In this video, i demonstrate some peculiar setups leading to Bane's F3 and B3 crossing over the opponent on their wakeup.
the base idea was to find a way to help further bane's meterless damage output without relying on venom to always buff damage into threatening amounts.
the following is a written breakdown of each setup explained and showcased in the video:
1. f2d2, instant f3.
this results in the F3 crossing the opponent up, Bane's f3 is +9 on block so even if the opponent successfully blocks this you are guaranteed a d1 into whatever followup you choose, on HIT Bane is left facing the corner, and any followup you attempt will miss, so to avoid this, you must dash out of the corner instantly first, and then follow up to make your combo connect properly.
the main idea of this is to give f2d2 some use in the corner over a raw f3.
2. b23, b11, forward dash, b3.
this works by utilising the odd grounded time after an airborne b11, the timing can throw off opponents mashing tech roll, and as demonstrated even a successful tech roll isn't a surefire way out.
you want to time your b11 to hit the opponent as low down to the ground as you can, to ensure both hits land, and the followup dash must come instantly in order for the b3 to time as a crossup.
the timing for the b3 also forces the opponent into block if you MB the b3 and they do not backdash, and as it's a b3 it also beats jumps as well as numerous wakeup attacks.
the only way to punish Bane for this is to tech roll and backdash, but this only punishes bane if he actually goes for the b3, the Bane player can always chase down the backdash on prediction and punish it, so typically you only want to attempt this after the opponent has been conditioned to not backdash on every wakeup.
3. b23, d2, j2, forward dash, f3/b3
this is by far the easiest to time out of all the setups showcased, this involves again, changing up the tech roll timing on the opponents landing, and making the most out of Bane's recently buffed d2, i reccomend you mix this up along with the previous b23 setup to alter between the tech roll timings of the two.
something useful with this is how both of bane's f3 AND b3 crossup here, the biggest differences between the two being b3 bags more damage on hit, but f3 is alot safer and is actually +9 on block, so it's completely down to the discretion of the player as to what they would rather use.
this has the same possibilities to beat wakeups and tech rolls as before via use of meter burn on the b/f3, and can also be escaped via techroll into backdash.
4. MB double punch (corner)
After any MB double punch in the corner, Bane has the ability to instantly dash forward, and neutral jump into a complete 50/50 on the way down.
j1 will always hit in front, and will easily combo into 113, giving you the option for max damage in the corner should it land, and if blocked will leave you at +3.
jd3 will hit behind the opponent, and will also combo into 113, but as showcased the only way to further corner your opponent after, is to end your combo in MB command grab, which puts them back in, if blocked you corner yourself and leave yourself - on block.
the jump reverses your opponents wakeup input, which many characters can do, but nonetheless, it is useful.
this can be escaped by your opponent reversing their backdash.
I am aware this is mainly just gimmicky tricks, but the more you know and the more you have available to you, the better, imo.
hopefully this is helpful to some of you, let me know what you think, all feedback welcome!
- RZR|CG Mustard