Bass

Created by Dr. Wily, Bass isn't one to sit back and let Mega Man take all the glory, so he also joins the battle! Sporting a rapid fire buster that can also charge over time, Bass is a more mobile, less powerful version of Mega Man. That doesn't mean he has no tricks up his sleeve though! Use your specialty tools to keep your foes right where you want them, and force them to dance from afar with a nonstop stream of buster shots! If you like:

-Keepaway characters

-SMG style busters and fast attacks

-Melee attacks for style points

Bass would be perfect for you!

Class Overview
With slower then average movement speed, Bass gets around to places he probably shouldn't by using a combination of his dash and double jump. Getting to advantage points and locking down an area will likely be your best bet, as Bass struggles hard in both close and long range combat. Keep distance between you and your opponent, and keep chipping away, and they will eventually fall.

With the Copy Class Upgrade, Bass's buster has ZERO spread on top of doing additional damage.

MainFire: Bass Buster
Bass Buster is a pretty standard machine gun, spread and all. With the exception of it having no ammo cap. This changes it from what would likely be an okay buster into an threatening one. Along with this, if you're not firing, Bass will passively charge energy, resulting in his first green meter filling. If this fills all the way, the first shot Bass will fire from his Bass Buster will be the very same charged shot from his fight, which does some additional damage.

AltFire: Dash/Crescent Kick
Bass's altfire is his dash. This gives him a considerable boost in speed, that can also be jumped out of. If you combine this with his double jump, Bass can gain insane horizontal mobility. If you mainfire while dashing, Bass performs the Crescent Kick, a boosted flip kick that does 15 damage and knocks opponents away. You can't just run away forever though, as it is ammo limited, with a hard limit of 3. Along with this, there's a 10 tic (0.29) second delay after dashing.

General strategy
Add some strategys for bass

Basic Tips
Add a list of basic tips for newcomers

Gondola V2.4

 * Updated HUD for V6
 * Bass Buster now has randomized (-3,3) pitch
 * Firing Bass Buster halts ammo gain
 * Bass Buster Chargeshot damage 24 > 25
 * Crescent Kick no longer noclips
 * Crescent Kick knockback 32/48 > 24/36
 * Crescent Kick hitboxes 20R/28W > 2R/2W

Gondola V2.4H

 * Chargeshot damage 25 > 20
 * Added 10 tic delay to altfire

Gondola V2.4.1

 * Fixed stationary chargeshot spam bug
 * Regular buster impact VFX added
 * Bass buster now gets more spread as you fire
 * First shot is always 100% accurate (10 tic delay)
 * lvl 1 spread: h(-3,3) v(0,0)
 * lvl 2 spread: h(-4,4) v(-1,1)
 * lvl 3 spread: h(-5,5) v(-2,2)
 * lvl 4 spread: h(-6,6) v(-3,3)
 * lvl 5 spread: h(-7,7) v(-4,4)
 * Gains 22 tic delay after going full auto

Gondola V2.4.1H

 * Can now dash after 11 tics of delay after firing

Gondola V2.5

 * Now has SBAR indicator of firing spread gain

Gondola V2.6

 * Dash count 5 > 3
 * Fixed Bass Buster not working with rage
 * Bass Buster endlag 22 tics > 10 tics
 * Spread no longer instantly resets on releasing fire, takes a full second to go to minimum spread from max spread
 * Firing halts spread reset drain
 * New HUD by Lamp
 * Charge Shot no longer inherits from Vanilla Bossfight charge shot
 * This prevents an extremely specific bug where Bass charge shots cling onto this one little linedef on MM8CLO permanently (hitbox and all) and also completely fuck up the timings and movement patterns of the trains of that map where more often than not they just get stuck ramming into the gates that will never open

Trivia
Bass's tagline, :Nobass: is a reference to an infamous player known as "BassXRoll" or "BXR". He was banned from TSPG in 2016 for various reasons, but still continues to evade bans and attempt to play to this day.