hey man, could you talk bit more about the usual ways he tries to open up?
cheers
Bane tries to open you up by using grabs and armoured moves. Grabs have to be jumped to be avoided, so it can make it difficult on a read, since if you keep jumping he can do other things like D2 you out of the air. Tick throws also help, and strings that Bane can tick throw off of include D1, D1, S1, 112D, F2D, B1, B11, B23 and I think some others but they're the main ones.
Good Bane players can also interrupt gaps using his natural armour, which I suppose is a way of opening you up. It gives him a knockdown which is where his mixups become really good.
After Bane has gotten a knockdown, he has a lot of options, depending on what the ender was (some enders can be tech rolled, some aren't very plus so you can escape them easier etc.), but generally it's 50/50 town.
Bane can beat wakeups using his armour. Some wakeups are grab immune, but he can still use any other armoured move on a read. If he goes for grab, you have to jump to avoid it, or backdash as some characters such as Batman, Catwoman, or Superman, but this can also be beaten occasionally if he's plus enough
Since you might jump to avoid the grab, he might D2 or S1 as oki, which beats neutral jumps and can lead to a lot of damage. These can also be tick thrown if you don't jump.
He has a starting low that often catches a lot of people, as well as BF2 as an overhead, which is risky since it leads to little damage, but gives him a hard knockdown that is also +20 so he can do a lot off of it. B2 is his starting low and B23 B23 123 DB1 leads to usually 400 meterlessly without venom.
F2D is an overhead starter that can be tick thrown out of and also has armour in level 3 venom.
So yeah, he has a lot of options, but one bit of advice is that these are all read based attempts. Like he can't react to you waking up and then grab you in time. Tick throws are reads as well, and punishing gaps is also a read since you can stop the string early and just block and punish his attempt to armour the gap.
The most important thing is that everything Bane does is unsafe, minus a few exceptions that don't lead to much damage. All of his specials are unsafe, if you neutral jump a grab you can J2 as Firestorm I believe and punish him for big boy damage. Reads with armour are unsafe etc etc.
Ensure that you punish Bane as much as you can.