masuhdunkillyall
Aht Aht Aht!
I have ALOT of experience against a solid GL, and I know the matchup pretty well. Most of things people have posted about it being bad for bane are correct, but there are ways to mitigate it. I've learned to NEVER jump against him unless you can bait out the minigun from midscreen, at that point the startup on it is so slow you can jump and j.d3 or j.2 into combo on him..this is risky but it can work. Level 3 venom is useless against GL if the GL knows the matchup; they will trait up (or not even trait) and minigun all day. Lift and b.13 destroy Banes approach if GL plays cautious.
The best strategies I've found is to rarely ever charge. Instead dash in, activate venom, check with d1 cancel double punch or cmd grab, or just straight up dash in and venom double punch or venom uppercut if hes jumping shooting rockets. Once he's on the ground, you're golden as you can plow through his wakeups and if you decide to block on their wakeup, they will most likely use lift which you can punish with b.23. Also, you can back dash after blocking the first hit of GL's b.13...full punish with b.23 or 223. This is hard to do but with practice it works.
To edit a bit, as big_aug said, delayed venomed double punch or cmd grab will beat all of GL's wakeups. Just takes timing
The best strategies I've found is to rarely ever charge. Instead dash in, activate venom, check with d1 cancel double punch or cmd grab, or just straight up dash in and venom double punch or venom uppercut if hes jumping shooting rockets. Once he's on the ground, you're golden as you can plow through his wakeups and if you decide to block on their wakeup, they will most likely use lift which you can punish with b.23. Also, you can back dash after blocking the first hit of GL's b.13...full punish with b.23 or 223. This is hard to do but with practice it works.
To edit a bit, as big_aug said, delayed venomed double punch or cmd grab will beat all of GL's wakeups. Just takes timing