Author's Note: Since the story's over, I figured I would post the Smash profile I created for Bass. I originally created this because I needed some semblance of a moveset to make fight scenes easier to write. The theology behind this was to make Bass a melee-oriented version of Mega Man that uses more energy-based attacks and relies more on his partner than Mega Man does Rush.
And, of course, to offer skilled players additional reward for taking time to master his moveset, because I am tired of For Glory people beating me with really stupid tactics because of lag.
Availability
Complete Classic Mode as Mega Man.
Bass must then be fought and defeated on Wily Castle in a 2-stock battle, and KO'd at least once by Yellow Devil.
Attribute differences from Mega Man:
-Bass has a slightly higher walking speed than Mega Man, at 1.1, and a much higher sprint speed, at 1.91.
-Bass' fall speed is the same as Mega Man's, 1.8.
Neutral Attack: Bass Buster
Fires a burst of five shots in quick succession, dealing 1% damage each. Lacks a sweetspot compared to Mega Man's ability.
Forward Tilt: Bass Buster
Identical to neutral attack, but Bass fires while running.
Up Tilt: Somersault Kick
Bass does a backflip while kicking outwards. Deals 22% (clean), 15% (mid), and 12% (late) damage. Opponents hit at the beginning of the move suffer heavy vertical knockback, while opponents afterwards are knocked backwards. Based on Bass' melee attack from Mega Man 2: The Power Fighters.
Down Tilt: Pharaoh Wave
Bass launches a wave of solar energy that travels on the ground, dealing 4% damage and capable of hitting an opponent up to 4 times. Based on Pharaoh Man's weapon from Mega Man 2: The Power Fighters. The wave grows in height as it travels, from the height of R.O.B's Gyro at its start to as tall as Bass at the end of the move.
Dash Attack: Sonic Crusher
Bass surrounds himself with energy and dashes forward approximately 4 character lengths. Deals 9.5% damage and yields moderate knockback, but only hits once. Based one of Bass' custom moves in Mega Man 7's hidden two-player mode.
Forward Smash: Charge Shot
Bass instantly fires a charged shot, which travels a moderate distance before disappearing. Damage and knockback are identical to Mega Man's charge shot if halfway charged (~15.5%), however the projectile is much faster and the move has less startup and ending lag than Mega Man's. Can be charged to delay firing, but damage and knockback do not increase with charging.
Up Smash: Copy Vision
Bass performs a somersault kick before summoning an energy clone that attacks the opponent from the other direction with the same move. High knockback; each kick deals 12% damage, however the clone appears at a preset distance from Bass, making it impractical to use effectively against players with high damage. Based on Astro Man's weapon from Mega Man & Bass. Charging the attack increases only the damage of Bass' kick and the knockback of the clone's.
Down Smash: Napalm Bomb
Bass launches a Napalm Bomb from both arms at the ground. The bombs explode the next time they hit the ground or on any opponents in the vicinity, dealing 21% damage; however, their uncharged bounce height is only about as high as Bass himself. The bombs leave behind fireballs for two seconds after they explode, which deals 1% damage every 3 frames if a player runs into them and deals moderate horizontal knockback (on par with PK Fire, Arcfie, and Arcthunder). If struck in midair, players will suffer heavy vertical knockback. Charging the attack increases damage of the explosion and the height of the bounce; fire pillar damage and the entire move's knockback are unaffected. Based on Napalm Man's weapon from Mega Man 5.
Neutral Air: Bass Buster
Identical to neutral attack, but Bass fires while airborne.
Forward Air: Time Attack
Bass performs a near-instant 4-hit combo by stopping time around his opponent. The first three (standard punches) moves are automatically performed, however to perform the final move, a somersaulting kick, the player must input forward air again at precisely the right moment. Very difficult to fully utilize as the combo hits quickly; about 3 frames of leeway for entering the control input. The first three moves deal 2, 3, and 5% damage respectively, while the fourth move deals 18% damage and either heavy horizontal knockback or a powerful meteor effect, depending on which part of the move (early or late, respectively) strikes the opponent. A purple aura will be left behind by the move for four seconds if nobody is within range. The affected zone will also slow players and projectiles down by anywhere from 90% to 30% (slowdown drops by 15% per second) if they pass through it. Based loosely on Flash Man's weapon from Mega Man 2.
Back Air: Tengu Blade
Bass turns and slashes behind him, throwing a projectile that curves in a steep upward arc once the move has finished. The projectile deals no knockback and 4% damage, while the slash hits up to three times, dealing 3, 4, and 8% damage for hits 1-3, respectively. The last strike also possesses powerful horizontal knockback. Based on Tengu Man's weapon from Mega Man & Bass.
Up Air: Treble Lunge
Bass summons his wolf, Treble, who grabs an opponent and hurls them upward. Deals only 5% damage but has strong vertical knockback, with a high chance of KO if used near the top of the screen, regardless of damage. If a character is not present within a 1-character-length radius of Bass, however, the move has no effect.
Down Air: Somersault Kick
Bass spins in a vertical circle, swinging his leg out. Damage and knockback increases throughout the duration of the move, from 8% at the start to 15% at the end. If the kick connects with an opponent below Bass, it has a strong meteor effect.
Grab: Magnetize
Bass magnetizes himself, drawing in opponents within a 5-character-length radius and grabbing them once they draw within arm's reach. The magnetic pull lasts for a maximum of 3 seconds and cannot be canceled once executed. Once Bass grabs the character, Treble will teleport in behind Bass. Based on an attack performed by Magnet Man from Mega Man 3 and Spring Man from Mega Man 7.
Pummel
Bass punches his opponent with his free hand. Deals 3% damage.
Forward Throw
Bass throws his opponent forward, dealing 8% damage.
Back Throw
Bass throws his opponent towards Treble, who will attempt to slash at him/her. Deals 8% if Treble fails to connect and 13% if Treble hits. The initial throw can KO at high percentages, but if Treble lands the bite all knockback is immediately canceled.
Up Throw
Bass throws his opponent to Treble, who boosts straight up towards the vertical blast zone (his trajectory can be affected by a grabbed opponent's DI, though the effect is reduced compared to standard DI), and throws the grabbed opponent after 2 seconds. Deals 5% damage, but can KO as low as 90% if combined with poor DI and close proximity to the blast zone.
Down Throw
Bass throws his opponent to the ground, and Treble will dash forward and slash at him/her. The combined attack deals 14% damage but offers very low knockback.
Floor Attacks
Identical to Mega Man's.
Edge Attack
Bass backflips off the edge, performing a half-somersault kick. A cosmetic change from Mega Man's edge attack; functionally they are the same.
Neutral Special: Magic Card
Bass fires a projectile that disarms opponents of any items they are using and deals 4% damage while lowering his damage by 2% for every hit. The projectile travels a large distance before returning to Bass, can be aimed in three (up, down, and backwards) directions, and hits all opponents in its path. If opponents are close enough, the card will bring their item to Bass, and unused items grabbed by the card at any distance (excluding Smash Balls not collected by characters) will also be given to Bass. If the card hits any items in use (Pokemon, assist trophies, etc.) within the same distance that it can steal items, it will immediately cancel active items out. Based on Magic Man's weapon from Mega Man & Bass.
Neutral Special Custom 1: Thunder Beam
Bass fires an electric projectile capable of hitting opponents up to 6 times, with each hit dealing 5% damage. Based on Elec Man's weapon from Mega Man (1).
Neutral Special Custom 2: Spread Drill
Bass fires a large, slow-moving drill. It causes heavy knockback and deals 9% damage on hit with a chance to hit up to 3 times. Inputting neutral special again causes the drill to split into two smaller drills, with low knockback and dealing 10% damage each but only able to hit once, and inputting it once more causes the smaller drills to split in two again, with knockback being very nonexistent and each drill dealing only 6% damage. Based on Ground Man's weapon from Mega Man & Bass.
Side Special: Knight Crush
Bass fires a mace out of his buster, dealing 14.5% damage on hit. The mace will continue to move until it travels offscreen, but simply rolls on the ground rather than bouncing like Dedede's Gordo. Inputting side special again before the mace disappears causes it to return to Bass, though it cannot pass through terrain to do so. Based on Knight Man's weapon from Mega Man 6.
Side Special Custom 1: Search Snake
Bass fires a fast-moving snake that latches onto any opponent it runs into. The snake does 9% damage on hit, and 1% per second for 10 seconds or until it is shaken off (by button-mashing, same health as Purple Pikmin). Bypasses any ability or passive that deflects or reflect's projectiles, such as Link/Toon Link's shields and Palutena's Reflect. However, it can be Pocketed (albeit with no damage bonus when thrown back out), absorbed by Rosalilna's Gravitational Pull and Ness/Lucas' PSI Magnet, and deflected by Mario's F.L.U.D.D and R.O.B's Arm Rotor. Search Snakes will deplete the durability of any items the player has (such as Hammers), as well as Robin's last-used item (tome or Levin Sword), at a rate of 1 durability per attack for items and 0.4 durability per attack against Robin. Based loosely on Snake Man's weapon from Mega Man 3 and directly on the version used in the Mega Man animated series.
Side Special Custom 2: Remote Mine
Bass fires a steerable mine that latches on to any opponent, trophy, or surface it first comes in contact with. The mine will detonate 100 frames after impact, dealing 2.5% damage per hit until the final hit, which does 8% damage. Inputting side special again while a mine is onscreen will detonate it immediately. Hits up to 10 times across a relatively long time span (about 50 frames total) and the explosion has considerable freeze frames, making it a good combo move. Shields will detonate Remote Mine immediately, however the weapon cannot deal shield damage or stun shielded opponents, and players who shield a Remote Mine are given 20 frames of intangibility to escape the blast, with the number doubling to 40 if it is perfect-shielded. Based on Pirate Man's weapon from Mega Man & Bass.
Up Special: Teleport
Bass teleports to a higher location. Similar to Zelda's Farore's Wind, however it travels greater distance, deals no damage, and renders him helpless.
Up Special Custom 1: Treble Rescue
Bass initiates emergency fusion with Treble, granting him flight in all directions for three seconds. Bass can use any aerial or special move while flying, and his double-jump is reset (though the first jump is still taken if Treble Rescue expires while he is airborne), though he cannot use Treble Rescue again unless he touches the ground or is hit. Bass' horizontal flight speed is slightly faster than his walking speed, however his upward flight speed is significantly slower than his fall speed (at 0.7), meaning that players must rely upon jumps for vertical recovery.
Up Special Custom 2: Treble Toss
Treble grabs Bass and throws him onto the stage, causing the player to take 8% damage in exchange for guaranteed recovery. This move can cause a self-destruct starting at around 175%.
Down Special: Mirror Buster
Bass raises a barrier in front of him. Any projectiles will be absorbed and the combined damage released as an energy blast that deals 1.1x the damage absorbed and 1.2x knockback of the projectile with the most knockback that the Mirror Buster absorbed. Melee attacks will add to the damage but not knockback, and can still damage Bass. However, the barrier will remain even if Bass is knocked down. The Mirror Buster will remain until it absorbs a total of 100% damage (at which point it will automatically discharge, but will not have the damage and knockback multipliers) or the player releases the shot by inputting down special again.
Down Special Custom 1: Scorch Wheel
Bass surrounds himself with flames, which block projectiles and deal 4% damage if Bass runs into an opponent, but can only hit half as often as Mega Man's Leaf Shield. The flame wheel disperses after 6 seconds, however it does not dissipate if Bass is hit by melee attacks (as it does not block them). The shield can also be thrown for 9.5% damage, traveling about half of the length of Final Destination before dissipating. Based on Turbo Man's weapon from Mega Man 7.
Down Special Custom 2: Crystal Eye
Bass surrounds himself with a dome of crystal, which blocks all attacks for 7 seconds and reflects any projectiles that strike it within 7 frames of formation. Opponents who run into the shield will not suffer any damage and Bass cannot attack, however he is effectively invincible to all damage (including stage hazards) and can move while the shield is active, however his walking speed is reduced to 1 and his fall speed is doubled. Can be canceled by inputting Down Special again. Based loosely on Crystal Man's weapon from Mega Man 5.
Final Smash: Treble Boost
Bass combines with Treble to further increase his power and defense. Bass can execute any other moves once Treble Boost is activated, however his Neutral Attack, Forward Tilt, Neutral Air, Down Air, Up Special, and Side Special are replaced with more powerful moves. In addition, Treble boost grants invincibility and replaces all of his throws with a powerful attack that causes Bass to throw opponents off the stage with great force, dealing 25% damage and capable of KO'ing as low as 75%. However, Bass' movement speed on the ground is reduced to 1 and the Treble Boost only lasts 20 seconds. Based on Bass' abilities as a boss in Mega Man 7 and Mega Man 8.
Treble Boost move changes:
Neutral Attack/Forward Tilt/Neutral Air: Super Bass Buster
Behaves identically to the standard Bass Buster, except that its damage per shot is tripled.
Down Air: Astro Crush
Bass fires a holographic meteor from his buster about five character lengths in diameter, crushing opponents underneath it. Deals 20% damage on midair hit and 30% damage to opponents on the ground, though the meteor will shatter upon hitting any terrain. Opponents struck high enough in the air on large maps or that fast-fall can be hit again in midair or crushed when the meteor hits the ground. Both types of hits can cause heavy upward vertical knockback, and are capable of instantly breaking shields. Based on Astro Man's weapon from Mega Man 8.
Up Special: Flight
Treble Boost's rocket boosters ignite, granting Bass up to five seconds of flight. Any aerials can be performed while he is flying and his jump is reset, though he cannot use Flight again unless he is hit. Unlike Treble Rescue, Bass' upward movement speed remains the same as his horizontal movement speed.
Side Special: Homing Rocket Buster
Bass fires a powerful rocket fist with a strong homing effect, dealing 20% damage and high knockback. The fist travels only a short distance before returning to Bass, but is capable of changing direction to follow opponents infinitely and will not expire as long as it stays close enough to Bass (said radius decreases when Bass is either airborne or moving). If another opponent ventures within the radius, the fist will not change targets. Should an opponent be struck from directly above by the fist, it delivers a very strong meteor effect.
Idle Poses
-Bass turns his right hand into a buster and aims it.
-Treble warps in and warps back out. Though he has a hitbox, hitting him will not damage Bass.
Taunts
Up Taunt:
Does a backflip.
Side Taunt:
Sweeps his cape to one side and beckons with his hand. He will sometimes say "Your doom awaits!"
Down Taunt:
Bass raises his hands and surrounds himself with an aura of Bassnium, similar to his victory poses from Mega Man: The Power Battle and Mega Man 2: The Power Fighters. Deals 2% damage if an opponent runs into it.
Cheer
Bass! Bass! Bass!
On-Screen Appearance
Warps onto the stage and performs his down taunt.
Victory Fanfare
Identical to Mega Man's.
Victory Poses
-Throws his cape aside and poses with Treble, similar to their trophy pose except Bass crosses his arms.
*If Mega Man is present after a match, Bass will additionally say "This is Mega Man?", a reference to his debut scene in Mega Man 7.
-Radiates Bassnium around himself, saying "You're no match for my power."
*If the Elec Man assist trophy was used in battle, there is a chance Bass will say instead "All of you are useless scrap!"
-Leaps in the air and fires a spread of Bass Buster pellets at the camera.
