Bash (RBFF2)

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Introduction

Franco Bash is the enormous, muscle-bound, screaming, beer-chugging Italian Western kickboxer. Despite his huge size, Franco is extremely fast, able to keep up with some of the fastest characters in the game.

His range is matched by only a handful of other characters and he has an amazing array of normals and specials. Something else that unusual about Bash is that he has among the sickest mixup games in any fighter. It's absolute high-low madness, and he's a pro and keeping people off-balance. It's only a matter of time before Franco finds a chip in the armor of a turtler and rips it open. Also, because many of his specials keeps the opponent on their feet, there's no breather that comes with a knockdown for the opponent to plan their next attack.

However, Bash is not without his weaknesses. His huge size can be a liability at times (such as not being able to duck under Krauser’s high Blitz Balls), which also makes for a problem against characters with better pokes than him (Billy, Yamazaki, Laurence, for example). His defense isn’t the greatest either. His Sucker Punch is probably the shortest-ranged move in the game, so you can't rely on it. His most effective defensive move is the Gut's Dunk, however while it has decent priority, it has very little invincibility: which means that you’ll likely have to trade hits in order to go back onto the offensive (where Franco excels).

Moves List

Normal Moves

Command Normals

Slipping Jab (df + A during a dash) - Franco performs far A jab while sliding forward. When performed late in a dash, it has nearly the range of a Barom Punch and it's also bufferable into specials and supers. I discovered it by accident in a match one day and though I haven't used it much yet, it could be very useful tool for opening Franco's mindgames.


Sucker Punch (A + B) - Franco's sidestep attack. Argueably the worst one in the game due to it's awful range. Though it has a bit of invincibility at startup and is bufferable into specials and supers, it's total lack of range makes this thing the worst move Franco has.


Rising Upper (C when waking up) - Franco leaps to his feet with a quick uppercut that knocks down on hit. Though fast, it doesn't have great priority, practically no invincibility, and isn't bufferable into anything. Other than a once-in-a-blue-moon sneak attack when the opponent's on your toes, you're better off using something else.


Chopping Kick (f + B) [Kara-Cancellable] - Franco performs a crushing roundhouse to the ribs that sends the opponent into the backplane. Though it's not all that fast, it has a good bit of range and sets up some of his more damaging combos when combo into the D. It's also cancellable into any special just as long as it's done before the actual hitbox of the kick comes out.


Barom Punch (B + C) - While not technically a special, this command attack is one of Franco’s best moves. He charges across the screen in his version of a Juggernaut Punch that has excellent recovery. This is your #1 multi-purpose distance-closing / punisher / and general harassing attack. If you mange to hit with the last few frames of this punch, you’ll be able to combo from it. It’s an excellent and much needed move in his arsenal. You can also use it as a version of Rick's Divine Blast (qcb+C), which, in a lot of ways, is even superior!

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups