RYX
BIG PUSHER
I figure this is important to get down now before I forget. This is the first part of my guide to using Bane, consisting of his biggest frame advantages and some frame traps.
Bane is amazing when he gets in. I would say he's close to unmatched up close when in the right hands. He's got some vicious tools, and the frame data to back it up.
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You'll find d.1 to be a huge part of his pressure. It's 11 frames which is a bit slow for a poke, but it makes up for it with incredible reach. Hitting low, it's +3 on block, and +17 on hit! D.1 links into Double punch for a low overhead mixup that leaves you at only -4. Making them respect the mix up opens up your options.
B.1 is an equally useful tool. At +12 on block, it gives you some nasty frame traps to lock people down. It's a bit slow at 17 frames of start up. A blocked b.1 gives you a free d.1 for mix-ups and a just frame standing 2 that hits mid, catching people trying to crouch block. Standing 1 hits high but you have some leeway on the execution window. It's +16 on hit so you can keep the pressure going.
F.1 is a bit iffy because it's 21 frames, but it's +7 on block and +5 on hit. Because of its animation it's useful for fooling people into thinking they can punish, but you've got a good 4 frame low to stuff their reversal with.
F.2+down is surprisingly good despite its odd inputs. It's an 11 frame overhead that's neutral on block - quite a good deal if you ask me. It moves him forward a good space, making it quite a footsie tool. At level three venom, this becomes armored, making it even deadlier in footsies.
B.2 1 and B.2 3 are amazing strings, both advantageous on block. The former hits overhead and the second launches for a full combo(can hit confirm into wall bounce). You're completely safe after these but your opponent might think otherwise - take advantage of that. B.21 is +4 on block - b.23 is +5.
113 is another advantage string; being +3 on block, it's a string that hit confirms easily . The first hit is high so you should be wary of this(the second is mid, last is overhead), some may stuff your attempt if they crouch it.
His sweep move (d.3), while not safe on block, is a good check. On hit it grants an untechable knockdown and you can follow-up with a Venom c.grab on their wake-up. You have to commit to the move though so don't let them expect it.
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Off a landed d.1(on hit) you can go for a blockstring, be it 113, a just-frame(or close to it) low string(b.1 is 17 frames; b.2 is 18 but it has more combo potential.) or mix it up with the 11-frame overhead in f.2+down. You can open them up a little more with throws or go for a command grab. On block, you can mix-up with the double punch, which is incredibly difficult to fuzzy guard, or another d.1 to get the frame advantage if they expect the overhead D.P.
After strings, if you don't have Venom activated simply go into Double punch for the extra chip and meter. You're only at -4 so you don't have to worry about getting blown up, though having the armor is always helpful.
If they're too respectful of the immediate* Double Punch follow-ups, then start hitting them with 113; it's free chip and meter for you and it lets you run down the time if you're on Venom recovery. It starts as a high hitter so if you see them start trying to crouch, it's time to D.P that bitch.
*When you're on Venom, you don't want to link a block string right into the Double Punch; rather, you want to complete the string, THEN do the inputs a short time later. You can further delay them to provoke some kind of poking and armor through to keep them nervous
COMMAND GRABS
The command grab, simply put, is awesome. On knockdown, you can generally check them for free with one of these provided you can time it right. At 20 frames, it's a little slow, but it more than makes up for it with reach that's absolutely absurd and dealing close to 20% in damage.
By meter burning your command grab, you are able to deal more damage and throw the opponent. What the moves list does NOT tell you, however, is that by holding backwards, you can throw the opponent BEHIND you. So with a smart use of the command grab or in a tick throw(mentioned just below) this essentially can reverse corner pressure entirely.
With Venom, command grab gains a hit of armor. This makes it even better at countering wake-ups, particularly ones that are invincible through the duration or ones you might not be too adept at punishing without the armor to absorb the hit. This can essentially give you a parry after a knockdown and like I said, tick throws and the like turn this into a true 50/50 with double punch thanks to their ability to absorb hits and shove you back in. Also nice if you manage to score a combo with your back to the wall (113 Command grab is your best bet since it's 9 frames and a decent punisher.)
It should be noted that the input for Command Grab is much simpler than you think. While it is down, back, forward 3, there's a trick to it; by pressing down, back, you can delay the forward 3 up to a short time after and the command grab still comes out. (For those who have difficulty with the inputs.) This works for ALL command grabs in the game.
TICK THROWS
When up close, Bane has access to several 'tick throws' that he can use with his command grab to add another element to his pressure.. A tick throw is when you hit the opponent with a move and then cancel into a command grab, which becomes active as their block-stun ends. The three I have found are as follows -
D.1 - Links into command grab and Double Punch. There is a gap big enough for some characters to Reversal out of it, but making them respect Double Punch can 'fix' the problem in a way. This problem of reversals can also be solved by Venom, which armors your command grab.
1 - Standing 1 cannot be interrupted by moves, but it hits high. Ideal situation is to use it at max-range if someone's trying to come in.
B.11 - Cannot be interrupted by reversals. Two lows that you can block confirm into command grab or hit confirm into 3~Double Punch/Venom Uppercut.
D.2 - Anti air that does not link to command grab on grounded opponents but you can cross up safely vs most of the cast.
B.2 Low that links into command grab. Cannot be interrupted.
ON KNOCKDOWN
Knockdowns are a very important part to keeping Bane's pressure going, as it opens them up to a 50/50 and lets him keep pushing people to the corner. In addition to straightforward mix-ups, be sure to add in tick throws, cancels, and the occasional armored check.
f.2.down is great for checking people on wake-ups if they're expecting you to go into a low. Because it's faster than both his low strings( 11 frames, like D.1), it doesn't require as much timing to stuff-incoming wake-ups.It can't be hit-confirmed, so you're taking a minor risk, but Double Punch is safe so it's not too problematic if you can armor out. Making them respect this lets you start hitting them with b.23 combos for more carry.
When Venom 3 is activated, F.2.Down takes on a whole new level of pressure. It becomes armored which allows you to stuff almost everything in general and makes it a powerful check as well as a whiff punishing move. It gains the ability to stuff armor moves, making it potent in dealing with characters who have a lot of it, like Doomsday and Lex Luthor.
Bane is amazing when he gets in. I would say he's close to unmatched up close when in the right hands. He's got some vicious tools, and the frame data to back it up.
~
You'll find d.1 to be a huge part of his pressure. It's 11 frames which is a bit slow for a poke, but it makes up for it with incredible reach. Hitting low, it's +3 on block, and +17 on hit! D.1 links into Double punch for a low overhead mixup that leaves you at only -4. Making them respect the mix up opens up your options.
B.1 is an equally useful tool. At +12 on block, it gives you some nasty frame traps to lock people down. It's a bit slow at 17 frames of start up. A blocked b.1 gives you a free d.1 for mix-ups and a just frame standing 2 that hits mid, catching people trying to crouch block. Standing 1 hits high but you have some leeway on the execution window. It's +16 on hit so you can keep the pressure going.
F.1 is a bit iffy because it's 21 frames, but it's +7 on block and +5 on hit. Because of its animation it's useful for fooling people into thinking they can punish, but you've got a good 4 frame low to stuff their reversal with.
F.2+down is surprisingly good despite its odd inputs. It's an 11 frame overhead that's neutral on block - quite a good deal if you ask me. It moves him forward a good space, making it quite a footsie tool. At level three venom, this becomes armored, making it even deadlier in footsies.
B.2 1 and B.2 3 are amazing strings, both advantageous on block. The former hits overhead and the second launches for a full combo(can hit confirm into wall bounce). You're completely safe after these but your opponent might think otherwise - take advantage of that. B.21 is +4 on block - b.23 is +5.
113 is another advantage string; being +3 on block, it's a string that hit confirms easily . The first hit is high so you should be wary of this(the second is mid, last is overhead), some may stuff your attempt if they crouch it.
His sweep move (d.3), while not safe on block, is a good check. On hit it grants an untechable knockdown and you can follow-up with a Venom c.grab on their wake-up. You have to commit to the move though so don't let them expect it.
~
Off a landed d.1(on hit) you can go for a blockstring, be it 113, a just-frame(or close to it) low string(b.1 is 17 frames; b.2 is 18 but it has more combo potential.) or mix it up with the 11-frame overhead in f.2+down. You can open them up a little more with throws or go for a command grab. On block, you can mix-up with the double punch, which is incredibly difficult to fuzzy guard, or another d.1 to get the frame advantage if they expect the overhead D.P.
After strings, if you don't have Venom activated simply go into Double punch for the extra chip and meter. You're only at -4 so you don't have to worry about getting blown up, though having the armor is always helpful.
If they're too respectful of the immediate* Double Punch follow-ups, then start hitting them with 113; it's free chip and meter for you and it lets you run down the time if you're on Venom recovery. It starts as a high hitter so if you see them start trying to crouch, it's time to D.P that bitch.
*When you're on Venom, you don't want to link a block string right into the Double Punch; rather, you want to complete the string, THEN do the inputs a short time later. You can further delay them to provoke some kind of poking and armor through to keep them nervous
COMMAND GRABS
The command grab, simply put, is awesome. On knockdown, you can generally check them for free with one of these provided you can time it right. At 20 frames, it's a little slow, but it more than makes up for it with reach that's absolutely absurd and dealing close to 20% in damage.
By meter burning your command grab, you are able to deal more damage and throw the opponent. What the moves list does NOT tell you, however, is that by holding backwards, you can throw the opponent BEHIND you. So with a smart use of the command grab or in a tick throw(mentioned just below) this essentially can reverse corner pressure entirely.
With Venom, command grab gains a hit of armor. This makes it even better at countering wake-ups, particularly ones that are invincible through the duration or ones you might not be too adept at punishing without the armor to absorb the hit. This can essentially give you a parry after a knockdown and like I said, tick throws and the like turn this into a true 50/50 with double punch thanks to their ability to absorb hits and shove you back in. Also nice if you manage to score a combo with your back to the wall (113 Command grab is your best bet since it's 9 frames and a decent punisher.)
It should be noted that the input for Command Grab is much simpler than you think. While it is down, back, forward 3, there's a trick to it; by pressing down, back, you can delay the forward 3 up to a short time after and the command grab still comes out. (For those who have difficulty with the inputs.) This works for ALL command grabs in the game.
TICK THROWS
When up close, Bane has access to several 'tick throws' that he can use with his command grab to add another element to his pressure.. A tick throw is when you hit the opponent with a move and then cancel into a command grab, which becomes active as their block-stun ends. The three I have found are as follows -
D.1 - Links into command grab and Double Punch. There is a gap big enough for some characters to Reversal out of it, but making them respect Double Punch can 'fix' the problem in a way. This problem of reversals can also be solved by Venom, which armors your command grab.
1 - Standing 1 cannot be interrupted by moves, but it hits high. Ideal situation is to use it at max-range if someone's trying to come in.
B.11 - Cannot be interrupted by reversals. Two lows that you can block confirm into command grab or hit confirm into 3~Double Punch/Venom Uppercut.
D.2 - Anti air that does not link to command grab on grounded opponents but you can cross up safely vs most of the cast.
B.2 Low that links into command grab. Cannot be interrupted.
ON KNOCKDOWN
Knockdowns are a very important part to keeping Bane's pressure going, as it opens them up to a 50/50 and lets him keep pushing people to the corner. In addition to straightforward mix-ups, be sure to add in tick throws, cancels, and the occasional armored check.
f.2.down is great for checking people on wake-ups if they're expecting you to go into a low. Because it's faster than both his low strings( 11 frames, like D.1), it doesn't require as much timing to stuff-incoming wake-ups.It can't be hit-confirmed, so you're taking a minor risk, but Double Punch is safe so it's not too problematic if you can armor out. Making them respect this lets you start hitting them with b.23 combos for more carry.
When Venom 3 is activated, F.2.Down takes on a whole new level of pressure. It becomes armored which allows you to stuff almost everything in general and makes it a powerful check as well as a whiff punishing move. It gains the ability to stuff armor moves, making it potent in dealing with characters who have a lot of it, like Doomsday and Lex Luthor.