Doombawkz
Trust me, I'm a doctor
One of Bane's many techs is his unique ability to link his normal throw into his command grab and vice versa from anywhere on the screen. On paper, this sounds average if not irrelevant as a whole, but this analysis of the tech will show not only advantages to using this tech but also possible remedies to its counters.
(Make note that all normal throws are forward throws)
First off is the N.T.C.G., or the "Normal Throw -> Command Grab". As can be seen from a lot of characters, normal throws don't leave the victim with much time to use their wake-ups before standing again. Why, then, is this useful? After all Bane, as he is, has just put himself a little over quarter screen distance from his opponent and given them a free stand! That is where the command grab comes into play. The distance is easily covered, and a Bane player can train himself to buffer it in the ending of the grab animation to have it come out as soon as it's able, something the opponent isn't going to be able to do as its not a window they commonly have to worry about. Linking N.T.C.G. will result in about 30% unclashable unblockable damage by itself, so there's some good merit in using it.
As an added benefit, the throw leaves them within range for double punch as well, meaning you can potentially punish eager jumpers.
Counters:
Break the N.T. - This is the most common solution that can be done, as stopping the normal throw prevents the set-up. However, once the Bane player sees himself being pushed away, he can actually buffer a command grab to punish the throw break.
Backdash the C.G. - This is another solution that is very possible, as Bane doesn't have many answers for an opponent mashing out their backdash from that range. The command grab can't be punished, however Bane loses his pressure so this is probably the best bet. Bane players ~can~ use charge out of the grab instead of C.G., but it's not as guaranteed so its unlikely. If you are not fast enough, however, the Bane's command grab will eat your backdash for morning brunch.
Wake-up after N.T. - Some players may be able to use that small window to wake-up. However, if you lack a teleport or don't know your grab-immune specials you run a risk of eating the C.G. anyways because of the armor properties.
Jump the C.G. - Be careful, double punch will knock you out of the sky and tack on an extra bit of damage to boot along with good advantage.
Possible set-ups:
b.23 d.2 j.2 b.23 (Da) b.1 N.T.C.G. - Fast stand reset into frame trap.
DP N.T.C.G. - (On-block) Leaves you neutral, if the opponent respects the double punch then its free.
113xxbf1 (DaOv) N.T.C.G. - Using the Dash Over, we can use this as a trap when the opponent expects the b.23 follow-up.
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Next is the C.G.N.T., which of course is the "Command grab -> Normal Throw". This one is the more practical option as it doesn't rely on as much commitment or damage sacrifice, and instead is simply a very strong follow-up. Just as before, they link into each-other distance wise surprisingly well, however the command grab can be used as a power ender to most BnBs making this tech the more common of the two. Coming out in just 10 frames, N.T. is by far our fastest tool out of command grab oki, and it hits surprisingly well. As before, it adds about 30% by itself but also links into the N.T.C.G. allowing for a loop of the tech against unrespecting opponents.
Also as before, the range the command grab leaves you at allows you to use Double Punch to catch fliers.
Counters -
Break the N.T. - See above.
Wake-up after C.G. - This is the most reliable way to avoid the normal throw, however if the Bane is using anything with armor this becomes a risky expenditure without teleports.
Backdash the N.T. - You can avoid a lot by backdashing these techs, but once there is nowhere left to run (the wall carry is decent) this becomes a less optimal strategy.
Possible set-ups -
b.23 d.2 j.2 b.23 (Da) C.G.N.T. - Command grab works as an options select as it can actually beat out a lot of tech wake-ups and normal wake-ups alike, backdashes, and also just the quickstand itself and tech rolls.
b.23 123 C.G.N.T. - This does the good damage while still setting up the extra 12% damage onto the end with the possibility of more afterwards. Probably the most reliable set-up as, even with the tech's failure, you are still getting the sure damage without sacrificing any.
113xxbf1 (DaOv) C.G.N.T. - Same as before, this works as an unblockable option after the opponent is crossed-over by the dash. Does decent damage to boot.
This is just a quick look into a simple but effective tech, and hopefully more Banes can begin to implement this into their game plans and oki situations as I see far too often Banes giving up pressure after command grab enders, and I feel that a lot of people aren't fully utilizing the power of his grab game.
(Make note that all normal throws are forward throws)
First off is the N.T.C.G., or the "Normal Throw -> Command Grab". As can be seen from a lot of characters, normal throws don't leave the victim with much time to use their wake-ups before standing again. Why, then, is this useful? After all Bane, as he is, has just put himself a little over quarter screen distance from his opponent and given them a free stand! That is where the command grab comes into play. The distance is easily covered, and a Bane player can train himself to buffer it in the ending of the grab animation to have it come out as soon as it's able, something the opponent isn't going to be able to do as its not a window they commonly have to worry about. Linking N.T.C.G. will result in about 30% unclashable unblockable damage by itself, so there's some good merit in using it.
As an added benefit, the throw leaves them within range for double punch as well, meaning you can potentially punish eager jumpers.
Counters:
Break the N.T. - This is the most common solution that can be done, as stopping the normal throw prevents the set-up. However, once the Bane player sees himself being pushed away, he can actually buffer a command grab to punish the throw break.
Backdash the C.G. - This is another solution that is very possible, as Bane doesn't have many answers for an opponent mashing out their backdash from that range. The command grab can't be punished, however Bane loses his pressure so this is probably the best bet. Bane players ~can~ use charge out of the grab instead of C.G., but it's not as guaranteed so its unlikely. If you are not fast enough, however, the Bane's command grab will eat your backdash for morning brunch.
Wake-up after N.T. - Some players may be able to use that small window to wake-up. However, if you lack a teleport or don't know your grab-immune specials you run a risk of eating the C.G. anyways because of the armor properties.
Jump the C.G. - Be careful, double punch will knock you out of the sky and tack on an extra bit of damage to boot along with good advantage.
Possible set-ups:
b.23 d.2 j.2 b.23 (Da) b.1 N.T.C.G. - Fast stand reset into frame trap.
DP N.T.C.G. - (On-block) Leaves you neutral, if the opponent respects the double punch then its free.
113xxbf1 (DaOv) N.T.C.G. - Using the Dash Over, we can use this as a trap when the opponent expects the b.23 follow-up.
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Next is the C.G.N.T., which of course is the "Command grab -> Normal Throw". This one is the more practical option as it doesn't rely on as much commitment or damage sacrifice, and instead is simply a very strong follow-up. Just as before, they link into each-other distance wise surprisingly well, however the command grab can be used as a power ender to most BnBs making this tech the more common of the two. Coming out in just 10 frames, N.T. is by far our fastest tool out of command grab oki, and it hits surprisingly well. As before, it adds about 30% by itself but also links into the N.T.C.G. allowing for a loop of the tech against unrespecting opponents.
Also as before, the range the command grab leaves you at allows you to use Double Punch to catch fliers.
Counters -
Break the N.T. - See above.
Wake-up after C.G. - This is the most reliable way to avoid the normal throw, however if the Bane is using anything with armor this becomes a risky expenditure without teleports.
Backdash the N.T. - You can avoid a lot by backdashing these techs, but once there is nowhere left to run (the wall carry is decent) this becomes a less optimal strategy.
Possible set-ups -
b.23 d.2 j.2 b.23 (Da) C.G.N.T. - Command grab works as an options select as it can actually beat out a lot of tech wake-ups and normal wake-ups alike, backdashes, and also just the quickstand itself and tech rolls.
b.23 123 C.G.N.T. - This does the good damage while still setting up the extra 12% damage onto the end with the possibility of more afterwards. Probably the most reliable set-up as, even with the tech's failure, you are still getting the sure damage without sacrificing any.
113xxbf1 (DaOv) C.G.N.T. - Same as before, this works as an unblockable option after the opponent is crossed-over by the dash. Does decent damage to boot.
This is just a quick look into a simple but effective tech, and hopefully more Banes can begin to implement this into their game plans and oki situations as I see far too often Banes giving up pressure after command grab enders, and I feel that a lot of people aren't fully utilizing the power of his grab game.