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Bane Official Combo Thread: "Doo doo doot doo Thats Bane!"

shaowebb

Get your guns on. Sheriff is back.
I thought it was about time there was an official stomping grounds for the Bane boards to post their combos. There were quite a few combo threads around here so if you got a combo thread up I'll likely be trying to merge those into this thread.

To keep things organized I'll do a living combo thing here where after you post a combo you write shaowebb so the site notifies me of it and then I'll grab your combo and add it into this post for easy one stop shopping for folks so they dont end up having to browse a ton of pages to find a particular person's combo.

Enjoy Bane Mains.

F2D~BF1: 21%/26% MB, 31% lvl 3/ 40% MB

F2D~BF2: 13%/19%MB, 20% lvl 3/ 28% MB

F2D~DBF3: 21%/26% MB, 32% lvl3/39% MB

F2D~DB1: 19%, 28% lvl 3

F2D~DB2: 16%/24% MB, 24% lvl 3/36% MB

Backround bounces and bounce cancels: These were all done dry (no venom trait) or start on full lvl 3. They will change if you pump venom mid combo. BBRB is bounce cancel, RB is backround bounce interaction. xbox player :p

F2D~BBRB, J2, 12, DBF3 35%/ 38% MB, lvl 3 53%* not enough time to MB lvl 3 (2 bars to do)

F2D~BBRB, J2, 123, DB1 36%, lvl 3 54% (2 bars to do)

F2D~RB, 12, DBF3 30%/34%MB; lvl 3 45%/48%MB

F2D~RB, 123, DB1 31%, lvl 3 47%

F2D~RB, B3 12, DB1 33%, lvl 3 49%

F2D~RB, B3, J2, 12, DBF3 37%, lvl 3 50%* not enough time to MB unless you want to waste cooldown time on lvl 3

F2D~RB, B3, J2, 123, DB1 38%, lvl 3 57%

F2D~RB, B3, J2, 12, DB2 34%/38% MB, lvl 3 52%/ 58% MB

F2D~RB, B3, J2, 12 Super 70%

Unclashable:

F2D~BBRB, B3: 24%, 36% lvl 3 (2 bars to do)

F2D~BBRB to transition, on lvl 3 around 50% +/- vaires by stage (2 bars to do)

F2D~Super 39%, 59% lvl 3
B23, 123, DB2 26%
B23, B23, DBF3 - 26% (29% MB)
B23, 113, DBF3 29%
B23, 123, DBF3 29%
B23, 223, DBF3 - 29% (33% MB)
B23, 2, 123, DBF3 - 30% (33% MB)

B23, 123, DB1 27%
B23, 223, DB1 27%
B23, 113, DB1 27%
(All of these 3 can be adjusted with Venom active.)

B23, BF2 15%
B23, 113, BF2 23%
(Double Punch can also be cancelled into from B23, especially if opponent is crouch blocking)

B23, 113, Super 41%
B23, 123, super 40%

B23, DB MB, 123, DB1 - 31%
B23, DB MB, J2, 22, DBF3 - 32%
B23, DB MB, J2, 11, DBF3 - 32%
B23, DB MB, slight step forward, 113, DBF3 - 32%

123, BF2, 19%
123, DB1 23%
123, super 40%

223, DB1 23%
B112, BF2, 16%
B112, DB1 21%

D1, BF2 8%

113, BF2 18%
113, DB1 23%
113, BF1 24%
113, DBF3 25%
113, BF1 MB, 30%
113, BF1, Activate Venom LVL 1,2,3 while Bane Flexes 26% with LVL 1
113, super 41%

113, DB MB, 11, DB1 - 31%
113, DB MB, J2*, 11, DB2 - 34%
*delay the J2 by ¼ of a second so the opponent has time to fall into range for 11, DB2

jd3, 223, db1 (31%)
JD3, B23, 113, DBF3 36%
JD3, B23, 123, DBF3 37%
JD3, B23, Venom trait X1,2,3, 113, DBF3 31%- 40%
JD3, B23, Venom trait X1,2,3, 113, DBF3 MB 42%- 51%
(The last two combos are good for kill shots, especially with LVL 3 Venom. Activate Venom as Bane lands the 3 on B23.)

-JD3, B23, 113, super 48%
-Jd3, B23, 123, super 47%
-Jd3, B23, Activate venom LVL 1,2,3, 113, Super 65% w/ LVL 3
-Jd3, B23, Activate Venom LVL1,2,3, 123, Super 63% W/LVL3
-Activate Venom, Jd3, B23, 113, Super 72%
-Activate Venom JD3, B23, 123, Super 71%(These 4 combos are your match enders if you have a super meter and can land a JD3. I prefer to hit the venom between the B23 and 113 or 123. The duration of LVL 3 is too short to play with if you activate it before jumping in and risk a whiff or block.-signed AA25Mamba)

CORNER COMBOS

guile by fire said:
Note that all of these combos can be ended with either DF 2, or DB 1; the damage is nearly identical. DBF3 is probably preferable due to the untechable knockdown it causes, combined with the fact that it keeps your opponent in the corner.

DB MB in the corner causes your opponent to bounce too far away for anything but a Jump 2 or Jump 3, so I don’t believe it should be used over DF MB.

Finally, a JiD3 may be used at the beginning of any of these combos, for a damage boost of 7-10%, depending on the finisher and chain.
B23, DF MB, B23, DBF3 - 30% (with DB1 - 29%; with DB2 - 28%)
B23, DF MB, B112, DBF3 - 32% (with DB1 - 31%; with DB2 - 29%)
B23, DF MB, 223, DBF3 - 33% (with DB1 - 31%; with DB2 - 30% )
B23, DF MB, 123, DBF3 - 33% (with DB1 31%; with DB2 - 30% )
B23, DF MB, 113, DBF3 - 32% (with DB1 - 31%; with DB2 - 30% )

guile by fire said:
Note that all of these combos can be ended with either DF 2, or DB 1; the damage is nearly identical. DBF3 is probably preferable due to the untechable knockdown it causes, combined with the fact that it keeps your opponent in the corner.

DB MB in the corner causes your opponent to bounce too far away for anything but a Jump 2 or Jump 3, so I don’t believe it should be used over DF MB.

Finally, a JiD3 may be used at the beginning of any of these combos, for a damage boost of 7-10%, depending on the finisher and chain.
113, DF MB, B23, DBF3 - 34% (with DB1 - 33%; with DB2 - 32%)
113, DF MB, 113, DBF3 - 36% (with DB1 - 35%; with DB2 - 33%)
113, DF MB, B112, DBF3 - 36% (with DB1 - 34%; with DB2 - 33%)
113, DF MB, 223, DBF3 - 37% (with DB1 - 35%; with DB2 - 34%)
113, DF MB, 123, DBF3 - 37% (with DB1 - 35%; with DB2 - 34%)
 
Just picked up Bane today. BNB so far is jiD+3, b23, 123, dbf+3. Does around 37%. You can end it with a super instead of doing dbf+3 and mash trait before he does the animation for 56%.

What combo do you guys use when you win an air to air? And for the corner?
 

AA25Mamba

Batman, Scarecrow, Bane
These are my BnB's. Still looking for more stuff with bounce cancels and such. shaowebb

133-Body Press Enders- 113, DBF3 25%
- B23, 113, DBF3 29%
-B23, 123, DBF3 29%
-JD3, B23, 113, DBF3 36%
-JD3, B23, 123, DBF3 37%
- JD3, B23, Venom trait X1,2,3, 113, DBF3 31%- 40%
- JD3, B23, Venom trait X1,2,3, 113, DBF3 MB 42%- 51%
(The last two combos are good for kill shots, especially with LVL 3 Venom. Activate Venom as Bane lands the 3 on B23.)

Ring Toss
- 123, DB1 23%
-113, DB1 23%
- 223, DB1 23%
-B112, DB1 21%
-B23, 123, DB1 27%
-B23, 223, DB1 27%
-B23, 113, DB1 27%
(All of these can be adjusted with Venom active.)

Double Punch Combos
- 113, BF2 18%
-123, BF2, 19%
-B112, BF2, 16%
-D1, BF2 8%
-B23, BF2 15%
-B23, 113, BF2 23%
(Double Punch can also be cancelled into from B23, especially if opponent is crouch blocking)

Rage Charge Combos
-113, BF1 24%
-113, BF1 MB, 30%
-113, BF1, Activate Venom LVL 1,2,3 while Bane Flexes 26% with LVL 1

Venom Uppercut Combos
-B23, 123, DB2 26%

Break The Bat Combos
-113, super 41%
-123, super 40%
-B23, 113, Super 41%
-B23, 123, super 40%
-JD3, B23, 113, super 48%
-Jd3, B23, 123, super 47%

Kill Shot Combos
-Jd3, B23, Activate venom LVL 1,2,3, 113, Super 65% w/ LVL 3
-Jd3, B23, Activate Venom LVL1,2,3, 123, Super 63% W/LVL3
-Activate Venom, Jd3, B23, 113, Super 72%
-Activate Venom JD3, B23, 123, Super 71%
(These combos are your match enders if you have a super meter and can land a JD3. I prefer to hit the venom between the B23 and 113 or 123. The duration of LVL 3 is too short to play with if you activate it before jumping in and risk a whiff or block.)
 

Doombawkz

Trust me, I'm a doctor
Combo thread for Bane?

You'll only get about 30-40 of them, and about 3/5 of those will be sub-optimal.
 
shaowebb

I've spent a little while in the lab with Bane, and in the corner it seems like you can do pretty much any of his chains into the Body Press special (these were all done with no Venom, so lvl 1, 2, and 3 will net higher results):

B23, B23, DBF3 - 26% (29% MB)
B23, 223, DBF3 - 29% (33% MB)
B23, 2, 123, DBF3 - 30% (33% MB)

For bounce cancels, I've been able to use DB MB mid screen, then follow it up with a Jump 2. From there you can 22, DBF3 (32%, 35% MB) or 12, DB2 (31%, 35% MB). Corner you can DF MB into 113, DBF3 for 32% (35% MB) or 223, DBF3 for 33% (35% MB). There's no doubt quite a few more options available, and I can test some more on Monday and Tuesday.

Overall, it seems like he's got quite a few options once he's started, and they all lead to pretty reasonable damage.
 

shaowebb

Get your guns on. Sheriff is back.
added all your stuff and sorted it by starter that way if you are looking for a combo that starts with say B23 you can check the list and see whats around and whats added.

If you have a corner specific combo, stance specific combo, or character specific combo let me know and I'll add a section for those as well

Guile By Fire
This part of your post...
For bounce cancels, I've been able to use DB MB mid screen, then follow it up with a Jump 2. From there you can 22, DBF3 (32%, 35% MB) or 12, DB2 (31%, 35% MB). Corner you can DF MB into 113, DBF3 for 32% (35% MB) or 223, DBF3 for 33% (35% MB). There's no doubt quite a few more options available, and I can test some more on Monday and Tuesday.
Is that your full combo or is there stuff you do before the DB MB? If so please list the full starter you use and I'll list it. I'd hate to list MB bounce cancels only to find out they dont always work following certain combos due to scaling is all.
 
added all your stuff and sorted it by starter that way if you are looking for a combo that starts with say B23 you can check the list and see whats around and whats added.

If you have a corner specific combo, stance specific combo, or character specific combo let me know and I'll add a section for those as well

Guile By Fire
This part of your post...


Is that your full combo or is there stuff you do before the DB MB? If so please list the full starter you use and I'll list it. I'd hate to list MB bounce cancels only to find out they dont always work following certain combos due to scaling is all.
Full combo would include some of the starters (113, B23) into the DB MB. I can upload videos, just need to record and format them. Here's an example midscreen combo though:

JiD3, B23, DB MB, J2, 22, DBF3 - 40% (42% MB)

I'll get you a full transcript of what I find by tomorrow, if that's cool? =)
 

shaowebb

Get your guns on. Sheriff is back.
Full combo would include any of the starters (113, 123, B23) into the DB MB. I can upload videos, just need to record and format them. Here's an example midscreen combo though:

JiD3, B23, DB MB, J2, 22, DBF3 - 40% (42% MB)

I'll get you a full transcript of what I find by tomorrow, if that's cool? =)
That'd be awesome man! Thanks for these. I'll be linking folks on other forums to these threads and I'll be doing this setup for the rest of the sub forums I mod too to help everyone find stuff easily. This way I can keep the boards tidy, searchable, and easy to use for guests and regulars alike.

Get me that transcript after you've tested starters for those bounce cancel combos and I'll chuck em up into the main post.
 
That'd be awesome man! Thanks for these. I'll be linking folks on other forums to these threads and I'll be doing this setup for the rest of the sub forums I mod too to help everyone find stuff easily. This way I can keep the boards tidy, searchable, and easy to use for guests and regulars alike.

Get me that transcript after you've tested starters for those bounce cancel combos and I'll chuck em up into the main post.
Absolutely! I'll be putting in some time hopefully this evening, as well as tomorrow, and I'll catalog everything I find for you.
 
shaowebb

Here's what I was able to find after some more experimenting:

Corner Meter Burn Bounce Combos

B23, DF MB, 223, DBF3 - 33% (with DB1 - 31%; with DB2 - 30% )
B23, DF MB, 123, DBF3 - 33% (with DB1 31%; with DB2 - 30% )
B23, DF MB, 113, DBF3 - 32% (with DB1 - 31%; with DB2 - 30% )
B23, DF MB, B112, DBF3 - 32% (with DB1 - 31%; with DB2 - 29%)
B23, DF MB, B23, DBF3 - 30% (with DB1 - 29%; with DB2 - 28%)

113, DF MB, 223, DBF3 - 37% (with DB1 - 35%; with DB2 - 34%)
113, DF MB, 123, DBF3 - 37% (with DB1 - 35%; with DB2 - 34%)
113, DF MB, 113, DBF3 - 36% (with DB1 - 35%; with DB2 - 33%)
113, DF MB, B112, DBF3 - 36% (with DB1 - 34%; with DB2 - 33%)
113, DF MB, B23, DBF3 - 34% (with DB1 - 33%; with DB2 - 32%)

Note that all of these combos can be ended with either DF 2, or DB 1; the damage is nearly identical. DBF3 is probably preferable due to the untechable knockdown it causes, combined with the fact that it keeps your opponent in the corner.

DB MB in the corner causes your opponent to bounce too far away for anything but a Jump 2 or Jump 3, so I don’t believe it should be used over DF MB.

Finally, a JiD3 may be used at the beginning of any of these combos, for a damage boost of 7-10%, depending on the finisher and chain.

Midscreen Meter Burn Bounce Combos

B23, DB MB, J2, 22, DBF3 - 32%
B23, DB MB, J2, 11, DBF3 - 32%
B23, DB MB, slight step forward, 113, DBF3 - 32%
B23, DB MB, 123, DB1 - 31%
113, DB MB, 11, DB1 - 31%
113, DB MB, J2*, 11, DB2 - 34%
*delay the J2 by ¼ of a second so the opponent has time to fall into range for 11, DB2

I didn’t find anything too fancy here. I found it much easier to connect a DB1 than DBF3 to finish the combos off, so for the sake of not dropping anything it might be easier to utilize that.
 

LEGI0N47

I like to play bad characters
The timing is a bit more strict but for your above MB combo's i've been doing B23,11, Bounce cancel, then the finishers you've posted. It will up it by a couple percent mid screen. Haven't tried it with the forward cancel.

Also you can use the MB method I use in the corner and pump venom after B23 to lvl 2 then 11 rear bounce cancel for the transition. Venom also mulitplies the damage on transitions so with that manuver you'll reap 40%+ for 2 bars & some venom usage. I would only use this to finish them off though because the corner is Bane's spot, why help them get away with a transiton.
 

_CHINOCUDEIRO_

Machakabotones
Yes, B23,MBDB,Ji2,123,DB1 34% is the best and easier bouncecancel combo
This combo can be done also from B3 and F3 (overhead) for 32%with no meter. The nice thing about this combos are that the DB1 finisher let the opp. in a perfect range for the command grab;)
 

RYX

BIG PUSHER
B23 MB Cancel j.2 123 A.grab
F.2.Down. MB CANCEL j.2 123 A.Grab

Interactable combo(Background bounces)
B.23/F.2.down/113 BG.Bounce j.2 123 A.Grab
or
B.23/F.2.down/113 BG.Bounce b.3 j.2 123 A.Grab
 

Brahma

Noob
Is there any reason to use the bounce cancel? IMO not worth 2 bars for 4-6% extra damage.

I've been using b23, 223, db1 for my BnB for 27%. 2% less and has similar wakes to bdf3 ender, but it ends quicker, leaving me with more venom time. If I'm on venom cooldown I usually go for breaker.
 

DoctrineDark

Too little, too late...
Just in case anyone has not seen.


0:21 - j2 113 bf1: 29%

0:28- j2 b23 b112 db1: 30%

0:37 - jd3 b23 123 dbf3: 37%

0:46 - jd3 b23 113 db1: 35%

0:54 - jd3 b23 123 db1: 35%

1:02 - jd3 b23+(rb/r1) j2 123 db1: 42%

1:11 - jd3 b23, chip damage: ff jd3 123 bf1: 18%

1:19 - j3 123 dbf3, chip damage: j2 123 bf1: 34%

1:29 - jd3 b23 2bb+(rt/r2) 42%

1:46 - jd3 b23 113+(rb/r1): 27% + ?

1:53 - jb2 b23 bb+(rt/r2) 113+(rb/r1): 29% + ?

2:00 - d1 bf2+(rt/r2): 14%

2:09 - jd3 b23 bb+(rt/r2) 123+(rb/r1): 34% + ?

2:18 - jd3 b23+(rb/r1) b3 j3 123 bf1: 45%

2:47 - venom lvl3 jd3 b23 2+(rb/r1) j+(rb/r1): 38% + ?

2:55 - Venom lvl3 jd3 b23 b23+(rb/r1) j+(rb/r1): 43% + ?

3:05 - venon lvl3 jd3 b23+(rb/r1) b3 j3 123 bf1: 67%

3:15 - venom lvl3 jd3 b23 123 dbf3+(rt/r2) one bar: 57%

3:26 - venom lvl3 jd3 b23+(rb/r1) b3 j3 12+Special Move: 78%
 

LEGI0N47

I like to play bad characters
Is there any reason to use the bounce cancel? IMO not worth 2 bars for 4-6% extra damage.

I've been using b23, 223, db1 for my BnB for 27%. 2% less and has similar wakes to bdf3 ender, but it ends quicker, leaving me with more venom time. If I'm on venom cooldown I usually go for breaker.
I don't feel there is unless you can finish the match or round on a transition, especially if you're on venom. It's not worth it otherwise IMO. Save your meter for Super, Clashes, reversing direction on Cmd grab. unless you're just winning that big & want to have some fun.
 

Brahma

Noob
Yeah I usually save meter for clashes and super combos. MB on charge and breaker as well.

Here's something I've been using in the corner: b23, 123 xx bf1. Only 20% but the bf1 crosses up on wakeup, meaning they have to hold away from the corner to block. MB the charge on hit and you just scored an additional 22%, more with venom, and you're still right on top of them for oki.

Midscreen I've been trying to end with db2 for ambiguous crossup oki. It kinda sucks because it's rollable, and I'm still trying to maximize damage while keeping it reliable. I'll let you know what I find.

Also with db2 ender if you MB it pushes pretty far back and against most characters you get a free dash after, I haven't tested everyone, but I know you can dash and block/duck any of Deathstroke's guns on wakeup. This allows you to put them in the corner from about midscreen, and you end up about 1/4 the way from the corner. If you b23, 1~bbMB, j2, 12 db2MB from midscreen you do 36% and you put them all the way in the corner, and with the free dash, you're within bdf3_bf3 distance. Burning 3 bars seems like a lot, but given how good Bane's corner game is, this could be useful.
 

_CHINOCUDEIRO_

Machakabotones
For me the only reason to waste 2 bars is doing the setup B1 or D1 and then if the opp. crouches,instead of the double punch do F2D,DBMB,Ji2,123,db1 for way more damage than double pounch...

Another thing, if you have your opp cornered many people uses MBB3 to try to escape, so crossup them with JD3 and it avoid the hit, then continue combo with B23,123,DB1 because DB1 swithes sides and the opp. will be cornered again
 

_CHINOCUDEIRO_

Machakabotones
I want to talk about DB1 COMBO FINISHER :
, I like it a lot because it´s more solid to do online that body press, more damage than double punch and hit causes a knockdown that cannot be techrolled, that´s important , but what i didn´t like is that usually throws the opp. far and you can´t keep pressure,....
BUT sure you know DB1 has 4 types of animations and the best BY FAR is the one who takes the opp. with one hand and throw him to the ground IN FRONT OF YOU in a perfect range for example for a body press when he wakes.....
So, depending the string you use , the animation (height) will be different for each string.
(after a B23)....
-123 or 113 DB1: Different animations but the same result :switches sides and throws the opp. far. It´s useless except when you are cornered or when your opp is in the corner and you do crossup and want to let him in the corner again.
Also when you do a wallbounce or B3 and do J2,123,DB1 , this animation do not change side
-223 DB1: Use this more often. As I said it´s the best for keeping pressure. But be careful that B23,223, DO NOT SUPER, so if you have full meter think to 123 or 113
-B112 DB1 : It´s the only way to combo this string and change sides but a closer distance than the 113 or 123 ones

So ,if you want to forget the DBF3 finisher, I think the best easy BnB for damage and options afterwards is JD3,B23,223,DB1 35 % and the opp. in a nice position to grab,jump,etc...
 

King Roosta

The Duke of the Donk
I want to talk about DB1 COMBO FINISHER :
, I like it a lot because it´s more solid to do online that body press, more damage than double punch and hit causes a knockdown that cannot be techrolled, that´s important , but what i didn´t like is that usually throws the opp. far and you can´t keep pressure,....
BUT sure you know DB1 has 4 types of animations and the best BY FAR is the one who takes the opp. with one hand and throw him to the ground IN FRONT OF YOU in a perfect range for example for a body press when he wakes.....
So, depending the string you use , the animation (height) will be different for each string.
(after a B23)....
-123 or 113 DB1: Different animations but the same result :switches sides and throws the opp. far. It´s useless except when you are cornered or when your opp is in the corner and you do crossup and want to let him in the corner again.
Also when you do a wallbounce or B3 and do J2,123,DB1 , this animation do not change side
-223 DB1: Use this more often. As I said it´s the best for keeping pressure. But be careful that B23,223, DO NOT SUPER, so if you have full meter think to 123 or 113
-B112 DB1 : It´s the only way to combo this string and change sides but a closer distance than the 113 or 123 ones

So ,if you want to forget the DBF3 finisher, I think the best easy BnB for damage and options afterwards is JD3,B23,223,DB1 35 % and the opp. in a nice position to grab,jump,etc...
I totally agree. It's pretty much only good as a finisher on a very certain few combos and as an anti air; a pretty iffy anti air at that. I think at this point most people agree that venom uppercut is a better anti air.