Vengeance135
Saltiest Joker Player
@Qwark28
Actually I have played them. So who's the best Bane player I've never played? I've played everybody @oNe87_Kentucky has played, especially biohazard A LOT and they also see this MU at a hard 6-4, most likely a 7-3. I agree with most of what Kuntucky said, however I have quite a few things to add myself. Playing Grr prepatched is irrelevant to this conversation because its no longer prepatch Bane. Now bane can play this MU however he wants and there's very little Joker can do especially when the Bane player is as patient as Max or @KHAOTIC_Biohazard. Now a smart bane player will respect Jokers options, until he's in range then he can do virtually anything he wants with ALMOST no repercussions. Parry is a 50/50 tool that, if you're a smart bane player, generally would work in Banes favor because you have to make reads on some of the parried options and if you whiff Banes going to blow you up hard and you're on the ground then what do you do? You can't wake up so you're stuck blocking and guessing at if he's going to meaty grab, double punch or any follow-up really because its all armored. If you guess wrong where are you? The ground. So unless you make a godlike read and Neutral Jump 2 an oncoming throw, you're finished. Even if you do block the gap between one of his armored moves to the next is ridiculously advantageous to him because he can just follow-up with another armored move unless you read and parry. Teeth spacing in this MU is overrated, Bane doesn't have to respect teeth at certain ranges and he barely has to respect b1 acid or D2 acid. You have to see his moves coming to reacte with these and he can easily make you whiff and punish accordingly. Lets say you get a Jump in, bane blocks the Jump in and he can IMMEDIATELY go for uppercut or the overhead punch, I forget what it is. So that nullifies any starting pressure. Competing with Bane in the air is senseless because Body splashes priority is ridiculous and D2'ing it is hard. MB F3 or B3 is a strong tool for Joker unless Bane is on lvl 3 venom, and then nothing matters. Bane on debuff is your best chance besides otg mixups. However a good bane player would know Jokers options and with Banes huge and fast D2 hitbox you have to be out of range and cautious on how you approach but its your best shot. Debuff is hella quick and even if you are in the middle of Jokers time-eating combos he can just level up and it does less damage. Teeth setups are pointless unless on debuff, otg is really where you want to be. You should be doing anything that doesn't have a gap because Jokers gaps are an easy blow up for Bane. I have more I could say but I don't feel like typing anymore unless need be. If Joker wins this MU he simply out played the Bane player because this MU definitely is in his favor hard. @StevoSuprem0 and @The_PantyChrist where's your input?
Actually I have played them. So who's the best Bane player I've never played? I've played everybody @oNe87_Kentucky has played, especially biohazard A LOT and they also see this MU at a hard 6-4, most likely a 7-3. I agree with most of what Kuntucky said, however I have quite a few things to add myself. Playing Grr prepatched is irrelevant to this conversation because its no longer prepatch Bane. Now bane can play this MU however he wants and there's very little Joker can do especially when the Bane player is as patient as Max or @KHAOTIC_Biohazard. Now a smart bane player will respect Jokers options, until he's in range then he can do virtually anything he wants with ALMOST no repercussions. Parry is a 50/50 tool that, if you're a smart bane player, generally would work in Banes favor because you have to make reads on some of the parried options and if you whiff Banes going to blow you up hard and you're on the ground then what do you do? You can't wake up so you're stuck blocking and guessing at if he's going to meaty grab, double punch or any follow-up really because its all armored. If you guess wrong where are you? The ground. So unless you make a godlike read and Neutral Jump 2 an oncoming throw, you're finished. Even if you do block the gap between one of his armored moves to the next is ridiculously advantageous to him because he can just follow-up with another armored move unless you read and parry. Teeth spacing in this MU is overrated, Bane doesn't have to respect teeth at certain ranges and he barely has to respect b1 acid or D2 acid. You have to see his moves coming to reacte with these and he can easily make you whiff and punish accordingly. Lets say you get a Jump in, bane blocks the Jump in and he can IMMEDIATELY go for uppercut or the overhead punch, I forget what it is. So that nullifies any starting pressure. Competing with Bane in the air is senseless because Body splashes priority is ridiculous and D2'ing it is hard. MB F3 or B3 is a strong tool for Joker unless Bane is on lvl 3 venom, and then nothing matters. Bane on debuff is your best chance besides otg mixups. However a good bane player would know Jokers options and with Banes huge and fast D2 hitbox you have to be out of range and cautious on how you approach but its your best shot. Debuff is hella quick and even if you are in the middle of Jokers time-eating combos he can just level up and it does less damage. Teeth setups are pointless unless on debuff, otg is really where you want to be. You should be doing anything that doesn't have a gap because Jokers gaps are an easy blow up for Bane. I have more I could say but I don't feel like typing anymore unless need be. If Joker wins this MU he simply out played the Bane player because this MU definitely is in his favor hard. @StevoSuprem0 and @The_PantyChrist where's your input?