I'm having a ton of trouble with Raven, Deathstroke, and Hawkgirl. It seems that there aren't many Raven or Hawkgirl players (or a lot of the characters for that matter), so it's obviously hard playing against characters you have little experience with.
I suppose it doesn't help that I'm new and I suck which results in me missing my combos when the opportunities present themselves
Against Raven, don't be afraid to YOLO venom charge her when her super isn't up, since she has a hard time fending it off. Your venom will allow you to take away her best asset, being the full-screen grabs. IMO this is completely in our favor since we can punish her teleports with d.2 and venom upper, and our armor takes care of all of her wake-up game. Being level 1 venom charge is safe on block, make her respect your attacks by following with the double punch as it'll get you that last bit of distance and she will likely try to punish you for it. Once she hits the wall, its over for her since you can just put her back in using tools like 113 air grab which sweeps her back over there.
Hawkgirl is also in our favor though its not as appearent, however venom uppercut reaches her max flyng height and the armor eats through any response. From there its like raven in that our venom will take care of any kind of wake-up game she has. Our only problem is getting past her air mace game, but if you can manage that you should be set to go.
Against deathstroke its all about management. His wake-up game isn't exactly the strongest, but his range keeps us out because despite our floaty jumps we can't avoid it due to our hitboxes being huge. Venom 3 makes us projectile immune but the drawbacks become evident once he gains more distance. IMO this is probably Bane's worst MU tied alongside Superman because of how much you have to commit and the problems if you cant manage the distance. Our only saving grace is his wake-up game being so weak. If you can get the knockdown, you should be able to guard and keep close because his 2 best options are the vergil and the sword spin. Stalling it out with a dashing normal grab (his animation if you do the forward grab is about 2 seconds and keeps them really close) and all should net you enough time to get your venom back. At level 1 venom we can crush out 90% of his wake-up game using c.grab, double punch, and charge. Work through your b.23 and f.2d game and you should be set. Personally I like to end off my chains in this MU with the venom double punch and EX since once deathstroke gets cornered he has the worst time against us. Literally against cornered deathstroke you can force him to drop his options, the only two being a grab which your venom anything beats, and the vergil to try to escape which you can block and counter with 113 air grab which puts them right back in the corner again. You have to guess right more than the opponent and get in which is hard beyond belief, but if you do you'll find yourself in a good spot.
By the by, EX venom charge gives us some really heavy advantage that I'm suprised more people don't talk about, especially when it can be chained at the end of quite a few combos. If you land that venom charge and have the meter, I would openly suggest ending it as an EX since it puts you in bane's sweetspot.