Maybe that's why Bane is bottom tier. HaHaHa.We keep it secret fool. Haven't you heard?
Mid tier, don't lump us in with Harley and Joker.Maybe that's why Bane is bottom tier. HaHaHa.
Ok Ok Ok. Fine prove it. Show me some 100+ % combos.Mid tier, don't lump us in with Harley and Joker.
Don't know if you realize we were the first ones with 100%+ combos. Week 1 143% combos should be on youtube somewhere.Ok Ok Ok. Fine prove it. Show me some 100+ % combos.
I know, that's why I want you guys to represent. This thread I made is a good chance for Bane players to show off their stuff.Don't know if you realize we were the first ones with 100%+ combos. Week 1 143% combos should be on youtube somewhere.
We are too cool for your thread. Plus who cares about a slew of impractical situational combos?I know, that's why I want you guys to represent. This thread I made is a good chance for Bane players to show off their stuff.
I'm not sure you should be speaking for all the Bane players in this thread. Unless you're the only one. ZING.We are too cool for your thread. Plus who cares about a slew of impractical situational combos?
Not much of a zing, but I guess if you aren't laughing at your own jokes, no one is.I'm not sure you should be speaking for all the Bane players in this thread. Unless you're the only one. ZING.
Not much of a zing, but I guess if you aren't laughing at your own jokes, no one is.
Don't call us, we'll call you.
Not really, most would say not at all. Sometimes you have to wait until they drop to the appropriate height so all hits connect depending on the string and if you hit them while they were jumping. A few practice sessions will give you that. Do not delay the specials that are enders and you should be fine.I've been trying the b23 combos listed in the first post and can't get them. I'm new to Bane, does he have strict timing/window on his combos?
There are a couple in there. The first two in the cancel/backround bounce part. I annotated them as BBRB since they say BB RB in the menu even though they can be done with DB.You should add in combos off of f.2,d, DB/DF MB. Costs 2 bars, but they do hella damage.
It does with raging charge though. Isn't that the OHVCS thing?f.2.d doesn't cause a "fast stand"
... lol...It does with raging charge though. Isn't that the OHVCS thing?
Okay then what is this fast stand stuff because Im in and out so much I'm mixing up tech.... lol...
The OHVCS is f.2.dxxRaging charge into a meaty super. They can't jump on reaction, backdash, or any of the like. They have to shove out an invuln command or grab immune to get out, which most people aren't accustomed to.
Fast stand is like b.23 where the moment they hit the ground they are already beginning to stand back up. Its a faster knockdown (soft knockdown) that lets us basically keep constant pressure by using this to lower our attack frames. Do b.23, then do a sweep or 123 and note the difference in standing timing.Okay then what is this fast stand stuff because Im in and out so much I'm mixing up tech.
Is it always related to venom charge? I'm noticing some buggy weirdness in that move in how it effects opponents. You already heard me mentioning that if you point blank it in the corner as he runs on top of their body the moment he starts to cross em up they slingshot along the floor to the opposite corner of the screen. If that move induces its super fast and impactful knockdown by using coding to generate a force I think it may be still generating that force as he dances on them and the person's hitbox gets tangled in the field or something shooting them. Just speculating that one, but its a move that does weird things to people.Fast stand is like b.23 where the moment they hit the ground they are already beginning to stand back up. Its a faster knockdown (soft knockdown) that lets us basically keep constant pressure by using this to lower our attack frames. Do b.23, then do a sweep or 123 and note the difference in standing timing.
f.2.d into charge is the OHVCS (overhead -> venom charge -> Super) which is a hard knockdown state where the opponent is close enough to get hit by a meaty grab or super, and unlike normal they are hit in a way where jumping out is impossible.
Neither are per-se "tech" so much as little tricks we have which cause unusual situations. Moves that cause a fast stand are pretty much anything that causes stagger on block, d.2 d.2, b.23, and to a point 113 does as well but its not consistant. Pretty much anything into a charge where you are hitting the charge from a point blank range can be counted as a VCS, but f.2.d is the usual one that gives reliable results and at level 3 acts as an armored overhead.
Went to practice and I think what my issue was after doing 123 I was inputting d, b, f, 3 too fast. I slowed it down and it seems to help.Not really, most would say not at all. Sometimes you have to wait until they drop to the appropriate height so all hits connect depending on the string and if you hit them while they were jumping. A few practice sessions will give you that. Do not delay the specials that are enders and you should be fine.