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Match-up Discussion My Bane MU Chart

Kyu

CHOO CHOO BANE TRAIN
Figured I may as well post my own mu chart, some things I notice about certain mus, etc. If anyone has any disagreements, please share and we can compare and contrast.

Aquaman - 5-5 tentative 6-4 -- This MU has always been interesting to me, lately I've been seeing it as a 6-4 in Bane's favor. Aquaman's trait isn't nearly as useful in this mu as others, obviously due to grab. The neutral game I would say it fairly easy, and I've noticed Bane can get 2 dashes in after a FTD. I think what makes this mu difficult for Aquaman is his trait has to be used differently from other mus. For instance, if aquaman does a FTD in a punishable range, he will normally trait to make it safe. A command grab will punish the FTD and negate his trait.

Ares - 5-5 -- I honestly have next to no mu experience with Ares. I've played a few good ones on psn, and it seems even. Teleport fucks oki game, usual stuff.

Bane - 5-5 -- What I've noticed from Bane mirrors is how effectively you wake up, and how well you manage trait will usual affect the tides of the game.

Batgirl - 5-5 -- I don't have much experience in this mu, so I'm going to leave it as a 5-5. I know Batgirl's neutral game isn't very good, and her zoning is lack luster vs Bane. I need more experience though so I may be wrong.

Batman - 5-5 tentative 6-4 -- I have a lot of Batman experience with @ocirx and I think this mu is even. He thinks the match is in Bane's favor due to Bane's insane oki game. Batman's zoning is a huge asset to him in the match up, so I'm undecided and will leave it as a 5-5

Black Adam - 6-4 -- I feel Bane wins this mu pretty well. You don't have to respect Adam's frame traps if you have venom, and you can venom uppercut on reaction to dive kick. You also eliminate his wakeup game, which is a huge help.

Catwoman - 7-3 -- I've been running this mu a lot recently, with @RainbowPride69 and previously with @KH StarCharger and Bane stomps this mu pretty well. I feel like a huge asset that some catwoman players don't use is the 33. It's 2 hits, so it blows up a lot of Bane's wakeups, and he has to respect it after a venom double punch. Still, Bane out footsies Catwoman hard, and one knockdown is potentially the lifebar.

Cyborg - 6-4 -- I've not had much Cyborg experience, but whenever I do get to play a Cyborg, the match seems in my favor. His wakeup options are piss poor, and the only chance he has to win is the zone. Bane can get in on the zoning due to his extremely good dashes. I may be wrong though, not too sure with this mu.

Deathstroke - 6-4 -- Recently ran a good set with @TelekineticBeing and he agreed, this mu is definitely in Bane's favor. Most of Deathstroke's usual tools he can't use, and his zoning isn't quite strong enough to keep Bane out. His wakeups are easily punishable, and he gets outfootsied by Bane. I've noticed jb3 is a big help to Deathstroke in this match though.

Doomsday - 6-4 -- A lot of this mu feels like meter management to me. Doomsday has to work harder than normal to get in due to Bane's great footsies, and Bane can disrespect the mb venom game on block with venom.

The Flash - 4-6 -- Been running this mu with @_xFriction every now and again, and every time I play it feels a little better. Bane has to pressure much differently in this matchup, he can't just double punch on block willy nilly vs Flash. He has to respect jump ins more than usual, but it's not impossible. One of my favorite mus to play actually.

Green Arrow - 7-3 -- Bane demolishes Green Arrow pretty well in my opinion, he blows up wakeup savage blast, and outfootsies him. Bane can also disrespect any cancels into arrow due to venom specials.

Green Lantern - 6-4 -- This mu is pretty interesting to me. Both characters have good footsie tools, and good setups/frame traps. I think what tips this matchup in Bane's favor is the knockdown game. Green Lantern's wakeups are garbage vs Bane, so once he gets in, it's curtains.

Harley Quinn - 6-4 -- I've run this mu with a lot of different Harley players, @Boomgoesthemite1 and @Akromaniac27 I feel this mu is also in Bane's favor. Bane doesn't have to respect her frame traps, and can blow up tantrum stance on wakeup. I feel like Harley has to work very hard in this matchup, especially once Bane gets in.

Hawkgirl - 5-5 -- I don't have too much experience with Hawkgirl, but I'm fairly certain the matchup is even. Bane can blow through her frame traps, but Hawkgirl can zone decently well and can actually wakeup sometimes.

The Joker - 6-4 tentative 7-3 -- My experience with this mu is @oNe87_Kentucky and I believe it's a 7-3. It's hard for Joker to zone Bane out, Bane outfootsies him very well, and Bane can break through most cancels into Laughing Gas or Crowbar, specifically 32 cancels.

Killer Frost - 5-5 -- Don't have a lot of Killer Frost experience, but I've been learning recently. The post slide guessing game is pretty even, Bane has good options in grab, d1, or charge. Killer Frost's parry is very useful in this matchup, and so is her zoning. Once Bane gets in, Killer Frost has a lot of trouble getting him off.

Lex Luthor - 5-5 -- This is one of the most even matchups I've ever seen. Bane has answers to Lex's trait, Lex has answers to Bane's rushdown. It's a very fun matchup to play, and my sets with @DreadKnight1 are always really clutch.

Lobo - 7-3 -- I've played a few sets vs JPB's Lobo, and I believe Bane wins this mu. Lobo can't wakeup vs Bane, Bane controls the neutral game and has better knockdown presence. Lobo's gunshots are really the only thing he has going for him in this mu.

Martian Manhunter - 5-5 -- This is an mu that I struggle with to be honest. A lot of Martian's moves are throw immune, but much like the Flash mu Bane just has to pressure differently. Normal cancels into Raging Charge are a big help vs Martian's wakeup game, and you can venom uppercut on reaction to his teleports.

Nightwing - 5-5 -- This was a matchup I had dreaded playing for a long time. I didn't understand what the hell Bane was supposed to do about staff. After running a fuckton of sets with @Dja_Homies I think it's a 5-5. Nightwing can zone Bane out with wingdings, and dance around the screen to keep him away in escrima. Staff has a lot of holes that Bane can blow up, and he can counter all of Nightwing's wakeups well.

Raven - 6-4 -- Having Raven as my secondary, I think about this mu a lot. Raven has no wakeup options vs Bane, like most of the cast, but she has good tools to fight him. F2 is the main tool Raven uses to keep Bane at bay, it's a double hitting normal, and can have good follow up for combos. In the end, if Bane gets a knockdown it may be all over, so I keep it at a 6-4.

Scorpion - 5-5 -- I don't have too much Scorpion experience, but I'll say what I've noticed. Neutral game, Bane stomps Scorpion. Scorpion can wakeup teleport to stop some of the oki game, albeit unsafely. That's all I really know about the mu.

Shazam - 5-5 -- Shazam. Fuck Shazam. This character gets the salt flowing like no other. I used to be completely free to Shazam, but after having @mfkaoz run a few sets with me and show me his gaps, I think it's a 5-5. Teleport destroys hope for an oki game, but Bane can deal with a lot of Shazams shenanigans. It's a really fun mu to play as well.

Sinestro - 5-5 -- Sinestro is a weird mu. He can zone Bane out fairly well, but he has to play differently. Bane can disrespect a lot of his footsies, and most of the time disrespect his trait as long as he has venom up. Sinestro can't wakeup, but he can keep Bane at bay and deal with most of his rushdown when played correctly.

Solomon Grundy - 8-2 -- My only Grundy experience is StudyxUp on psn, and I've found this mu is heavily in Bane's favor. Bane has good answers to all of Grundy's wakeups, blows up his footsies, and Grundy's strings are easy to break out of with venom.

Superman - 5-5 -- This is a mu all about trait management. Superman's trait blows up Bane's completely, but Bane's trait lasts longer and Bane has better footsies. Superman can attempt to wakeup with Rising Grab to get out of the oki, but it doesn't always works. Superman's zoning isn't good enough to keep Bane out for long, so I think the mu is even.

Wonder Woman - 5-5 -- Bane has a lot of answers to most of Wonder Woman's tools. He can disrespect almost all of her frame traps with venom on, and can negate her wakeup games. D2 cancels are very helpful vs wakeup Lasso Spin and Amazonian Uppercut. Wonder Woman's footsies help her a lot in this mu, and it's hard for Bane to get out of the corner vs Wonder Woman.

Zatanna - 4-6 -- Zatanna can zone pretty well in this mu, and her teleport stops Bane's ok game. Bane does have answers for Zatanna, but it's still a difficult mu. I need more experience with it though.

General Zod - 5-5 tentative 6 -4 -- I didn't have any mu experience until I played a ft10 with @General M2Dave about a week ago. Zod can zone Bane out efficiently, but once Bane get's in Zod doesn't have any answers. Body Press will catch his backdash if timed correctly, and Zod can't wakeup. Bane also outfootsies Zod, but I still need more experience.

That's it for my mu chart, please critique where you see fit.

Advantage - 12
Disadvantage - 2
Even - 16

@GGA Max
@BiPolarExxpress
@Rev_
@Doombawkz
@HomeLee1121
 
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SkaGoogle

Tailgates & Tan-lines !
disagree with sinestro matchup. it's 4-6 for bane, he has to take risks to get in such as using all of his venom.what I find about most banes is that they are impatient, they think just because they have venom they are free to walk right in. once bane takes a risk to get in using his venom he then goes to debuff where I (sinestro) get to chip the living hell out of him. Bane for the most part is easy to keep out eventually bane players get frustrated and start doing the bane charge move with level 3 venom which I can easily jump over and then shackle and proceed to charge trait again or just go for vortex and wait for level 3 to wear out. or if they try dashing in I just bait them using trait so I can shackle.
 

Qwark28

Joker waiting room
The BA/Joker matchups are written very badly. If Kentucky is cancelling 32 into crowbar or gas can that's his tendency, not how Joker should be playing the matchup. It's arguably 5-5/Bane favour.

VS BA you can't react to an 18f divekick, you'll be looking for so many things that it's just not viable, not to mention you're buffering crouch back vs an overhead combo starter. Everyone has to respect Adam's trait frametraps.
 

Kyu

CHOO CHOO BANE TRAIN
disagree with sinestro matchup. it's 4-6 for bane, he has to take risks to get in such as using all of his venom.what I find about most banes is that they are impatient, they think just because they have venom they are free to walk right in. once bane takes a risk to get in using his venom he then goes to debuff where I (sinestro) get to chip the living hell out of him. Bane for the most part is easy to keep out eventually bane players get frustrated and start doing the bane charge move with level 3 venom which I can easily jump over and then shackle and proceed to charge trait again or just go for vortex and wait for level 3 to wear out. or if they try dashing in I just bait them using trait so I can shackle.
Not to take away from your point, but I don't believe you've played a patient Bane yet. With such a good forward dash, Bane shouldn't need to charge. If he has to get in, just do lvl 3 f2d dash cancels. Thanks for the input though.
 
i feel martian beats bane strongly, due to multihits in the zoning game and his wakeup game and runaway ability, orb pillar really is good zoning vs bane
 

Kyu

CHOO CHOO BANE TRAIN
The BA/Joker matchups are written very badly. If Kentucky is cancelling 32 into crowbar or gas can that's his tendency, not how Joker should be playing the matchup. It's arguably 5-5/Bane favour.

VS BA you can't react to an 18f divekick, you'll be looking for so many things that it's just not viable, not to mention you're buffering crouch back vs an overhead combo starter. Everyone has to respect Adam's trait frametraps.
Qwark, I am confused to how you know Bane has to respect Black Adam's trait frametraps when you yourself don't play Bane...... How should Joker be playing vs Bane? He can't zone Bane out, teeth only go so far. And 32 is one of his main strings for combos. It's not like Kentucky only uses 32. He plays the mu well but I don't see it being 5-5 at all.
 

Kyu

CHOO CHOO BANE TRAIN
i feel martian beats bane strongly, due to multihits in the zoning game and his wakeup game and runaway ability, orb pillar really is good zoning vs bane
Martian doesn't have mutli hitting zoning moves I thought? And I can't talk much, I don't have too much experience with high level martians. I saw max's number, and figured it would be best to use his. Thank you though.
 
Martian doesn't have mutli hitting zoning moves I thought? And I can't talk much, I don't have too much experience with high level martians. I saw max's number, and figured it would be best to use his. Thank you though.
because of orb i place orb in front pillar is multi hit with orb, mb orb forces you to use a special to get in when you have venom and i can whiff punish that, i often get a zoning groove and find if bane moves he gets hit by pillar that orb and its too hits, even in level 3 i can stop him in his tracks with a mb orb because hes forced to special through.

i also like to backdash backdash and randomly dash in to catch his dashes or preemptive trait. push blows up tick throws and all that jazz, and teleport can blow up other stuff, forcing you to do different things i can often punish on wakeup. also double hit back 3 and f12 to punish overhead aren't bad.
 

Kyu

CHOO CHOO BANE TRAIN
because of orb i place orb in front pillar is multi hit with orb, mb orb forces you to use a special to get in when you have venom and i can whiff punish that, i often get a zoning groove and find if bane moves he gets hit by pillar that orb and its too hits, even in level 3 i can stop him in his tracks with a mb orb because hes forced to special through.

i also like to backdash backdash and randomly dash in to catch his dashes or preemptive trait. push blows up tick throws and all that jazz, and teleport can blow up other stuff, forcing you to do different things i can often punish on wakeup. also double hit back 3 and f12 to punish overhead aren't bad.
I see your point, but I don't know if this is me alone, but I don't have much a problem with waiting to get in. I don't special through the orbs, I just wait them out. Push isn't throw immune thank god, so I don't understand what you meant with push blowing up tick throws.
 

Qwark28

Joker waiting room
Qwark, I am confused to how you know Bane has to respect Black Adam's trait frametraps when you yourself don't play Bane...... How should Joker be playing vs Bane? He can't zone Bane out, teeth only go so far. And 32 is one of his main strings for combos. It's not like Kentucky only uses 32. He plays the mu well but I don't see it being 5-5 at all.
By simply knowing frame data. Go ahead and try to mash out of trait frametraps. He can't do some things, not all.

Vs Bane you lay down teeth, that's basically the whole matchup, teeth placement. Punish dashes with b1, check them with D2 flower, force him to commit to something. 1 combo for Joker is more a lvl of venom gone, especially with MB crowbar. Joker can pressure Bane on wakeup with teeth, one of the few characters who can do so. Every time Joker lays down teeth, 2 of Bane's options are cut off, more so in the corner when you can't even double punch without risking being launched, being comboed and losing a venom lvl, and in a best case scenario reset the situation with even more time for Joker to lay down teeth or do something else. Parry also does just fine once in a while on a read and punishes MB venom uppercut pretty well.

Gunshot is just fine to check dashes, not something you use all the time but it's certainly good.

32 is the worst string to use vs Bane for several reasons, isn't a blockstring from a jump in, doesn't leave you at proper distance nor does it give frame advantage.

I've played this matchup offline in every patch version and ran some quite lengthy sets with Grr, Joker can definitely contain Bane with teeth.
 

Kyu

CHOO CHOO BANE TRAIN
By simply knowing frame data. Go ahead and try to mash out of trait frametraps. He can't do some things, not all.

Vs Bane you lay down teeth, that's basically the whole matchup, teeth placement. Punish dashes with b1, check them with D2 flower, force him to commit to something. 1 combo for Joker is more a lvl of venom gone, especially with MB crowbar. Joker can pressure Bane on wakeup with teeth, one of the few characters who can do so. Every time Joker lays down teeth, 2 of Bane's options are cut off, more so in the corner when you can't even double punch without risking being launched, being comboed and losing a venom lvl, and in a best case scenario reset the situation with even more time for Joker to lay down teeth or do something else. Parry also does just fine once in a while on a read and punishes MB venom uppercut pretty well.

Gunshot is just fine to check dashes, not something you use all the time but it's certainly good.

32 is the worst string to use vs Bane for several reasons, isn't a blockstring from a jump in, doesn't leave you at proper distance nor does it give frame advantage.

I've played this matchup offline in every patch version and ran some quite lengthy sets with Grr, Joker can definitely contain Bane with teeth.
I've labbed what frame traps Bane can get out of, especially Black Adam's because I struggled with the matchup. Anyway, let's not make this thread a shit show. In corner I'll agree with teeth, it makes Bane's approach hell. But teeth only last so lang, and I can dash in and punish another teeth placement before it pops. There is no way I see this matchup being even, having played one of the best Jokers in the game consistently.
 

Qwark28

Joker waiting room
I've labbed what frame traps Bane can get out of, especially Black Adam's because I struggled with the matchup. Anyway, let's not make this thread a shit show. In corner I'll agree with teeth, it makes Bane's approach hell. But teeth only last so lang, and I can dash in and punish another teeth placement before it pops.
Key word being dash in and press buttons because you think he might throw down teeth. Joker can also easily dash back, walk back, gunshot, crowbar and do other things.

To each his own though, that's how I view and play the MU.
 

Kyu

CHOO CHOO BANE TRAIN
Key word being dash in and press buttons because you think he might throw down teeth. Joker can also easily dash back, walk back, gunshot, crowbar and do other things.

To each his own though, that's how I view and play the MU.
Fair enough, feel like command grab is going to beat out all of those options though. Thanks for the inputs.
 

Qwark28

Joker waiting room
Fair enough, feel like command grab is going to beat out all of those options though. Thanks for the inputs.
It's worth noting that it's your dash that is the punishable part, it's easy to punish it since you'll always be alert due to teeth covering most of what Bane can do.

And command grab loses to the teeth, both players receive the same damage I believe, while Joker can tech roll back and lay down more teeth.
 

Chongo

Dead Kings Rise
Your explanation as to why it's even then? These are just what I've noticed in my games with DJA
Staff is booty against bane, escrima (namely 113) are the best against bane

After nw blocks anything by bane that isn't + on block, 113 will break any armor that bane tries to do, making bane have to respect stuff when he's - and allowing mindgames to be played

wingdings stop bad raging charges. don't throw them out randomly and you'll be fine.

the only thing preventing this from being 6-4 nw is how bad nightwing gets destroyed on knockdown
 

Kyu

CHOO CHOO BANE TRAIN
Staff is booty against bane, escrima (namely 113) are the best against bane

After nw blocks anything by bane that isn't + on block, 113 will break any armor that bane tries to do, making bane have to respect stuff when he's - and allowing mindgames to be played

wingdings stop bad raging charges. don't throw them out randomly and you'll be fine.

the only thing preventing this from being 6-4 nw is how bad nightwing gets destroyed on knockdown
I had completely forgotten about 113 lol. I'm not 100% on this but after a blocked double punch I think Bane can backdash the 113 and command grab to punish. Not sure though. Staff is ass vs Bane, and if you charge on escrima wing you are begging for hundreds of wingdings lol
 
I'm probably not the best to ask haha i only picked up bane as a secondary to my tougher MU's when using batman. Ill give it my best shot though.

I believe Aquman is 5-5 only b/c he still has multihitting wake ups. Even a slight mistime can mean he will either get a free scoop or trident rush you to death. Even if you are consistent with timing, you're gonna get hit once in a while and not to mention aquaman's b2 and b3 can avoid command grab along with his amazing footsies.

My main is batman and honestly Im kind of pointing towards 4-6 bane. Yes once Batman get's knocked down he's fucked but if he were to make the right guess he can escape and begin his zoning game again. Also batman has a double jump, its one of his saving graces in this MU along with trait and MB batarangs.

I think zod would be a 6-4 bane as well. It's rough for zod, really rough. If zod calls trait and bane isn't knocked down, it gives bane more than enough time to dash in and start his armor shenanigans. Also, in level 3 he is immune to zod's lazer lol which is weird b/c GL's minigun doesn't count as a projectile but zod's lazer does....SEEMS LEGIT.

Green Lantern i believe is 5-5...only b/c i hate that character he he he he

Hawkgirl i believe can either be a 5-5 or 6-4. 6-4 against a wake up happy hawkgirl and charges in. 5-5 against a hawkgirl who's patient with spacing and proper zoning.

Other than those i don't really know how the other MU's go lol but good list man!
 

Chongo

Dead Kings Rise
I had completely forgotten about 113 lol. I'm not 100% on this but after a blocked double punch I think Bane can backdash the 113 and command grab to punish. Not sure though. Staff is ass vs Bane, and if you charge on escrima wing you are begging for hundreds of wingdings lol
if you're backdashing instead of using more armor then the mindgames have began

I already said the other two points lol
 
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