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Enter the Bane: General Discussion

Cursa

Counterpoke with armoured DB2 at all times.
As a (shitty) Black Canary main, I would like to know what you think about the match up. I feel that Canary runaway game (backflip meterbuild) destroys Bane. I never struggle vs a Bane of my level.
As a shitty Bane main (heh), I think the worst part is canaries who do wakeup flip and just dodge command grabs, which negates the armour entirely.
 

Cursa

Counterpoke with armoured DB2 at all times.
From my experience using Bane I have some struggles with Green Arrow (the worst), Doctor fate, Wonder woman, Sub zero, Superman and Swamp thing. But I do want to know what people think about his matchups but there are not a lot of Bane players out there.
I think I'd add Flash to that list and maybe captain cold. Bane v Cold feels bad for Bane but idk man kinda hard finding captain cold mains to test it well against. Bubble still does what it did before and it SUCKED for Bane before.
 

ApexPredator1509

☕️ ☕️ ☕️
I think I'd add Flash to that list and maybe captain cold. Bane v Cold feels bad for Bane but idk man kinda hard finding captain cold mains to test it well against. Bubble still does what it did before and it SUCKED for Bane before.
Never really had much trouble with cold but maybe I have not faced a good one yet. His zoning is pretty weak and his normals are not the greatest so bane shouldn't have much trouble getting in. Why flash if I may ask?
 

ApexPredator1509

☕️ ☕️ ☕️
As a (shitty) Black Canary main, I would like to know what you think about the match up. I feel that Canary runaway game (backflip meterbuild) destroys Bane. I never struggle vs a Bane of my level.
I usually time my forward dashes and try to catch canary with a down 1 but If the bane player only uses the charge that's on him. The forward and backward flips on wake up are defintely annoying though.
 

Cursa

Counterpoke with armoured DB2 at all times.
Never really had much trouble with cold but maybe I have not faced a good one yet. His zoning is pretty weak and his normals are not the greatest so bane shouldn't have much trouble getting in. Why flash if I may ask?
I find he breaks armour pretty well and can literally kill you if he catches you in debuff. He basically matches you in damage but is way safer.
I also find he builds more meter than Bane
 

ApexPredator1509

☕️ ☕️ ☕️
I find he breaks armour pretty well and can literally kill you if he catches you in debuff. He basically matches you in damage but is way safer.
I also find he builds more meter than Bane
You have some solid arguments there. At least the flash player needs some skill in the MU. It feels like wonder woman and green arrow can be a total nightmare for bane with very little effort for the other player. Starfire feels really tough as well.
 

Ant perez

PerezGomez
I think Bane v Flash is a straight up 5-5,Flashes normals all get beat out by S1 in the neutral,and sonic pound gimmicks can be armored out of every time,and on knockdown he has to guess like everyone else lol I’ve run that matchup way to much
 

Cursa

Counterpoke with armoured DB2 at all times.
You have some solid arguments there. At least the flash player needs some skill in the MU. It feels like wonder woman and green arrow can be a total nightmare for bane with very little effort for the other player. Starfire feels really tough as well.
Tbh it's probably just me cause I think fighting flash is cancer. Like hey you failed to anti air my jump in? Time for a 50/50 into 40+% into corner carry + meter build + oki.
 

BanTheTesters

“My AGENT is tougher than you...”
Moderator
Whats up guys? Joker main here...seriously thinking about picking up bane...having a bit of trouble opening ppl up.

Not sure what string to punish ppls combos with and not sure when to go for command grab (or what move to buffer it with as well)...also not sure which normals to use etc..seems like ppl interrupt most of banes stuff with just d2 or d1 with the usual..and struggling with characters who have projectiles..

Id definitely love some tips on how to play bane..


Hope you all will welcome me with open arms lol!
 

Cursa

Counterpoke with armoured DB2 at all times.
Getting poked out as Bane is pretty common indeed. His D1 is a low but comes out at 11 frames and is his fastest normal. Because of this, Bane sometimes has trouble counter poking or punishing some moves. I find Supermans F23xxDB2 difficult to pressure out of (even though it's -1) since you basically have to commit to some sort of armoured special if you think he's going to press a button.

As for opening people up, Bane can certainly do that quite well if you plan your attack and mix correctly. It is very much about conditioning your opponent to respect your knockdown options and forcing them to understand that wakeup attacks, backdashes and neutral jumps can all be stuffed by Bane with the correct attack.

The obviously answer to wakeup attacks is armoured special (Usually command grab), but some wakeup do get around this or break armour. For example, Superman Rising Grab often gets around a meaty command grab, but is super punishable. Darkseid has his BF3 MB which hits twice and can break armour. I haven't fought a lot of Darkseids so I can't give a solid answer against this but I don't believe it breaks armour if you use a faster armoured special (Such as DB2)). Most backdashes can be caught with a meaty command grab also, but some like Catwoman and Harley have excellent backdashes and can be difficult to catch (You can catch Harley's but the timing is tough, unsure about Catwomans) but if you find it hard F2 is a good normal on a read but is unsafe and doesn't combo.

Once you think you have your opponent conditioned into guessing between what their wakeup options are, is where Bane truly becomes scary. For example, if you've used command grab as your meaty for the last few knockdowns, try going for B23 instead. B23 is a full launching string (BnB is B23 B23 123 Air Grab) and gets Bane a LOT of meter less damage, it's like 400 something without venom so think of that. I am beginning to use command grab and armour more as a conditioning tool to allow for Bane to get his big boy damage from his normals. I'm sure you've seen the videos of Biohazard going for a bounce cancel and getting something like 800 on some dude with level 3.

Mixup options often including armoured command grab or a tick throw. Bane has a lot of normals he can tick throw from, which include D1, D2, B1, B11, B23, 112D, F2D and some more that I forget. D2 is usually my go to since it also catches neutral jumps and is pretty good when used as a meaty. F2D is also an excellent anti air and catches some backdashes really well, plus it's armoured in level 3. 112D and B23 are excellent due to the damage Bane can get off them for 2 bars (Bounce cancels).

Projectiles are definitely Bane's bane. He has an excellent forward dash in terms of distance covered, which is like half the screen, but it has a lot of recovery making it hard for him to duck/dash between projectiles. Armoured Raging Charge seems like a good option at first and works against lower level people but it has a lot of options that stuff it. Multi hitting projectiles, Neutral jumps into punish, MB B3, and it's still negative (although with pushback) if it even hits. But remember that it is still an option and can be used against characters such as Darkseid or Starfire (On reads of star dust)

In summary, Bane definitely isn't in the best position tier wise, but if you can get him rolling it works quite well. Advice for when to use command grab is very difficult to give since it majorly depends on how your opponent reacts to your approach. If you do something like a really long range forward dash with venom up, many people do Jump Back in order to dodge a command grab. D1 is an excellent tool to use in the neutral with command grab due to their range (Command grab catches REALLY far)/ Buffering with DB2 is good if you expect your opponent to press buttons since it's his fastest armoured special (and can interrupt a lot of strings if you look at my other thread I made). You really need to just understand how your opponent reacts to Bane in general in order to understand which specials are best for them. Obviously DB2 isn't going to help if your opponent decides to block/run away, but works if your opponent attempts to challenge you with a string.

This got REALLY long and I only just woke up so this is probably in tatters, but ask any questions you need.
 

Undergroundepict

I am like the blue rose
^Don't forget, one of our best options on oki is to forward dash on read to catch and punish an opponent's wakeup backdash. It's a hard read, but Bane is all about those, and once you condition your opponent by stuffing his wakeup a few times in a row, you can be damn sure all he wants to do is get the hell away from you. Forward dash into command grab, 112d, or b2. It's certainly less risky than raw f2, IMO. A large portion of Bane's gameplan ultimately comes down to reading and chasing down opponent's backdashes.

Jd3 is also an option against some characters; particularly those such as Aquaman whose wakeups leave them stationary and do not anti-air. Jd3 oki crosses up and can be ambiguous af.

With regard to Superman's f23xxbreath pressure, Bane can interrupt a f2 after breath with his 7 frame s1. His s1 has very decent range as far as s1's are concerned, and his 11 is one of the great armor breaking strings in the game, with both hits coming out in a total of 14 frames.

IMO, aside from oki, his base gameplan should revolve around d1 jails. His d1 hits low and has a massive 17 frames of hit advantage, meaning it jails into basically all of his normals except for b2. Primarily, you should be jailing into 112d, building meter and setting up a nice mix between 112d2 for plus frames/catching jump out attempts or 112dxxBane Bomb tick throw on block. Can be hit comfirmed into either 112dxxBane Bomb, 112d3 for corner carry/hard knock down, or 112dxxbounce cancel for massive damage. At max d1 range, you will need a slight walk forward in order to connect the s1; you have enough advantage to do this and still jail.

Other good options after d1 include d2xxBane Bomb tick throw, or b1/b2 mix.
 

ApexPredator1509

☕️ ☕️ ☕️
^Don't forget, one of our best options on oki is to forward dash on read to catch and punish an opponent's wakeup backdash. It's a hard read, but Bane is all about those, and once you condition your opponent by stuffing his wakeup a few times in a row, you can be damn sure all he wants to do is get the hell away from you. Forward dash into command grab, 112d, or b2. It's certainly less risky than raw f2, IMO. A large portion of Bane's gameplan ultimately comes down to reading and chasing down opponent's backdashes.

Jd3 is also an option against some characters; particularly those such as Aquaman whose wakeups leave them stationary and do not anti-air. Jd3 oki crosses up and can be ambiguous af.

With regard to Superman's f23xxbreath pressure, Bane can interrupt a f2 after breath with his 7 frame s1. His s1 has very decent range as far as s1's are concerned, and his 11 is one of the great armor breaking strings in the game, with both hits coming out in a total of 14 frames.

IMO, aside from oki, his base gameplan should revolve around d1 jails. His d1 hits low and has a massive 17 frames of hit advantage, meaning it jails into basically all of his normals except for b2. Primarily, you should be jailing into 112d, building meter and setting up a nice mix between 112d2 for plus frames/catching jump out attempts or 112dxxBane Bomb tick throw on block. Can be hit comfirmed into either 112dxxBane Bomb, 112d3 for corner carry/hard knock down, or 112dxxbounce cancel for massive damage. At max d1 range, you will need a slight walk forward in order to connect the s1; you have enough advantage to do this and still jail.

Other good options after d1 include d2xxBane Bomb tick throw, or b1/b2 mix.
Wanted to do a write up but you covered everything pretty much. 112d2 is indeed great after a confirmed d1 but females like harley quinn can backdash after 11 and make the whole thing whiff for a full combo. So yeah you have to learn/test a lot of MU specific stuff against all the characters wakeup/ backdash/ jump options.
 

Cursa

Counterpoke with armoured DB2 at all times.
112D2 also starts as a high and a good amount of ranked players like to mash D1/D2 out of negative frames. Have to force them to respect it.
 

ApexPredator1509

☕️ ☕️ ☕️
112D2 also starts as a high and a good amount of ranked players like to mash D1/D2 out of negative frames. Have to force them to respect it.
Pretty sure i'm not the only bane player elbow dunking sometimes after that string because so many players just mash out of everything :D
 

Cursa

Counterpoke with armoured DB2 at all times.
For reals though batman matchup sucks so hard. I played a good one today in ranked and just got bodied the whole set. Not used to playing a character who has some arguably 7-3 matchups.
 

Cursa

Counterpoke with armoured DB2 at all times.
That would give him launching armored 50/50 lol
Give something to the MB cause it's useless as shit rn.

You know what it's most useful thing is? It has the longest animation so it is better to use as an ender so that venom comes back quicker, and it's the worst to use with venom for the same reason.