RYX
BIG PUSHER
Doombawkz
PND_Mustard
Short list of what I feel to be good and bad about Bane right now
PROS:
- Bane has really good reach on his normals and can harass a good portion of the cast with mix-ups.
- Venom grants him a damage boost and armor on his special moves, allowing him to negate some zoning.
- Frame traps and tick throws make for a dirty pressure game, combined with Venom armor he can be very lethal.
- One of, if not the best, corner game right now, able to lock you down with pressure, grabs, etc.
- Great cross-up in j.d+3
- Can use the environment for untechable knockdowns and set people up for 50/50's.
- Decent whiff punish in f.2, pushes people to the corner(although I'd say f.2.down is better, faster, and safer)
- Venom + environment sets Bane up for huge damage and a 50/50 that kills you for guessing wrong in some situations; essentially a death combo that he's still safe on. Doesn't work on all stages, but for every stage he can get at least 50%.
- Good dashes that cover a lot of space.
- Strong meter building up close to compliment his pressure game; gives him ability to stock up for a clash if necessary.
- Double Punch is a safe advancing move that hits overhead, good for checking people coming in, jumping out, or trying to poke.
CONS:
- Struggles somewhat with zoners, his forward dash being a bit slow, so he has to react and dash immediately to avoid eating some follow-ups.
- Going into higher levels of Venom is risky in some match-ups unless you're able to assure the kill due to the ridiculous debuffs.
- Difficulty with characters that can stuff his armor and others that can beat him in the footsies department.
- It feels like there are times where he's forced to Venom up to get in. This could be a personal issue though.
- Seems to have issue with the keepaway game that almost the whole cast can play, due to not having any counter-zoning ability(lack of projectile)
- Charge isn't good outside of armoring through zoning; can be punished with MB wall-bounce on reaction by most of the cast.
- Super is gimmicky when used naked and whiffs for no reason at times - other times it will whiff just by jumping around it, so your meter is wasted for nothing.
PND_Mustard
Short list of what I feel to be good and bad about Bane right now
PROS:
- Bane has really good reach on his normals and can harass a good portion of the cast with mix-ups.
- Venom grants him a damage boost and armor on his special moves, allowing him to negate some zoning.
- Frame traps and tick throws make for a dirty pressure game, combined with Venom armor he can be very lethal.
- One of, if not the best, corner game right now, able to lock you down with pressure, grabs, etc.
- Great cross-up in j.d+3
- Can use the environment for untechable knockdowns and set people up for 50/50's.
- Decent whiff punish in f.2, pushes people to the corner(although I'd say f.2.down is better, faster, and safer)
- Venom + environment sets Bane up for huge damage and a 50/50 that kills you for guessing wrong in some situations; essentially a death combo that he's still safe on. Doesn't work on all stages, but for every stage he can get at least 50%.
- Good dashes that cover a lot of space.
- Strong meter building up close to compliment his pressure game; gives him ability to stock up for a clash if necessary.
- Double Punch is a safe advancing move that hits overhead, good for checking people coming in, jumping out, or trying to poke.
CONS:
- Struggles somewhat with zoners, his forward dash being a bit slow, so he has to react and dash immediately to avoid eating some follow-ups.
- Going into higher levels of Venom is risky in some match-ups unless you're able to assure the kill due to the ridiculous debuffs.
- Difficulty with characters that can stuff his armor and others that can beat him in the footsies department.
- It feels like there are times where he's forced to Venom up to get in. This could be a personal issue though.
- Seems to have issue with the keepaway game that almost the whole cast can play, due to not having any counter-zoning ability(lack of projectile)
- Charge isn't good outside of armoring through zoning; can be punished with MB wall-bounce on reaction by most of the cast.
- Super is gimmicky when used naked and whiffs for no reason at times - other times it will whiff just by jumping around it, so your meter is wasted for nothing.