AA25Mamba
Batman, Scarecrow, Bane
I've been messing around with ways to get in on opponents and stay in as well as mixing them up from knockdowns. So far, I've found this:
The first part of the video shows a way to apply pressure with the Double Punch. It has hits of armor with venom, so if can approach without taking the hit stuns. After you make a hit with it, you can dash toward the knock down and go into another Double Punch. The key is to dash forward as Bane's second punch swings through. He will dash as the opponent is still on the ground. After the dash, you can immediately input another Double Punch. This forces the opponent to respect the overhead double punch, which opens up changes for lows.
In the second part, I show other strategies after scoring a knockdown with the Double Punch. After conditioning them to block high, you can input the Body Press without having to take a step forward. The reach will connect from that distance. Then, you can dash forward after a double punch connects and go into Bane's low starter, the Back 2, 3.
Then, if you're stuck in a corner, Venom up with a Double Punch Wakeup attack. If it connects, you can dash forward into the low starter into: 123, ring toss. This ring toss will put the opponent in the corner and you can follow up with more pressure.
Other than that, I show some super move combos. A couple ways to Venom up with them though:
1.) Activate venom as the grab for the super is going to connect
0r
2.) Activate venom as the Back 23 combo starter hits.
Now, what about the Tech Roll?
This one shows that the Double Punch, and low starter will still connect with the dash forward. So, even if the opponent tech rolls out of the knockdown, you can still apply pressure. (There are a couple whiffs in this video.)
And what about other setups outside of the Double Punch and Back 23 starter?
This shows how to connect the Body Press on opponents that Tech Roll. You still have to dash forward and input the Body Press. And this requires fast fingers.
Now, these are decent strategies to use to apply some mix up pressure. They're a tad more complicated that simply pressing buttons, as it requires dashes and multiple directional inputs.
Concerning Venom, I like to start with a LVL 1 and progress as the previous LVL of Venom expires. I feel as if this allows constant pressure with the benefits of armor. Otherwise, if you didn't progress with Venom, the first level would expire and result in less damage and a weaker offense for Bane.
I haven't tested these against Wake Up attacks to see which it will stuff. I also haven't though about applying the overhead F2D punch into this either. I know that F2D punch can be chained to the Body Press, but I have yet to get that.
So, feel free to add anything, give critique and by all means, help think of more ways to apply pressure with the big guy!
The first part of the video shows a way to apply pressure with the Double Punch. It has hits of armor with venom, so if can approach without taking the hit stuns. After you make a hit with it, you can dash toward the knock down and go into another Double Punch. The key is to dash forward as Bane's second punch swings through. He will dash as the opponent is still on the ground. After the dash, you can immediately input another Double Punch. This forces the opponent to respect the overhead double punch, which opens up changes for lows.
In the second part, I show other strategies after scoring a knockdown with the Double Punch. After conditioning them to block high, you can input the Body Press without having to take a step forward. The reach will connect from that distance. Then, you can dash forward after a double punch connects and go into Bane's low starter, the Back 2, 3.
Then, if you're stuck in a corner, Venom up with a Double Punch Wakeup attack. If it connects, you can dash forward into the low starter into: 123, ring toss. This ring toss will put the opponent in the corner and you can follow up with more pressure.
Other than that, I show some super move combos. A couple ways to Venom up with them though:
1.) Activate venom as the grab for the super is going to connect
0r
2.) Activate venom as the Back 23 combo starter hits.
Now, what about the Tech Roll?
This one shows that the Double Punch, and low starter will still connect with the dash forward. So, even if the opponent tech rolls out of the knockdown, you can still apply pressure. (There are a couple whiffs in this video.)
And what about other setups outside of the Double Punch and Back 23 starter?
This shows how to connect the Body Press on opponents that Tech Roll. You still have to dash forward and input the Body Press. And this requires fast fingers.
Now, these are decent strategies to use to apply some mix up pressure. They're a tad more complicated that simply pressing buttons, as it requires dashes and multiple directional inputs.
Concerning Venom, I like to start with a LVL 1 and progress as the previous LVL of Venom expires. I feel as if this allows constant pressure with the benefits of armor. Otherwise, if you didn't progress with Venom, the first level would expire and result in less damage and a weaker offense for Bane.
I haven't tested these against Wake Up attacks to see which it will stuff. I also haven't though about applying the overhead F2D punch into this either. I know that F2D punch can be chained to the Body Press, but I have yet to get that.
So, feel free to add anything, give critique and by all means, help think of more ways to apply pressure with the big guy!