Cursa
Counterpoke with armoured DB2 at all times.
Hey guys, I thought I'd compile a list of all the gaps that Bane can armour through. I've made a list for every characters but there's probably a lot still missing so if you find anything new just post it in the comments so we can continue bullying kids in ranked and get Bane nerfed finally.
There are gaps between cancelling into certain special moves which I have added for some characters but I left some out because it's going to take awhile to test and I'm kinda busy and just wanted to get a thread like this rolling. Also note that about 95% of these also work for MB B3/F3 with a few exceptions that armour break.
The hyphen (-) is where the gap is and is where you should try to do your armoured move of choice.
There are gaps between cancelling into certain special moves which I have added for some characters but I left some out because it's going to take awhile to test and I'm kinda busy and just wanted to get a thread like this rolling. Also note that about 95% of these also work for MB B3/F3 with a few exceptions that armour break.
The hyphen (-) is where the gap is and is where you should try to do your armoured move of choice.
Atom
B12 – 3
22 – 3
Can also armour through Trait if timed correctly.
B12 – 3
22 – 3
Can also armour through Trait if timed correctly.
Aquaman
112 – 3
F1 – 2
F12 – 3
112 – 3
F1 – 2
F12 – 3
Atrocitus
F12 – 3
F223 – DB1 (Low Puddle).
With Trait
22 – 3
B23 – 3
F12 – 3
F223 – DB1 (Low Puddle).
With Trait
22 – 3
B23 – 3
Bane
11 – 2
11 – D2
11 2D – 3
113
B1 – 1
1 – 2
B2 – 1
F2D – 1+3
F2D – 3
11 – 2
11 – D2
11 2D – 3
113
B1 – 1
1 – 2
B2 – 1
F2D – 1+3
F2D – 3
Batman
11 – 3
12 – 2
B11 – 2
B11 – 4
B23 (Gap is after he does the overhead but Batman is able to block charge in time).
Gaps between Up Birdarang string pressure (DB2 MB) work if Bane is ducking so the high part of the birdarang doesn't hit and therefore doesn't allow for Batman to break Bane's armour. If out of armour, Bane can also D2 through all of these gaps listed below. Batman can go for BF2 MB for plus frames that can't be interrupted but he cannot get combos from these unless he has bats out (and I don't think it can be done on reaction).
11 - DB2 MB
112 - DB2 MB
12 - DB2 MB
B1 - DB2 MB
2 - DB2 MB
22 - DB2 MB
223 - DB2 MB
11 – 3
12 – 2
B11 – 2
B11 – 4
B23 (Gap is after he does the overhead but Batman is able to block charge in time).
Gaps between Up Birdarang string pressure (DB2 MB) work if Bane is ducking so the high part of the birdarang doesn't hit and therefore doesn't allow for Batman to break Bane's armour. If out of armour, Bane can also D2 through all of these gaps listed below. Batman can go for BF2 MB for plus frames that can't be interrupted but he cannot get combos from these unless he has bats out (and I don't think it can be done on reaction).
11 - DB2 MB
112 - DB2 MB
12 - DB2 MB
B1 - DB2 MB
2 - DB2 MB
22 - DB2 MB
223 - DB2 MB
Black Adam
1 – 3
2 – 2
22 – 3
22 – B1
Gaps between strings cancelled into DF2 MB (Low Lightning) Black Adam can use this tool as a mixup tool when combined with some of his strings that have overhead enders. Bane can armour through this in a few situations and is an option select i.e. Bane will only do BF2 (My choice of move since Bane jumps over the low lightning) if BA chooses to do DF2 and Bane will block otherwise. Note that this setup CAN be armour broken is BA has his orbs out which DO count as a hit to armour, but happens less often since usually the orbs are gone before the gap arrives.
If you notice that BA is out of meter, you can do a MB B3 as a punish instead
11 - DF2
113 - DF2
112 - DF2
F12 - DF2
2 - DF2
22 - DF2
F2 - DF2
B2 - DF2
1 – 3
2 – 2
22 – 3
22 – B1
Gaps between strings cancelled into DF2 MB (Low Lightning) Black Adam can use this tool as a mixup tool when combined with some of his strings that have overhead enders. Bane can armour through this in a few situations and is an option select i.e. Bane will only do BF2 (My choice of move since Bane jumps over the low lightning) if BA chooses to do DF2 and Bane will block otherwise. Note that this setup CAN be armour broken is BA has his orbs out which DO count as a hit to armour, but happens less often since usually the orbs are gone before the gap arrives.
If you notice that BA is out of meter, you can do a MB B3 as a punish instead
11 - DF2
113 - DF2
112 - DF2
F12 - DF2
2 - DF2
22 - DF2
F2 - DF2
B2 - DF2
Black Canary
11 – 2
11 – 3
F1 – 3 (Bane doesn’t even need armor for this lol)
F13 – 3 (Wow this is a slow move)
2 – 3
2 - U3
11 – 2
11 – 3
F1 – 3 (Bane doesn’t even need armor for this lol)
F13 – 3 (Wow this is a slow move)
2 – 3
2 - U3
Black Manta
123 – 2
B11 U3 – D2
21 – 3
B2 – 2
123 – 2
B11 U3 – D2
21 – 3
B2 – 2
Blue Beetle
11 – 1
1 – 3
2 – 3
F2 – 3
3 – 3
Gaps in Blue Beetle's Float (Air DB2) Pressure
I'm not going to lie, I'm not the best blue beetle player so some of these may be incorrect and almost CERTAINLY not complete, but Beetle can use his DB2 in the air to mixup opponents in combination with cancelling into jumps, into another float, overhead/low starter and so forth. Bane has options in dealing with these by being able to armour through attacks that I believe D1's are not able to do (i.e. I think only Bane can do this). Assume all DB2 notations are in the air (Beetle doesn't have a DB2 on the ground) DB2 D is a Float Cancel.
JI(1 2 or 3) DB2D - JI (1 2 or 3).
13xxDB2D - J1
JI (1 2 or 3) - B2
Note that beetle can do something like DB2 BB to dash away from Bane and then whiff punish your reversal.
11 – 1
1 – 3
2 – 3
F2 – 3
3 – 3
Gaps in Blue Beetle's Float (Air DB2) Pressure
I'm not going to lie, I'm not the best blue beetle player so some of these may be incorrect and almost CERTAINLY not complete, but Beetle can use his DB2 in the air to mixup opponents in combination with cancelling into jumps, into another float, overhead/low starter and so forth. Bane has options in dealing with these by being able to armour through attacks that I believe D1's are not able to do (i.e. I think only Bane can do this). Assume all DB2 notations are in the air (Beetle doesn't have a DB2 on the ground) DB2 D is a Float Cancel.
JI(1 2 or 3) DB2D - JI (1 2 or 3).
13xxDB2D - J1
JI (1 2 or 3) - B2
Note that beetle can do something like DB2 BB to dash away from Bane and then whiff punish your reversal.
Brainiac
1 – 2
12 – U2
F2 D1 – 3
DB2 MB
Any string cancelled into trait. Allows for you to prevent Brainiac from doing B12xx4 in the corner, and punish him for it in return. Can be difficult to punish at max ranges so be careful with this.
1 – 2
12 – U2
F2 D1 – 3
DB2 MB
Any string cancelled into trait. Allows for you to prevent Brainiac from doing B12xx4 in the corner, and punish him for it in return. Can be difficult to punish at max ranges so be careful with this.
Captain Cold
1 – 2
12 - 2
F2 – 3
DB2 MB
1 – 2
12 - 2
F2 – 3
DB2 MB
Catwoman
11 – 2 (Armour gets broken but super still works)
12 – B3
1 – F2 (Armour gets broken but super still works)
B12 – D3
F11 – 2
F2 – U3
F2 – D3
3 – 3
33 – 3
33 – B2
Anything into DF1 it seems
11 – 2 (Armour gets broken but super still works)
12 – B3
1 – F2 (Armour gets broken but super still works)
B12 – D3
F11 – 2
F2 – U3
F2 – D3
3 – 3
33 – 3
33 – B2
Anything into DF1 it seems
Cheetah
1 – 1
B11 – D3
B1 – 2
2 – 2
3 – 3
33 – 2 (Literally any gap in this string can be armoured)
1 – 1
B11 – D3
B1 – 2
2 – 2
3 – 3
33 – 2 (Literally any gap in this string can be armoured)
Cyborg
11 – 2
11 – 3
1 – 2
11 – 2
11 – 3
1 – 2
Darkseid
1 – 1
1 – 2
2 – 2
22 -3
22 – 1+3
2 – 1
1 – 1
1 – 2
2 – 2
22 -3
22 – 1+3
2 – 1
Deadshot
12 - 3
B1 – 2
B12 – U3
B12 – D3
F1 – 2
3 – 3
12 - 3
B1 – 2
B12 – U3
B12 – D3
F1 – 2
3 – 3
Doctor Fate
11 – 3
B1 – D3
B1 D3 – 2
B1 D3 – U3 (Sometimes DB2 goes the wrong way so I use BF2)
F2 – DB2 (Oh boy I look forward to this)
DF1 MB
Can punish out of regular DB3 if Fate tries to use it to make himself safe on unsafe strings like B1 D3 U3
Can also punish out of certain traited DB3 setups such as B1 D3 U3 into 3 ankhs that all land on the same spot
11 – 3
B1 – D3
B1 D3 – 2
B1 D3 – U3 (Sometimes DB2 goes the wrong way so I use BF2)
F2 – DB2 (Oh boy I look forward to this)
DF1 MB
Can punish out of regular DB3 if Fate tries to use it to make himself safe on unsafe strings like B1 D3 U3
Can also punish out of certain traited DB3 setups such as B1 D3 U3 into 3 ankhs that all land on the same spot
Enchantress
1 – 2
B21 – 3
B2 – 3
Can punish 21 with DBF3
1 – 2
B21 – 3
B2 – 3
Can punish 21 with DBF3
Firestorm
11 – 2
11 – 3
B1 – 2
F133 – 2
BD2 MB (You can get BF1 out of this to close the gap while Firestorm is recovering)
11 – 2
11 – 3
B1 – 2
F133 – 2
BD2 MB (You can get BF1 out of this to close the gap while Firestorm is recovering)
Flash
11 – 2
F12 – 3
Anything into DF3
Anything into DF1
11 – 2
F12 – 3
Anything into DF3
Anything into DF1
Gorilla Grodd
11 – 2
22 – 1+3
22 - 3
11 – 2
22 – 1+3
22 - 3
Green Arrow
11 – 1
11 – 3
2 – 2
F2 – D1
DF1 MB
BF3 MB
DB2 MB
11 – 1
11 – 3
2 – 2
F2 – D1
DF1 MB
BF3 MB
DB2 MB
Green Lantern
12 – 3
2 - 2 (Only when crouch blocking).
B1 – 2
B1 – 3
F2 – D1
F2 D1 – 3
12 – 3
2 - 2 (Only when crouch blocking).
B1 – 2
B1 – 3
F2 – D1
F2 D1 – 3
Harley Quinn
11 - 2
1 – 2
F1 – 3
2 – F3
2 – B3 (On the second kick)
2 – D3
2 – U3
DF1 MB
(Air) DB1 MB
11 - 2
1 – 2
F1 – 3
2 – F3
2 – B3 (On the second kick)
2 – D3
2 – U3
DF1 MB
(Air) DB1 MB
Hellboy
1 – 1
11 – B2
22 – D3
22 – U3
F2 – 3
1 – 1
11 – B2
22 – D3
22 – U3
F2 – 3
Joker
1 – 1
11 – 2
B1 – 3
2 – 1 (Breaks armour but can still super the gap)
F23 – 2
323 (Last hit)
1 – 1
11 – 2
B1 – 3
2 – 1 (Breaks armour but can still super the gap)
F23 – 2
323 (Last hit)
Poison Ivy
121 – U3
21 – 3 (Can only be super’d)
31 - 3
DF2 MB
121 – U3
21 – 3 (Can only be super’d)
31 - 3
DF2 MB
Raiden
11 – 3
B11 – 2
B1 – 2
B1 – 3
F12 – 3
F1 – D3
21 – U3
F2 – B2
F2 – B3
3 – B3
Note that Raiden can break armour if he has his trait active and extends his strings. Be careful when attempting to armour these gaps since he gets full combos from most of these strings.
11 – 3
B11 – 2
B1 – 2
B1 – 3
F12 – 3
F1 – D3
21 – U3
F2 – B2
F2 – B3
3 – B3
Note that Raiden can break armour if he has his trait active and extends his strings. Be careful when attempting to armour these gaps since he gets full combos from most of these strings.
Red Hood
22 – 3
32 – 3
22 – 3
32 – 3
Robin
1 – 2
12 – 3
B12 – U3
B12 – D3
D1 – D2
2 – 1
B21 – 3
DB2 MB
1 – 2
12 – 3
B12 – U3
B12 – D3
D1 – D2
2 – 1
B21 – 3
DB2 MB
Scarecrow
11 – 3
12 – 3
B1 – 2
B12 – 1+3
22 – F3
B22 – 1
F21 – 3
DB1 MB
Delayed DB2 MB
11 – 3
12 – 3
B1 – 2
B12 – 1+3
22 – F3
B22 – 1
F21 – 3
DB1 MB
Delayed DB2 MB
Starfire
21 – 3
23 – 2
DB2 MB
Anything into trait, but you’re timing has to be fast and only works with DB2
21 – 3
23 – 2
DB2 MB
Anything into trait, but you’re timing has to be fast and only works with DB2
Sub Zero
1 – 2
B11 – D3
22 – 3
Anything into DB1
Anything into Klone (I punish with BF2)
1 – 2
B11 – D3
22 – 3
Anything into DB1
Anything into Klone (I punish with BF2)
Supergirl
11 – 2
21 – 2
F2 – 3
Anything into DF2
11 – 2
21 – 2
F2 – 3
Anything into DF2
Superman
1 – 1
11 – 2
DB1 MB
BF3 MB
1 – 1
11 – 2
DB1 MB
BF3 MB
Swamp Thing
11 – 3
B1 – 2
21 – 3
B22 – 3
B232 – 3
F2 – 1
F23 – 3
11 – 3
B1 – 2
21 – 3
B22 – 3
B232 – 3
F2 – 1
F23 – 3
Leonardo
1 - 1
1 - 3
21 - U3
F21 - 3
Raphael
F21 - 3 (Breaks armour aside from Super)
Donatello
B1 - 2
21 - U3
B22 - 3
F21 - 3
Michelangelo
21 - U3
B21 - 3
B1 - 2 (Breaks armour aside from Super)
1 - 1
1 - 3
21 - U3
F21 - 3
Raphael
F21 - 3 (Breaks armour aside from Super)
Donatello
B1 - 2
21 - U3
B22 - 3
F21 - 3
Michelangelo
21 - U3
B21 - 3
B1 - 2 (Breaks armour aside from Super)
Wonder Woman
11 – 3
B11 – 2
D1 – 2
22 – 3
B2 – 3
DB3 MB
11 – 3
B11 – 2
D1 – 2
22 – 3
B2 – 3
DB3 MB
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