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Tech Bane cross up vortex

Nonameformedude

That Yung Big Body
This is a vortex set up that can be done with any background bounce interactable. I got this idea when I saw zyphox's video for the flash background bounce cross up set up and polished the tech through discussion with WetDoba.

Bane can cancel his main strings into a background bounce then dash into the opponents body(much like grundy does after a MBwalking corspe)and chose to cross up or not with f3/b3, and any of his air attacks. This allows bane to set up an incredibly strong vortex and take full advantage of his grappling traits. The background bounce also gives a hard knockdown so it gives actual viability to the f3/b3 cross up tech. Now lets go into the tech a bit

So lets say you hit confirm into a background bounce, now you have options.
You dash in and do a cross up body splash. From the body splash you can use and armored DP/body press to beat out pokes and bring fear to the opponent trying to d1 out of your set up while keeping them in range of the background bounce to continue looping this tech. You can lead right into b11 and easily hit confirm them back into the background bounce or block confirm them into a jailed body press(again leaving them right in position to continue looping this set up). On hit with the body splash you can go for max damage with b23,12,background bounce, or if you wana stunt and keep your opponent honest you can 113xxcharge then corpse hop into another cross up/body press/NTCG/ect or go back into the vortex on hit.

Now lets say your against someone with a powerful anti air, aquaman. You're afraid for him to d2 you out of your body splash so you dont even want to use that to keep looping this tech. The cross up f3 will always hit before his anti air becomes active. From a raw f3 we have multiple ways to keep them into the loop as well as go into level 3 on hit for a quick 50+% with super up.

Things to note with this are the cross up F3 does not change their wake up direction, but will put you safely on the opposite side of the opponent with time to punish depending on the wake up. You can get tricky and do the dash under, like zyphox's flash cross up, and dash again while still ending in the opponents body to cross up(or not if you chose)again. Once you get the background bounce and f3/b3 you are positive and in range to continue pressure or back off if your nearing venom debuff

The things that makes this tech bananas is once solidified it makes the opponent not want to be anywhere near the middle of the stage..and if they dont want to be in the middle whats left is to be pushed into the corner, where bane does massive work.

Another thing to note that can be crucial for come backs is that once the patch goes live and we get the boost in damage for a MBb3 you can do: starting at level 2 venom MBb3, j2, go to level 3, 12, background bounce~dash in~f3(cross up or not)and if that hits, 123xxsuper for a full 100%

The dash in off the background bounce is a little tricky to do but once you get it its pretty easy to do even online. Ill do a video for this when I get with one of my local guys who has some equipment. Will also show what I have for getting around wing ding pressure
 

Nonameformedude

That Yung Big Body
RYX oh wai- he banned.
lol why he banned?

Not bad I guess, but I'd rather take the meterless 50% than risk a vortex :|
You cant think of it as an ends to a means for damage. This set up keeps you safe while being able to constantly put pressure on the opponent and keep them in the space you want. It allows to to use minimal venom(level 1)and net 50% with every two reps of the background bounce, and if you dont want to end in level 1 bebuff(which tbh is fine for bane, hes still playable at level 1 bebuff)you can end in body press and be off debuff(dont even have to meter burn it). You can save all your meter for when you accidentally push them out of background bounce perimeter and want to body press toss them back in the sweet spot, have enough to MB a body press to end a round, or preferably super to win the match. The worst thing that can happen is the opponent gets out of this and runs toward the corner because bane controls that area now(and he controls the corner just as well).

I guess I forgot the obligatory "tag Banes"

@chief713
@big_aug
@AK Black Preon
@OutlawNightmare
@SUPARNOVAX
@Grr
@BiPolarExxpress
 

Doombawkz

Trust me, I'm a doctor
The only thing I worry about with it all is if I'm bouncing them off of the middle then I can get 50% with one rep AND the corner carry AND the wake-up advantage. I don't have any reason to keep them in the middle where I'm inherently weaker when I have the option to cut out the idea of "they'll want to get away" by just putting them there in the first place. The middle isn't just a one-way street either, so it can be used against us when we do run out of venom on top of us having no real normal neutral game to play around with.
 

LEGI0N47

I like to play bad characters
I would have to try this in game to see how much milage I get off of it. I will say that I have used this tech before for garunteed interactable damage on stages with drones or the roomba. I find that to be a good deal when the situation presents itself.
 

Nonameformedude

That Yung Big Body
The only thing I worry about with it all is if I'm bouncing them off of the middle then I can get 50% with one rep AND the corner carry AND the wake-up advantage. I don't have any reason to keep them in the middle where I'm inherently weaker when I have the option to cut out the idea of "they'll want to get away" by just putting them there in the first place. The middle isn't just a one-way street either, so it can be used against us when we do run out of venom on top of us having no real normal neutral game to play around with.
What im saying is with this you wont run out of venom. You never have to go past level 1 until they find a way out, and if they do find a way out you can go to level 2 and continue pressure or just sit on the meaningless level one cooldown and still be able to use normals. This is also great for venom management because in the even someone breaks the tech before you kill them you now have levels 2 and three to use for damage reduction. You get the same wake up advantage off of continuous HKDs that give you more time to decide what to do that any midscreen or corner knockdown. Once you start doing this you are no longer weaker in the middle, you're stronger. To be honest bane is stronger with a background bounce that he is in the corner, and with this there is no chance of the tides being turned on you and suddenly you are in the corner. Against people who you dont want anywhere near the corner(superman, batgirl, HG)this could be crucial.
 

Doombawkz

Trust me, I'm a doctor
What im saying is with this you wont run out of venom. You never have to go past level 1 until they find a way out, and if they do find a way out you can go to level 2 and continue pressure or just sit on the meaningless level one cooldown and still be able to use normals. This is also great for venom management because in the even someone breaks the tech before you kill them you now have levels 2 and three to use for damage reduction. You get the same wake up advantage off of continuous HKDs that give you more time to decide what to do that any midscreen or corner knockdown. Once you start doing this you are no longer weaker in the middle, you're stronger. To be honest bane is stronger with a background bounce that he is in the corner, and with this there is no chance of the tides being turned on you and suddenly you are in the corner. Against people who you dont want anywhere near the corner(superman, batgirl, HG)this could be crucial.
All the same, we have to get into that position and the opponent has to guess wrong ALOT. 50% off of two reps and the opponent having the option to guess right and get out versus 50%, free corner carry and wake-up advantage, and having the room to continue pressure where they no longer have the option to run away. Don't get me wrong, its not bad but I just feel there's no real incentive to trading guaranteed damage for possible damage when the guaranteed damage is equal to what you're hoping to gain.
 

Nonameformedude

That Yung Big Body
I would have to try this in game to see how much milage I get off of it. I will say that I have used this tech before for garunteed interactable damage on stages with drones or the roomba. I find that to be a good deal when the situation presents itself.
Using a background bounce for guaranteed interactable isnt really this tech, this is a vortex much like sinestros that has to be blocked on one side or the other depending on the banes choice. You could always end into interactables, but with the new nerf to their damage it wont be as viable as just ending in a bane combo. Also with people getting better at backdashing and wake up invincibility being a very real thing its not always guaranteed.
 

Nonameformedude

That Yung Big Body
All the same, we have to get into that position and the opponent has to guess wrong ALOT. 50% off of two reps and the opponent having the option to guess right and get out versus 50%, free corner carry and wake-up advantage, and having the room to continue pressure where they no longer have the option to run away. Don't get me wrong, its not bad but I just feel there's no real incentive to trading guaranteed damage for possible damage when the guaranteed damage is equal to what you're hoping to gain.
Thats like saying killer frost should always go for max damage instead of doing her reset because guaranteed damage is what your hoping for. As long as the vortex keeps you safe its better to do if the opponent isnt going to die from the solid 50%. In this set up the opponent has to guess wrong three times before you go to level three and kill them and on most of the maps where there are background bounces you start the match right in position for them. If you opponent knows you have this threat and doesnt want to deal with it then fine, back yourself into the corner-we got that. The corner carry is the best thing about the guaranteed 50. With this you trade your own corner carry for a strong vortex that leads into jailed grabs when they block, safe options for everything you do, a better mind game that makes the opponent want to go to the corner on their own, better venom management, better interactable control, ect

My bad man, a potmonsta always forgets. I didnt even tag mustard.
 

Doombawkz

Trust me, I'm a doctor
Thats like saying killer frost should always go for max damage instead of doing her reset because guaranteed damage is what your hoping for. As long as the vortex keeps you safe its better to do if the opponent isnt going to die from the solid 50%. In this set up the opponent has to guess wrong three times before you go to level three and kill them and on most of the maps where there are background bounces you start the match right in position for them. If you opponent knows you have this threat and doesnt want to deal with it then fine, back yourself into the corner-we got that. The corner carry is the best thing about the guaranteed 50. With this you trade your own corner carry for a strong vortex that leads into jailed grabs when they block, safe options for everything you do, a better mind game that makes the opponent want to go to the corner on their own, better venom management, better interactable control, ect
KF has a fast advancing low normal and the means to consistently set up resets with a decently fast f.3 as well. We don't have either of those. Also all of those benefits you listed exist by taking the corner carry and guaranteed damage, only the opponent doesn't have any space to get out of it.
 

Nonameformedude

That Yung Big Body
KF has a fast advancing low normal and the means to consistently set up resets with a decently fast f.3 as well. We don't have either of those. Also all of those benefits you listed exist by taking the corner carry and guaranteed damage, only the opponent doesn't have any space to get out of it.
Before you tried to poke holes in the tech did you actually try it? The hard knock down from the background bounce lets us set up what we are doing while the opponent is still on the ground meaning everything we do hits as soon as the opponent becomes hittable. Only unlike KF we can go into a command grab off this for solid damage and another untechable knockdown while still keeping them in range of the vortex. The option bane has in the corner can be beaten, only when they are beat in the corner bane ends up in the corner and on debuff. The main thing to remember here is at any time you have the option to go for full damage, but you can continue doing this set up without worry of punish
 

Doombawkz

Trust me, I'm a doctor
Ye
Before you tried to poke holes in the tech did you actually try it? The hard knock down from the background bounce lets us set up what we are doing while the opponent is still on the ground meaning everything we do hits as soon as the opponent becomes hittable. Only unlike KF we can go into a command grab off this for solid damage and another untechable knockdown while still keeping them in range of the vortex. The option bane has in the corner can be beaten, only when they are beat in the corner bane ends up in the corner and on debuff. The main thing to remember here is at any time you have the option to go for full damage, but you can continue doing this set up without worry of punish
yes I have, this tech isn't new. I tried it when RYX talked about it and the weaknesses still don't overcome the strength of just shoving them in the corn
 

Nonameformedude

That Yung Big Body
yes I have, this tech isn't new. I tried it when RYX talked about it and the weaknesses still don't overcome the strength of just shoving them in the corn
Im sure, ahah. I mean you keep playing bane the way you do, and ill keep doing this. Im quite sure I have much more success midscreen than you will using venom to push them to the corner.
 

Doombawkz

Trust me, I'm a doctor
It's a nifty thing, if you can't juggle to the corner then yeah go for a rep but if you can sink it and get the carry/juggle then take the damage since the best the opponent can do is push you back to that mid screen spot.