornado Man
Megaman and Bass: Cold Man