Yeah RYX already talked about it.Helicopter Intractable on Metropolis Museum is fantastic for Bane. So long as you stand on the right it deals double damage (44%). Venom three and that becomes 66% of unblockable damage.
f.1: I like the idea for f.1, although situational.F.1 splats and covers a LOT of area. Also staggers on block so you can use b.21 b.1 f.1 Nd it's decent.
S.3 covers decent air, hits crouching, and does decent damage. Great for checking people who need to be close in on us, able to be tied to the end of a lot of combos, doesn't scale too badly due to it being a single heavy.
F.2 hits farther than a lot of stuff and does good damage on hit. Use it to punish from outside of d.1 against stuff like projectiles and all. It's used to be a big range attack.
112 will hit opponents too low for 113, does good damage, and at certain heights doesn't send them too far.
223... It says it's -7 but if you cancel into double punch it's neutral. Outside of that, scales better due to the lack of a light hit, hits mid so you can use it as a 12 check to your frame traps. Has Great Wall carry with ringtoss as an ender.
F.2d 2 has its uses as a fast armor counter, on hit it gives you a good position and decent advantage to work with. Landing it as part of a combo will do better damage than the alternative of double punch.
F.2d 3 is mostly useless.
112 is for stuff like b.23 d.2 j.2 where 113 won't hit and 12 CG and 123 ring toss aren't wanted. Situational, but it has it's moments where you want to deny the opponent more meter.f.1: I like the idea for f.1, although situational.
s.3: would you ever even want to put it at the end of combos over our other options? Checking with it sounds like it could be useful though.
f.2: I use it for exactly what you said, but only ever in level 3. And usually out of desperation when I already see the startup of a zoning move.
112: I'm assuming when you mean it hits opponents who are too low for 113, your talking about linking this string (for example) after b.23? Because throwing it out in any other situation seems far too risky and is asking for a full punish.
223: Agree on this. DP frame trap idea seems useful.
According to Mustard, nothing and we are fools for trying.Game plan vs Shazam? I can't seem to touch or punish the teleport. Wake up teleports too good with the invincibility unless you find a perfect just frame punish on wake up. Torpedo's so random... it stops in front of me or it goes behind me sometimes.
Shazams wakeups do screw with Banes pressure, but Bane's armored wakeups screw up Shazams pressure as well. The matchup basically becomes hit and run. For both Bane and Shazam, Id advise to go for max damage combos instead of setups. Bane should MB his charge on hit, you arent going to get him with a meaty c.grab or super.Game plan vs Shazam? I can't seem to touch or punish the teleport. Wake up teleports too good with the invincibility unless you find a perfect just frame punish on wake up. Torpedo's so random... it stops in front of me or it goes behind me sometimes.
I guess? I mean it does like what... 9% by itself and 14% with meter with a combo follow-up, ours is an ender and a good meaty set-up.His command grab is so much better than ours too -_-
Wonder woman isn't the only one, just don't use Double punch on her in combos.I was messing with bane a few days ago and a few things happened. BF2 second punch whiffs on Wonder Woman and B23 crossed up Batgirl. Any reason why this happened?
Nah, Grr is average. 3rd place? What a disgrace, dude needs to learn to end combos with EX venom upper.Yo @Doombawks you have full right to blow me up right now
Grr puttin in work
Yeah, that missed ring toss after b.112 was crucial.Probably tourney nerves. Did some effective if risky stuff but he missed the chance to end b112 with command grab and mb to toss Chris back into the corner. And as I mentioned earlier the hasty lvl3 was a bad gamble.