What's new

Match-up Discussion Bane Matchup Discussion

Doombawkz

Trust me, I'm a doctor
so how bout that Black Adam mu?
2-8 debatable 3-7, we can't ever catch him and lightning isn't a projectile, but his wake-ups are just terrible so if we ever do catch him then we can keep in somewhat. Easily our 2nd worst MU though. If Lightning counts as a projectile next patch, it'll be probably like a... 4-6 his favour or less depending on other changes.
 

shaowebb

Get your guns on. Sheriff is back.
Basically, our venom debuff adds about 35% extra bonus damage to everyone's combos.
Ice arrow scales the combo down by about 33%, give or take.

So for level 3, its as though we only take the same debuff as level 1, more or less. His combos will be doing normal damage instead of the normally boosted damage, and whats more is the ice arrow combos tend to take longer so he would gain less benefit still.

Electric on the other hand scale much less (normal scaling) and still allow for optimized damages that almost break 40% on their own and would likely break 50% with our venom debuff.

Him going for ice arrow set-ups would basically be a cue for us to let the cooldown rock and its basically like us having no cooldown whatsoever as far as damage taken is concerned. We can get the level 2 bonus damage (125% benefit, we break about 50% by this point) and if he catches us with an ice arrow set-up we can take the cooldown and he would still not be breaking 35%.
Thats something to consider for sure...electric arrow combos are harder though and it means his extensions are more limited and need to be tighter on inputs. It gets tricky to toss ice for electric. It'd really be based on how sound someone is on tight combos there.

I'd still go ice and ignore the whole "potential extra damage from debuff" factor to my combos just because I'd know I could land them easily. Certain damage is better than difficult to guarantee for me. Besides if I can land an ice during a lvl 3 venomed state I could bleed your venom away with that arrow somewhat.

I dunno...in any event he doesn't sound like he has a lot of options here on how to move and use his tools. It'd pretty well be pokey pokey hope to convert early because his runaway options suffer vs Bane and his floaty jump suffers once armor is up as he cant j3 zee uppercut.
 

Doombawkz

Trust me, I'm a doctor
Thats something to consider for sure...electric arrow combos are harder though and it means his extensions are more limited and need to be tighter on inputs. It gets tricky to toss ice for electric. It'd really be based on how sound someone is on tight combos there.

I'd still go ice and ignore the whole "potential extra damage from debuff" factor to my combos just because I'd know I could land them easily. Certain damage is better than difficult to guarantee for me. Besides if I can land an ice during a lvl 3 venomed state I could bleed your venom away with that arrow somewhat.

I dunno...in any event he doesn't sound like he has a lot of options here on how to move and use his tools. It'd pretty well be pokey pokey hope to convert early because his runaway options suffer vs Bane and his floaty jump suffers once armor is up as he cant j3 zee uppercut.
The electric arrow combos honestly aren't that hard, pretty much landing a 113 will net your that 37%, plus you have to consider that the "garenteed" damage you get from ice arrow isn't all that garenteed since you have to link in a combo that the Bane is pretty likely to stop. 11 is I think his only real string that can 2 hit out some of our armored attacks and you might as well take the bank. Plus the hitstun, though people say its negligible, its actually a bit potent on account of how slow a lot of Bane's attacks are. Hitting the electric then backdashing the rebuttal is a free punish right there.

Might just be me, but I never see Ice arrow as reliable damage against Bane. Most of the set-ups GA has just get punished through, and the ones that don't link into electric for more. Us wasting trait isn't any issue for us since we just get it back, but us taking less damage for using our trait means we are benefitting more than hurting. If he tries to dry out the trait, we can either wait it out and tank no damage, or just keep pumping since we can do it mid-attack.

At level 3, if you somehow land an ice arrow despite our armor and projectile invulnerability, you don't gain anything from it aside from possibly making us lose our trait. And then what? You can't combo for any damage and you traded your one chance to drain the lizard for no damage.
 

shaowebb

Get your guns on. Sheriff is back.
The electric arrow combos honestly aren't that hard, pretty much landing a 113 will net your that 37%, plus you have to consider that the "garenteed" damage you get from ice arrow isn't all that garenteed since you have to link in a combo that the Bane is pretty likely to stop. 11 is I think his only real string that can 2 hit out some of our armored attacks and you might as well take the bank. Plus the hitstun, though people say its negligible, its actually a bit potent on account of how slow a lot of Bane's attacks are. Hitting the electric then backdashing the rebuttal is a free punish right there.

Might just be me, but I never see Ice arrow as reliable damage against Bane. Most of the set-ups GA has just get punished through, and the ones that don't link into electric for more. Us wasting trait isn't any issue for us since we just get it back, but us taking less damage for using our trait means we are benefitting more than hurting. If he tries to dry out the trait, we can either wait it out and tank no damage, or just keep pumping since we can do it mid-attack.

At level 3, if you somehow land an ice arrow despite our armor and projectile invulnerability, you don't gain anything from it aside from possibly making us lose our trait. And then what? You can't combo for any damage and you traded your one chance to drain the lizard for no damage.
Well put. I'll start recommending folks learn some electric bnb for Bane. Might help vs some other armored tactics down the road as well. They are trickier, but hey gotta do what you gotta do. I guess draining off your trait and hitting a combo is good, but our combo will likely have debuff nearly over afterwards and we still got to guess from at least 3 options on your wakeup to stay in and make anything off that drain. I'll start looking into electric.
 

Doombawkz

Trust me, I'm a doctor
That's just my opinion. The damage also isn't too bad (5%) and its fast enough to tag a charge and jump over it as well.
 

mikosu

+ on block 50/50s
I've been playing Bane lately and I feel the Batgirl MU is one of his worst. She doesn't have to commit to anything since she has good movement, evasive options, and some projectiles that Bane has to work through. The biggest thing in the MU is cartwheel. It beats all of his armored options but uppercut so Bane has to bait/respect it on wakeup and in the neutral game or risk throwing it out. Not sure what punish he can get for backdashing out of it. Her other wakeup options like smoke bomb beat uppercut as well so it's a complete guessing game even with the OS.

On a better note the OS seems to do very well against Grundy's wakeup.
 
I've been playing Bane lately and I feel the Batgirl MU is one of his worst. She doesn't have to commit to anything since she has good movement, evasive options, and some projectiles that Bane has to work through. The biggest thing in the MU is cartwheel. It beats all of his armored options but uppercut so Bane has to bait/respect it on wakeup and in the neutral game or risk throwing it out. Not sure what punish he can get for backdashing out of it. Her other wakeup options like smoke bomb beat uppercut as well so it's a complete guessing game even with the OS.

On a better note the OS seems to do very well against Grundy's wakeup.
On wakeup cartwheel, you can do a jump back 3 and punish it, as well as a times double punch knocks her out of it. It is a guessing game no doubt, and she has the advantage, but it's rather winnable.
 
You can jump in full combo her cartwheel after a double punch. But she can do her other wake smoke bomb shit so yea, it's a guessing game.
 

Doombawkz

Trust me, I'm a doctor
will a venomed raging charge beat BA wake ups?
Yeah, follow up with a BP.
If he starts blocking it, BP on wake-up instead which will also beat a lot of his attacks.

If you can get in and stay in, you're set. At close range, its 5-5 Bane. Outside of d.1 range, though, its 7-3/8-2 BA.
 

EpitomicaL

I play for FUN!
I posted this in the official video thread for Bane but for those that do not follow that, here you go. Online King of The Hill lobby with Grr. For those that know of Grr you know he is a beast, the guy knows every tactic and plays Bane to his potential. There will be more to come so be sure to SUBSCRIBE to stay tuned!


My Channel-http://www.youtube.com/apostrophise

@Grr
 

shaowebb

Get your guns on. Sheriff is back.
I posted this in the official video thread for Bane but for those that do not follow that, here you go. Online King of The Hill lobby with Grr. For those that know of Grr you know he is a beast, the guy knows every tactic and plays Bane to his potential. There will be more to come so be sure to SUBSCRIBE to stay tuned!


My Channel-http://www.youtube.com/apostrophise

@Grr
I know Grr he did this.
http://www.youtube.com/watch?v=dBOfu8wABBs

Took a damned solid round off KDZ with Bane before getting respected and shutdown. Guy is good.
 
Hey Bane players,

I wanted to continue conversation about the KF matchup here. Apparently we aren't allowed to actually analyze the MU on the KF forums, so reposting the last point of substantive discussion here to get your thoughts:


- Bane doesn't have to use meter on his bnbs. He also deals high damage with single moves. This makes round 2 fall into his favor. The extra meter means he's going to win clashes, and he can deal decent unclashable damage himself. On top of that, he can close out the round with 70% combos with full meter.
- Interactables play massively to Bane's advantage. He gets a nice damage boost on them with venom, and his armor prevents him from getting knocked down by them much of the time.

Moving on to some of your points:

Bane really struggles to get in against Frost's zoning if he is not in level 3 trait, and it is not that hard to get full screen against him since his quick ways in are heavily punishable.
Disagree completely. Banes aren't using Raging Charge to get in anymore. His dash buff lets him dash between KF daggers, and it only takes 2 dashes to get in from full screen. The only frame trap available is daggers to iceberg, but if he blocks the iceberg, it deals very little chip and gives him a free dash on your recovery.

Zoning here won't keep a patient Bane out. It'll only build you some meter, deal very minor chip, and give you advantage when he dashes into slide or air dash range.

Bane's venom oki game is very good, but most of that is bait-able into huge punishes. The threat of parry forces the Bane player to respect it and look at other armored options which limits what the KF player has to look out for to punish.
There's no baiting or limiting options. Bane can do one of three things on wakeup: (1) meaty b2; (2) command grab; or (3) double punch. Each of these options on hit lead back into the same oki if set up correctly.

KF has the following options:
- Wakeup slide. Beats meaty b2, loses to command grab and double punch.
- Parry. Beats double punch, loses to command grab and meaty b2.
- Jump. Beats command grab, loses to double punch and meaty b2.

As you can see, KF only has a 1/3 chance of guessing right in each circumstance. There's no limiting it.

If KF guesses right, she does get a full combo punish into vortex. And if she parries armor, she gets more damage than usual. But she only has a 1/3 chance of getting that guess.

On the flip side, command grab MB does 32% in level 3 venom, and b23, 11xxcommand grab MB does 43%. And b23, 113~super deals 60%. With the chip damage on his specials and the damage you ate to get knocked down in the first place, it doesn't take long to die. The payoff matrix is likely in KF's favor, but not by as much as you think.


Beyond your comments, there are other difficulties for KF in this matchup.

- Her offense can be tough to get going. Midscreen venomed raging charge checks slide and airdashes and puts a lot of pressure on KF due to the high chip. You have to play completely reactionary.

- KF has a hard time catching a Bane who prudently avoids risk when he's about to go on venom debuff. Jump back body splash beats jump ins and stuffs slide most of the time. Her only option to close in and start offense is via dash, which is stuffed by pretty much everything else, particularly d1. The only time you'll likely really get a reward from venom debuff is on your first vortex attempt after the previous combo drains his venom time.


I tend to agree with Doombawks. This matchup is imo a 5-5 on stages that favor Bane (Themyscira, Rooftop, etc.) and a 6-4 on neutral stages (Batcave etc.). In no circumstance is this matchup a 7-3.
 

Doombawkz

Trust me, I'm a doctor
That's doombawkz with a Z. And I feel like rooftop isn't a Bane-favoured stage.

Now strikers island... That's a stage we can wreck on. To that point, yeah zoning is kinda moot because we can dash in, so that's that.

Her wake-ups can all be stuffed out by d.1xxDP, wake-up isn't even our problem in the MU. Its just daggers. Everything else we can punish, slide included, on block. Her air mobility is pretty crap :| Her ground mobility is ok, but not great.

Oh also we get like 41% meterless with half-screen corner carry and potentially more if we do set-ups like DPBP or CGNT.



and


The bottom is like... 71% total and you could get more if you opted out of the normal throw and went for a different follow-up.
 
I feel like rooftop isn't a Bane-favoured stage. Now strikers island... That's a stage we can wreck on.
I didn't say that's his favored stage. I said it's one of many stages that favor him over KF.

To that point, yeah zoning is kinda moot because we can dash in, so that's that.
It gives us a very short lived advantage at a range we can't really capitalize on. So yeah, basically moot.

Her wake-ups can all be stuffed out by d.1xxDP, wake-up isn't even our problem in the MU. Well we can block the d1 and parry the DP, so it just rearranges the wakeup game.

Everything else we can punish, slide included, on block.
I'll ask again - what are you using to punish slide on block?

damage stuff
These are all the big damage combos off of body splash to b23. Gotta average it up with the armored attacks. I still think the payoff matrices are in her favor a bit, even if the KF community overvalues the vortex.
 

Doombawkz

Trust me, I'm a doctor
If you block the d.1 you set yourself up for what we punish slide with, being d.1xxBP, which is a tick throw. You can't get out of range in time, and you can't simply block and jump because of that 50/50 risk.

The damage can be done off of b.23 and still reach the upper part of 36-38% or so, the jump in is just for "optimization". Against KF she is getting about 30% per vortex, but I never find the vortex to be that hard to get out of honestly. Meanwhile you can be guaranteed we will cover that damage in wake-up alone.
 
If you block the d.1 you set yourself up for what we punish slide with, being d.1xxBP, which is a tick throw. You can't get out of range in time, and you can't simply block and jump because of that 50/50 risk.

The damage can be done off of b.23 and still reach the upper part of 36-38% or so, the jump in is just for "optimization". Against KF she is getting about 30% per vortex, but I never find the vortex to be that hard to get out of honestly. Meanwhile you can be guaranteed we will cover that damage in wake-up alone.
That's not a punish. You can jump between d1 and BP - it's a 50/50 whether you'll do that or anti-air. Same situation I listed earlier for the knockdown. Both options are full combo punishable (j2 the grab or parry the anti-air) - it's another 50/50 with a payoff matrix in favor of KF.

There's no easy/not easy way to get out of the vortex. It's a pure 50/50, and each rep deals at least 33% which means 3-touch kill. It has an expected value of about 60%, which is more than Bane can dish out without blowing all of his resources. The payoff matrix still favors her, at least possibly until the patch.