Nonameformedude
That Yung Big Body
I doubt the bane guide is getting made, and this is an aspect of bane play I still think is extremely important yet I see so little use of it so I want to keep this idea/playstyle alive and in the light as long as possible. This is the full list of interactable combos for all the maps. Some videos have been made for cartain combos by doombz nd ill post some in comments, but this is mostly notation and damage figures. Also leaving the text I had on the other post because I want you to read that shit, lol
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An element of the game I think people have been ignoring(starting to play around with in some scenes, but not enough)is the massive combo potential interactables have. Right now they seem to have a situational/random use, but I feel we shouldnt be looking at interactables the way we do. These are similarly occurring, combo extenders and enders that can grant really good damage and set ups. I think every character will be able to take advantage of them in their own special way(if they cant then they suck), and they will be able to pretty much repeat that way across all the maps with some variation. When we start to use interactables to enhance our combos we can reach touch of death damage in some cases(my sparing partner spent like an hour on batcave and found a 100% loop for 4 bars with batman. This loop starts from really any hit confirm..kinda dumb)all while looking really really hype.
I feel that bane is really strong in this meta as a power character. Most all of his interactable combos are unblockable otg resets that provide a hard knockdown, he uses no meter to access these combos(but can to increase damage), and his trait adds damage to the interactable. This leads me to believe superman is still the best in the game, but thats yet to be proven(he could remove wake ups as an option against any knockdown though..that'd be pretty broken). I really encourage others to see what their characters can do.
I have done a guide for all the interactables on each map that bane can play around with. This guide is 90% solid, unavoidable damage. Know that there are many more set ups, resets, and situational gimmicks that may pay off if you look around for it and try them out(bane has quite a few of these, only listed one that does 100% in the guide I believe).
I did pretty well keeping consistent with this guide, but there might be some errors. Note that 90% of these are combos that are unavoidable(I will state when tech rolls can avoid or if it only hits tech rolls). I also worked out better combos later into the guide I believe so if you see some new combos added thats why. Also there are no BGB(background bounce)combos in this guide. That interactable has its own specific properties in set ups that are talked about in the vortex thread which I will consolidate into one huge post later
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Interactable combos
Batcave:
Crime lab:
Right side Missiles:
Corner - midscreen carry meterless:
Cross up jd3, 11xxinteractable~dash, b3, j2, 12xxinteractable~body press 47% no venom 67% lvl 2 at b3 51%
Super reset gimmick 4 bars:
Cross up jd3, 11xxinteractable~dash, b3(go to lvl 3), j2, 12xxinteractable, 12~super. Super slightly after the opponent hits the ground. Only escapeable by some wake ups and supers. 100+%
Cross up charge gimmick:
Cross up jd3, 11xxinteractable~charge.
V1: Input charge when the opponent is hit by rockets. Cross up, beaten by wake ups, beaten by holding down
V2:Input charge slightly after opponent is hit by rockets. Non cross up, functions like normal charge.
30% no charge no venom, 34% no charge (lvl 2 at xxintractable)
45% with charge no venom, 52% with charge (lvl 2 at xxinteractable)
Easier corner meterless max:
Cross up d3, 11xxinteractable~dash, j2, 12xxBP. 43% no venom 51% lvl 2 at xxinteractable
Two bars carry:
Cross up jd3, 11xxinteractable~dash, f2dxxMBb3, j2, 1xxinteractable~BP 51% no venom 53% lvl 2 xxinteractable
Lagoon:
Electric wire fixture on:
B23, J2xxinteractable 33% as otg combo no venom 38% as otg combo lvl2 after b23, 32 % combo no venom 37% combo lvl2 after b23
This combos if done closer to the corner, otg's if the fixture is closer to being directly under bane. Otgs tech rolls too at proper distance.
B3, j2xxinteractable 33% as a combo no venom 39% lvl2 at b3, 34% as otg no venom 42% as otg lvl 2 at b3(51% at lvl3)
This combos if done closer to the corner, otgs if the fixture is closer to being directly in front of bane
Wires exposed:
There are many combos and situations to combo into this so ill just give basics to play around this one
these are good and practical starters into the wires:
b23 strings(harder to combo b3 after b23, 12 ect)
strings canceled into Vupper
strings canceled into mbb3 bounce cancel(some into mb f3 bounce cancel)
f2d2
b3
d2
It seems to be optimal to go for the b3 after the the wire juggle. Then going into j2, 113xxBP if the j2 connects. Can pretty easily squeeze 40+% no venom 50+% on venom confirm at the hit into the electric wires with low damage starters
Gothom City:
Rooftop:
Left Batsignal:
D2xxinteractable otg's for 25% no venom 30% lvl2 at xxinteractable. Otgs tech rolls too
Opponent in corner:
Cross up jd3, 113xxinteractable 38% no venom 43% lvl2 at xxinteractable. Otgs tech rolls too
Air conditioning unit:
Whenever you are in range to cancel into the interactable
D2xxinteractable otg's for 23% no venom 27% lvl 2 at xxinteractable
b23, d2xxinteractable 31% no venom 36% lvl2 after b23
Right side water tower:
Opponent in corner:
Cross up jd3, d2~njxxinteractable otg's for 34% no venom 39% lvl2 at xxinteractable, only otg's tech rolls(can probably add a j3 onto your d2).
Cross up jd3, 113~back jumpxxinteractable otg's for 38% no venom 43% lvl2 at xxinteractable, otg's tech rolls too
Alley:
Left side corner tanker:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 32% no venom 36% lvl 2 at xxinteract
Dumpster:
Lots of strings can cancel into the dumpster to otg. If you can always cancel into the interactable to otg as it does more meterless than any optimal combo. With venom its easy to get past 50% with this one
113xx
d2x interact
b23xxinteract
b23, d2xxinteract ( otgs for 33% no venom 40% lvl2 after b23)
b23, 1xxinteract
b23, 12xxinteract
b23, 123xxinteract
All of these otg on tech roll and non tech rolled knockdowns
Right side neon lights:
When in the corner
Nj3xxinteractable otgs for 31% no venom 36% lvl2 at xxinteractable, works pretty well on block for 20% no venom,
The Myscara:
Temple:
Left side corner fire pit:
Cross up jd3, d2, 1xxinteract otgs for 36% no venom, only otgs tech rolls
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom 43% lvl2 after first d2, otgs tech rolls too
Lion heads:
D2, jumpxxinteractable 23% 27% lvl2 after d2 otgs tech rolls too
B23, d2~ jumpxxinteractable 31% no venom 42% lvl 3 after b23, otgs tech rolls too, can be done whenever you are in range to immediately cancel your jump into the interactable
Right side tree:
Cross up jd3, d2, d2xxinteractable otgs for no venom 39% no venom 45% lvl 2 after first d2, otgs tech rolls too
Set ups after the tree otg:
To get cross up charge, mash d1 after xxinteractable to time. After d1 input charge immediately. Delay slightly for non cross up
For cross up f3/b3 off hard knockdown, mash d1 after xxinteractable to time then immediately dash and f3 or b3
Port:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom 39% lvl2 at xxinteractable, otgs tech rolls too
Hanging barrels:
d2~forward jump2xxinteractable otg's for 30% no venom 36% lvl 2 after d2, otgs tech rolls too
B23, j2xxinteractable otgs for 35% no venom 43% lvl 2 at b23, otgs tech rolls too
With both of these you have to be in range to cancel your jumps into the interactable.
Right side barrels:
Didnt find anything better than optimal bane bnbs, look into using barrels to zone in certain MU's
Asylum:
Cell block:
Right side torture table:
opponent in corner:
Cross up jd3, 113xxinteractable~dash, njxxinteractable double otg 56% no venom 65% lvl 2 at xxinteractable(75% at lvl 3)
This gives another hard knockdown and lets you set up what ever with a few frames of advantage. BP in lvl 3 will end the match and can be buffered as this combo ends
Set ups after the first interactable otg:
f2d~dash(to time), charge. Charge crosses up, delay charge input slightly to not cross up.
38% no venom no charge 43% lvl2 at xxinteractable, 53% no venom with charge 61% lvl 2 at interactable
f2d~dash(to time), f3/b3. B3 or f3 crosses up
Flower:
Otgs tech rolls and normal rolls:
D2, j2xxinteractable otgs for 28% no venom
b23, j3xxinteractable otgs for 36% no venom
B23, d2~jump interactable otgs for 31% no venom
Only otg's normal rolls:
d2~jumpxxinteractable
B23, 1~jumpxxinteractable 30% no venom
113~njxxinteractable 30% no venom
TV monitors:
otgs for tech rolls and normal rolls:
D2, j3xxinteractable 30% no venom
B23, j2xxinteractable 34% no venom
B23, d2, j3xxinteractable 37% no venom
Only otgs normal rolls:
d2~njxxinteractable
B23, d2~jumpxxinteractable 31% no venom
after a normal gravity b3 you can jumpxxinteractable and otg(or j3xxinteractable), works on tech rolls
Mess hall:
Burners with opponent in corner:
Cross up jd3, 113xxinteractable otgs for 40% no venom 45% lvl 2 at xxinteractable
Set ups off of this otg are the same as the ones in the same position in Cell block
Masks:
Works on tech rolls and normal rolls:
D2~jumpxxinteractable 23% no venom
B23, d2~ jumpxxinteractable 31% no venom
Chandelier:
D2, j2xxinteractable 30% no venom
B23, j3xxinteractable 38% no venom(easier link is b23, d2, j3xx)
B3, j3xxinteractable 39% no venom
only works on normal rolls
d2~jumpxxinteractable
B23, d2~jumpxxinteractable
Insurgency:
Command center:
Left side steam pipe:
B23, j3xinteract 33% no venom. Kinda difficult, unpractical
Midscreen Monitors:
D2, j2xxinteractable otgs for 28% no venom, hits tech rolls too(harder link with j3 instead of j2)
B23, d2, j2xxinteractable otgs for 35% no venom, hits tech rolls too
If in jump cancelable range:
~b3, j3xxinteractable
~b3, j2xxinteractable
~b3, jumpxxinteractable
All these options otg tech rolls too, are all higher than max normal combo damage, and all get increasingly higher than max combo damage with venom when venom is added(this scales off an otg instead of in a normal combo, guess that should have been said earlier is I was guna say it).
Luthors lab:
Light fixtures:
d2, j2xxinteractable otgs for 26% no venom(can use j3 for tighter link)
B23, j2xxinteractable otgs for 31% no venom(can use j3 for tighter link)
B23, d2, j3xxinteractable otgs for 35% no venom
Only otgs normal rolls:
D2, jumpxxinteractable otgs for 21%
B23, d2, 1~jumpxxinteractable otgs for 31%
Right side corner brain:
This interactable is a little weird because you can use it from the corner or from outside the corner. It also has some otg's that give standing resets instead of the normal hard knockdown. This makes me want to think that all otg's can for a stand if timed perfectly, but ill go into that later in the game
With opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom
B23, d2xxinteractable otgs for 33% no venom, if you delay your d2 you will get a restand that takes away their option to use a wake up. You arent in position to get a free combo, but you are in position to control space very well. Keeps opponent in corner.
You can get different otg's into this corner but they are ruined if the opponent tech roll wake ups.
Normal roll:
B23, 1, 1, 11xxinteractable 38% no venom
Cross up jd3 113xxinteractable 38% no venom
Watchtower:
Bridge :
Opponent in corner:
Cross up jd3, 11xxinteractable 28%
Cross up jd3, d2, d2xxinteractable 28%
Outside of this there is no otgs to make sure combos outside of the floating respawing interactable which follow the same notation as the other hanging interactables.
Reactor:
Left side turbine:
Cross up jd3, d2, d2xxinteractale 35% no venom
Strikers island:
Cell block:
Left side armored guard:
Opponent in corner:
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom, otfs tech rolls too
Overhanging machine gun:
Opponent in corner:
Cross up jd3, b23, d2~jumpxxinteractable otgs for 44% no venom, otgs tech rolls too
Bane in corner:
D2~jumpxxinteractable 27% no venom
Midscreen mech:
Lots of strings work into this interactable and otg tech rolls too so its easy to slip in...
D2, D2xx
B23,1xx
B23, 12xx
B23, 123xx
B23, d2, 1xx
113xx(this one is just a normal combo, just better than the optimal 113 cancels)
F2dxx(this one is just a normal combo, just better than optimal 113 cancels unless you have two bars to blow)
Right side corner gas tank:
Cross up jd3, 113xxinteractable otgs for 38% no venom, otgs tech rolls too
(this doesnt not otg tech rolls if done as just 113xxinteractabe from the corner)
Yard
Left side do you even lift:
Opponent in corner:
Cross up jd3, 113xxinteractable. The damage on this one is a little strange due to a glitch I believe is in the game. The damage is above optimal corner damage, and gives a hard as fuck knockdown with set ups, so its always best to use this.
Set ups off do you even lift:
Tech roll after 113 set ups:
Cross up charge:
Charge almost immediately after you recover from using the interactable(if done on the actual first frame possible the charge will whiff with the opponent still on the ground). This can also be timed slightly easier by mashing dash after “xxinteractable” then canceling that dash into charge(or buffering charge to come out as soon as the dash animation ends).
Cross up MB Vupper:
Dash~MBVupper. The MB Vupper hits cross up on the second hit making it an overhead, is safe on block, has a hit of armor for wake ups, beats all jumps, and grants set ups on hit
You can also hit a cross up or non cross up jd3 after this otg combo
Non tech roll after 113 set ups:
You can get the cross up charge by using the dash timing method like before
Cross up f3/b3:
You can dash up and either b3 or f3 to make either of those normals cross up, same as mustards old set ups and the BGB vortex.
You can also hit a cross up or non cross up jd3 in this senario too.
Barrels:
A bunch of combos canceled into this interactable otg, and otg tech rolls too:
D2xx 23% no venom
113xx 30% no venom
B23, d2xx 31% no venom
f2dxx works but its not optimal so it has no place here
After a b3 if you can immediately use the interactable then it will otg tech rolls and non tech rolls. If you are even slightly late this will not otg so learn the timing. A midscreen example
Jd3, b23xxMBb3~interactable. 48% no venom.
Right side corner thingy:
This interactable is a little weird. From what I understand most interactables have a combo timer that changes their properties when a combo is done close to when they become active. This interactable does 18% and grants a hard knockdown, yet after doing anything to cancel into this interactable the damage goes down to 6.50%. The strange thing that is it becomes two hits and restands the opponent. The whole situation leaves you basically neutral, but pretty far away. You can alter the combo you use to get them re stood closer or farther away from you, but none using this interactable reach optimal damage(most are at least 10% less since what makes these combos better is the full damage from an unblockable hitting them off the ground).
Hall of Justice:
Plaza:
Left side WW statue:
Opponent in corner:
Jd3, d2, d2xxinteractable 37% no venom, otgs tech rolls too.
What I thought was the blue devil statue head:
This is the type of interactable that lots of strings work into. This list works for the traveling car bomb as well, and all of these interactables otg tech rolls too. The list is as follows.
D2xx
113xx 30% no venom
B23, d2xx
F2dxx(this is not optimal off of f2d, its just 25% unclashable damage
Traveling car time bomb:
same as the statue head
Right side corner mech:
Cross up jd3, 113xxinteractable(just combos normally) 34% no venom
Great Hall:
Left side corner:
Nothing optimal. Was able to get a cross up charge set up that was broken by more options. Needs more testing.
Center screen planets:
D2, j2xxinteractable 28% no venom
B23, j2xxinteractable 33% no venom
You can convert a b3 into jumpxxinteractable if you are in range to cancel your jump immediately into the interactable. You can also convert b3 or f3 into j3xxinteractable if you are in range(again always optimal to do so).
Hanging engine:
D2, j2xxinteractable 30% no venom
B23, j2xxinteractable 35% no venom
B23, d2, j3xxinteractable 39% no venom(you can j2 and get 37% instead for an easier link)
Again to put this into perspective, lets say you hit the combo above at lvl three venom with a body splash jump in. Before the otg you do 41%, then you otg for another 30%. Thats a meterless 71%.
Atlantis:
Corner glass aquariums:
With these interactables its harder to make strong combo with an otg because of how long their startup is.
Cross up jd3, d2xxinteractable otgs for 36% no venom, otgs tech rolls too. Works well on block, MB b3 is the only effective answer against it on block
Fishless fish bowl:
Does not allow you to cancel into it from strings. Only otg ive found was if you are directly in front of it when you b3 or f3 you can immediately use the interactable to otg. Needs moar work
Stone tablet:
D2xxinteractable otgs for 25% no venom, otgs tech rolls too
B23, d2xxinteract otgs for 33% no venom, otgs tech rolls too
The same b3/f3 trick works here too
Ferris:
Left side Engine pendulum:
This interactable is harder for bane to work with since he is a power character. You can get a cross up charge off of a properly spaced pendulum with a charge asap after landing.
Overhanging missile:
D2, j2xxinteractable 30% no venom
B23, j2xxinteractable 35% no venom
B23, d2, j3xxinteractable 39% no venom
J3xxinteractable 31% no venom
You can otg off a b3 or you can link j3xxinteractable to otg with the missile for more damage.
Air canisters:
B23, d2xxinteract. This isnt optimal, I only included it because it does provide some set ups for the hanging missile interactable. Can only be grabbed from the player on the right side
Right side corner reloading missiles:
This interactable has more than one useful set up and some special properties. It doesnt provide the same advantage, but it does do 20%. The main thing that differs with this otg is that it doesnt provide a hard knockdown.
Normal otg:
Cross up jd3, 113xxinteractable 38% no venom. otgs tech rolls too, provides a hard knockdown out of the corner
Re corner otg:
Cross up jd3, d2xxinteractable 34% no venom. Otgs tech rolls too, yet knocks the opponent back into the corner for 4% less damage. If the opponent tech rolls then you will be right next to the opponent in the corner while they are at advantage(maybe 5+. Its hard to tell for sure because Im not sure if the jump animation in the interactable cancel counts as an empty jump data wise).
FOS:
Laboratory:
Left side space ship:
The ship doesnt otg in any way ive found, but its still alright for a good reset after b1 on hit or block. Only good players will avoid it, but good players will avoid it unless they are high. Its noteable that the baby space ship does lead into the doomsday BGB, and its pretty easy to pull a meterless 45% connecting the two
The midscreen hanging crystal:
Follows the same hanging interactable properties..
D2, j2xx
B23, d2, j2xx
B3(or f3), j3xxinteractable
Right side particle disruptor:
This interactable is a little bit more free form. Cancel into this at the end of any string that is cancelable and juggles, just know it doesnt add the most damage. I wouldnt chain this into the stage transition unless it will kill as it automatically puts bane into level 1 debuff and gives up the corner control. If you have an opponent in this corner you can also use this interactable to position yourself so they stay in the corner(you can also use this from the corner to position your opponents into the corner). It is notable that when you use this interactable the juggle it provides is enough to combo 123 after a j3. Could have high combo potential.
Menagerie:
Starfish:
A few strings cancel into this interactable
D2xx
113xx
B23, dxx
F2dxx(not optimal, just unclashable and a HKD
If you bounce cancel or raw b3 when in range to immediately use the interactable when you recover then it will otg. An example of a bounce cancel otg combo is, from midscreen(using venom because its not worth it venomless to use two bars)...
Jd3, b23xx(go to lvl 2)bouce cancel b3~interactable. 55% easily 70+ if all done at lvl 3)
Metropolis:
Street:
Left car:
Opponent in corner:
Cross up jd3, d2, d2xxinteractable 39% no venom. Otgs tech rolls too, gives set ups
Cross up jd3, 113xxinteractable 40% no venom. otgs tech rolls too, gives set ups
Machine gun mount:
This functions like the fortress of solitude particle disruptor. If gives much less of a juggle, but add more damage than the beam. Pretty easy to free form of off any juggle and use this to get more damage than you would.
Floating car:
This provides the koolest bane reset in the game imo. I functions mostly like other hanging projectiles in regards to comboing into it. A list of things that combos that will otg tech rolls too
D2, j2xx
B23, j2xx
B23, d2, j3xx
B3, j3xx
At different spaces the car provides a different knockdown, one that allows you to combo out of this interactable. A 100% set up I found that has one gap where the opponent can tech roll, wake up, or jump to get out(they still get hit unless they wake up, they just fly out of the set up)is as follows
Mid screen start position:
Start lvl 2 Jd3, b23x(go to lvl 3)xbounce~jumpforwardxxinteractable~123xxBP 100%
You cancel your jump into the interactable, and if the opponent doesnt do anything to mess up the set up they fly right into you instead of past you. You follow up with 123xxbp upon landing from using the interactable. If you do this from lvl two to three you will hit for 100%.
Shouts out to Youkan the korean bane player for the idea, and main method to this reset.
Rooftop:
Left side electric wire:
Opponent in corner
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom
Floating probe:
Functions like all hanging interactables, same combos
Museum:
Both the car and the tail of the plane function the same. The car has a better hit box, but the plane tail hits for two separate 11%. These combos work when in position around those interactables...
D2, j3xinteractable
B23, d2, j2xxinteractable
Wayne Manor
Entrance:
Left side car:
Strangely this one doesnt otg. I dont know what makes this car different, but it only use as far as I can see is with two bars to combat zoning.
Bike:
Functions like the dumpster combos are the same except...
b23, 123xx doesnt work
b23, d2xx combos without and otg so its not optimal.
Great room:
Left side suit of armor:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom. Otgs tech rolls too.
Chair:
Nothing optimal or guaranteed. There are set ups into a chair reset, they are just avoidable. Still really good to play with.
Chandelier:
Functions like other hanging interactables. The closer to center you are when you do your jump cancel the less strict the timing is.
Piano:
Functions like other ground cancelable interactables, you just need a d2 for enough height to otg tech rolls. Can be reached from the corner with a bounce cancel
D2xxinteractable 25% no venom
B23, d2xxinteractable 33% no venom
From opponent in right side corner carrying to piano:
Cross up jd3, f2dxxbounce cancel b3, j2, d2xxinteractable 57% no venom(two bars)
Right side suit of armor:
Same as left side.
*bump spoiler tags*
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An element of the game I think people have been ignoring(starting to play around with in some scenes, but not enough)is the massive combo potential interactables have. Right now they seem to have a situational/random use, but I feel we shouldnt be looking at interactables the way we do. These are similarly occurring, combo extenders and enders that can grant really good damage and set ups. I think every character will be able to take advantage of them in their own special way(if they cant then they suck), and they will be able to pretty much repeat that way across all the maps with some variation. When we start to use interactables to enhance our combos we can reach touch of death damage in some cases(my sparing partner spent like an hour on batcave and found a 100% loop for 4 bars with batman. This loop starts from really any hit confirm..kinda dumb)all while looking really really hype.
I feel that bane is really strong in this meta as a power character. Most all of his interactable combos are unblockable otg resets that provide a hard knockdown, he uses no meter to access these combos(but can to increase damage), and his trait adds damage to the interactable. This leads me to believe superman is still the best in the game, but thats yet to be proven(he could remove wake ups as an option against any knockdown though..that'd be pretty broken). I really encourage others to see what their characters can do.
I have done a guide for all the interactables on each map that bane can play around with. This guide is 90% solid, unavoidable damage. Know that there are many more set ups, resets, and situational gimmicks that may pay off if you look around for it and try them out(bane has quite a few of these, only listed one that does 100% in the guide I believe).
I did pretty well keeping consistent with this guide, but there might be some errors. Note that 90% of these are combos that are unavoidable(I will state when tech rolls can avoid or if it only hits tech rolls). I also worked out better combos later into the guide I believe so if you see some new combos added thats why. Also there are no BGB(background bounce)combos in this guide. That interactable has its own specific properties in set ups that are talked about in the vortex thread which I will consolidate into one huge post later
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Interactable combos
Batcave:
Crime lab:
Right side Missiles:
Corner - midscreen carry meterless:
Cross up jd3, 11xxinteractable~dash, b3, j2, 12xxinteractable~body press 47% no venom 67% lvl 2 at b3 51%
Super reset gimmick 4 bars:
Cross up jd3, 11xxinteractable~dash, b3(go to lvl 3), j2, 12xxinteractable, 12~super. Super slightly after the opponent hits the ground. Only escapeable by some wake ups and supers. 100+%
Cross up charge gimmick:
Cross up jd3, 11xxinteractable~charge.
V1: Input charge when the opponent is hit by rockets. Cross up, beaten by wake ups, beaten by holding down
V2:Input charge slightly after opponent is hit by rockets. Non cross up, functions like normal charge.
30% no charge no venom, 34% no charge (lvl 2 at xxintractable)
45% with charge no venom, 52% with charge (lvl 2 at xxinteractable)
Easier corner meterless max:
Cross up d3, 11xxinteractable~dash, j2, 12xxBP. 43% no venom 51% lvl 2 at xxinteractable
Two bars carry:
Cross up jd3, 11xxinteractable~dash, f2dxxMBb3, j2, 1xxinteractable~BP 51% no venom 53% lvl 2 xxinteractable
Lagoon:
Electric wire fixture on:
B23, J2xxinteractable 33% as otg combo no venom 38% as otg combo lvl2 after b23, 32 % combo no venom 37% combo lvl2 after b23
This combos if done closer to the corner, otg's if the fixture is closer to being directly under bane. Otgs tech rolls too at proper distance.
B3, j2xxinteractable 33% as a combo no venom 39% lvl2 at b3, 34% as otg no venom 42% as otg lvl 2 at b3(51% at lvl3)
This combos if done closer to the corner, otgs if the fixture is closer to being directly in front of bane
Wires exposed:
There are many combos and situations to combo into this so ill just give basics to play around this one
these are good and practical starters into the wires:
b23 strings(harder to combo b3 after b23, 12 ect)
strings canceled into Vupper
strings canceled into mbb3 bounce cancel(some into mb f3 bounce cancel)
f2d2
b3
d2
It seems to be optimal to go for the b3 after the the wire juggle. Then going into j2, 113xxBP if the j2 connects. Can pretty easily squeeze 40+% no venom 50+% on venom confirm at the hit into the electric wires with low damage starters
Gothom City:
Rooftop:
Left Batsignal:
D2xxinteractable otg's for 25% no venom 30% lvl2 at xxinteractable. Otgs tech rolls too
Opponent in corner:
Cross up jd3, 113xxinteractable 38% no venom 43% lvl2 at xxinteractable. Otgs tech rolls too
Air conditioning unit:
Whenever you are in range to cancel into the interactable
D2xxinteractable otg's for 23% no venom 27% lvl 2 at xxinteractable
b23, d2xxinteractable 31% no venom 36% lvl2 after b23
Right side water tower:
Opponent in corner:
Cross up jd3, d2~njxxinteractable otg's for 34% no venom 39% lvl2 at xxinteractable, only otg's tech rolls(can probably add a j3 onto your d2).
Cross up jd3, 113~back jumpxxinteractable otg's for 38% no venom 43% lvl2 at xxinteractable, otg's tech rolls too
Alley:
Left side corner tanker:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 32% no venom 36% lvl 2 at xxinteract
Dumpster:
Lots of strings can cancel into the dumpster to otg. If you can always cancel into the interactable to otg as it does more meterless than any optimal combo. With venom its easy to get past 50% with this one
113xx
d2x interact
b23xxinteract
b23, d2xxinteract ( otgs for 33% no venom 40% lvl2 after b23)
b23, 1xxinteract
b23, 12xxinteract
b23, 123xxinteract
All of these otg on tech roll and non tech rolled knockdowns
Right side neon lights:
When in the corner
Nj3xxinteractable otgs for 31% no venom 36% lvl2 at xxinteractable, works pretty well on block for 20% no venom,
The Myscara:
Temple:
Left side corner fire pit:
Cross up jd3, d2, 1xxinteract otgs for 36% no venom, only otgs tech rolls
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom 43% lvl2 after first d2, otgs tech rolls too
Lion heads:
D2, jumpxxinteractable 23% 27% lvl2 after d2 otgs tech rolls too
B23, d2~ jumpxxinteractable 31% no venom 42% lvl 3 after b23, otgs tech rolls too, can be done whenever you are in range to immediately cancel your jump into the interactable
Right side tree:
Cross up jd3, d2, d2xxinteractable otgs for no venom 39% no venom 45% lvl 2 after first d2, otgs tech rolls too
Set ups after the tree otg:
To get cross up charge, mash d1 after xxinteractable to time. After d1 input charge immediately. Delay slightly for non cross up
For cross up f3/b3 off hard knockdown, mash d1 after xxinteractable to time then immediately dash and f3 or b3
Port:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom 39% lvl2 at xxinteractable, otgs tech rolls too
Hanging barrels:
d2~forward jump2xxinteractable otg's for 30% no venom 36% lvl 2 after d2, otgs tech rolls too
B23, j2xxinteractable otgs for 35% no venom 43% lvl 2 at b23, otgs tech rolls too
With both of these you have to be in range to cancel your jumps into the interactable.
Right side barrels:
Didnt find anything better than optimal bane bnbs, look into using barrels to zone in certain MU's
Asylum:
Cell block:
Right side torture table:
opponent in corner:
Cross up jd3, 113xxinteractable~dash, njxxinteractable double otg 56% no venom 65% lvl 2 at xxinteractable(75% at lvl 3)
This gives another hard knockdown and lets you set up what ever with a few frames of advantage. BP in lvl 3 will end the match and can be buffered as this combo ends
Set ups after the first interactable otg:
f2d~dash(to time), charge. Charge crosses up, delay charge input slightly to not cross up.
38% no venom no charge 43% lvl2 at xxinteractable, 53% no venom with charge 61% lvl 2 at interactable
f2d~dash(to time), f3/b3. B3 or f3 crosses up
Flower:
Otgs tech rolls and normal rolls:
D2, j2xxinteractable otgs for 28% no venom
b23, j3xxinteractable otgs for 36% no venom
B23, d2~jump interactable otgs for 31% no venom
Only otg's normal rolls:
d2~jumpxxinteractable
B23, 1~jumpxxinteractable 30% no venom
113~njxxinteractable 30% no venom
TV monitors:
otgs for tech rolls and normal rolls:
D2, j3xxinteractable 30% no venom
B23, j2xxinteractable 34% no venom
B23, d2, j3xxinteractable 37% no venom
Only otgs normal rolls:
d2~njxxinteractable
B23, d2~jumpxxinteractable 31% no venom
after a normal gravity b3 you can jumpxxinteractable and otg(or j3xxinteractable), works on tech rolls
Mess hall:
Burners with opponent in corner:
Cross up jd3, 113xxinteractable otgs for 40% no venom 45% lvl 2 at xxinteractable
Set ups off of this otg are the same as the ones in the same position in Cell block
Masks:
Works on tech rolls and normal rolls:
D2~jumpxxinteractable 23% no venom
B23, d2~ jumpxxinteractable 31% no venom
Chandelier:
D2, j2xxinteractable 30% no venom
B23, j3xxinteractable 38% no venom(easier link is b23, d2, j3xx)
B3, j3xxinteractable 39% no venom
only works on normal rolls
d2~jumpxxinteractable
B23, d2~jumpxxinteractable
Insurgency:
Command center:
Left side steam pipe:
B23, j3xinteract 33% no venom. Kinda difficult, unpractical
Midscreen Monitors:
D2, j2xxinteractable otgs for 28% no venom, hits tech rolls too(harder link with j3 instead of j2)
B23, d2, j2xxinteractable otgs for 35% no venom, hits tech rolls too
If in jump cancelable range:
~b3, j3xxinteractable
~b3, j2xxinteractable
~b3, jumpxxinteractable
All these options otg tech rolls too, are all higher than max normal combo damage, and all get increasingly higher than max combo damage with venom when venom is added(this scales off an otg instead of in a normal combo, guess that should have been said earlier is I was guna say it).
Luthors lab:
Light fixtures:
d2, j2xxinteractable otgs for 26% no venom(can use j3 for tighter link)
B23, j2xxinteractable otgs for 31% no venom(can use j3 for tighter link)
B23, d2, j3xxinteractable otgs for 35% no venom
Only otgs normal rolls:
D2, jumpxxinteractable otgs for 21%
B23, d2, 1~jumpxxinteractable otgs for 31%
Right side corner brain:
This interactable is a little weird because you can use it from the corner or from outside the corner. It also has some otg's that give standing resets instead of the normal hard knockdown. This makes me want to think that all otg's can for a stand if timed perfectly, but ill go into that later in the game
With opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom
B23, d2xxinteractable otgs for 33% no venom, if you delay your d2 you will get a restand that takes away their option to use a wake up. You arent in position to get a free combo, but you are in position to control space very well. Keeps opponent in corner.
You can get different otg's into this corner but they are ruined if the opponent tech roll wake ups.
Normal roll:
B23, 1, 1, 11xxinteractable 38% no venom
Cross up jd3 113xxinteractable 38% no venom
Watchtower:
Bridge :
Opponent in corner:
Cross up jd3, 11xxinteractable 28%
Cross up jd3, d2, d2xxinteractable 28%
Outside of this there is no otgs to make sure combos outside of the floating respawing interactable which follow the same notation as the other hanging interactables.
Reactor:
Left side turbine:
Cross up jd3, d2, d2xxinteractale 35% no venom
Strikers island:
Cell block:
Left side armored guard:
Opponent in corner:
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom, otfs tech rolls too
Overhanging machine gun:
Opponent in corner:
Cross up jd3, b23, d2~jumpxxinteractable otgs for 44% no venom, otgs tech rolls too
Bane in corner:
D2~jumpxxinteractable 27% no venom
Midscreen mech:
Lots of strings work into this interactable and otg tech rolls too so its easy to slip in...
D2, D2xx
B23,1xx
B23, 12xx
B23, 123xx
B23, d2, 1xx
113xx(this one is just a normal combo, just better than the optimal 113 cancels)
F2dxx(this one is just a normal combo, just better than optimal 113 cancels unless you have two bars to blow)
Right side corner gas tank:
Cross up jd3, 113xxinteractable otgs for 38% no venom, otgs tech rolls too
(this doesnt not otg tech rolls if done as just 113xxinteractabe from the corner)
Yard
Left side do you even lift:
Opponent in corner:
Cross up jd3, 113xxinteractable. The damage on this one is a little strange due to a glitch I believe is in the game. The damage is above optimal corner damage, and gives a hard as fuck knockdown with set ups, so its always best to use this.
Set ups off do you even lift:
Tech roll after 113 set ups:
Cross up charge:
Charge almost immediately after you recover from using the interactable(if done on the actual first frame possible the charge will whiff with the opponent still on the ground). This can also be timed slightly easier by mashing dash after “xxinteractable” then canceling that dash into charge(or buffering charge to come out as soon as the dash animation ends).
Cross up MB Vupper:
Dash~MBVupper. The MB Vupper hits cross up on the second hit making it an overhead, is safe on block, has a hit of armor for wake ups, beats all jumps, and grants set ups on hit
You can also hit a cross up or non cross up jd3 after this otg combo
Non tech roll after 113 set ups:
You can get the cross up charge by using the dash timing method like before
Cross up f3/b3:
You can dash up and either b3 or f3 to make either of those normals cross up, same as mustards old set ups and the BGB vortex.
You can also hit a cross up or non cross up jd3 in this senario too.
Barrels:
A bunch of combos canceled into this interactable otg, and otg tech rolls too:
D2xx 23% no venom
113xx 30% no venom
B23, d2xx 31% no venom
f2dxx works but its not optimal so it has no place here
After a b3 if you can immediately use the interactable then it will otg tech rolls and non tech rolls. If you are even slightly late this will not otg so learn the timing. A midscreen example
Jd3, b23xxMBb3~interactable. 48% no venom.
Right side corner thingy:
This interactable is a little weird. From what I understand most interactables have a combo timer that changes their properties when a combo is done close to when they become active. This interactable does 18% and grants a hard knockdown, yet after doing anything to cancel into this interactable the damage goes down to 6.50%. The strange thing that is it becomes two hits and restands the opponent. The whole situation leaves you basically neutral, but pretty far away. You can alter the combo you use to get them re stood closer or farther away from you, but none using this interactable reach optimal damage(most are at least 10% less since what makes these combos better is the full damage from an unblockable hitting them off the ground).
Hall of Justice:
Plaza:
Left side WW statue:
Opponent in corner:
Jd3, d2, d2xxinteractable 37% no venom, otgs tech rolls too.
What I thought was the blue devil statue head:
This is the type of interactable that lots of strings work into. This list works for the traveling car bomb as well, and all of these interactables otg tech rolls too. The list is as follows.
D2xx
113xx 30% no venom
B23, d2xx
F2dxx(this is not optimal off of f2d, its just 25% unclashable damage
Traveling car time bomb:
same as the statue head
Right side corner mech:
Cross up jd3, 113xxinteractable(just combos normally) 34% no venom
Great Hall:
Left side corner:
Nothing optimal. Was able to get a cross up charge set up that was broken by more options. Needs more testing.
Center screen planets:
D2, j2xxinteractable 28% no venom
B23, j2xxinteractable 33% no venom
You can convert a b3 into jumpxxinteractable if you are in range to cancel your jump immediately into the interactable. You can also convert b3 or f3 into j3xxinteractable if you are in range(again always optimal to do so).
Hanging engine:
D2, j2xxinteractable 30% no venom
B23, j2xxinteractable 35% no venom
B23, d2, j3xxinteractable 39% no venom(you can j2 and get 37% instead for an easier link)
Again to put this into perspective, lets say you hit the combo above at lvl three venom with a body splash jump in. Before the otg you do 41%, then you otg for another 30%. Thats a meterless 71%.
Atlantis:
Corner glass aquariums:
With these interactables its harder to make strong combo with an otg because of how long their startup is.
Cross up jd3, d2xxinteractable otgs for 36% no venom, otgs tech rolls too. Works well on block, MB b3 is the only effective answer against it on block
Fishless fish bowl:
Does not allow you to cancel into it from strings. Only otg ive found was if you are directly in front of it when you b3 or f3 you can immediately use the interactable to otg. Needs moar work
Stone tablet:
D2xxinteractable otgs for 25% no venom, otgs tech rolls too
B23, d2xxinteract otgs for 33% no venom, otgs tech rolls too
The same b3/f3 trick works here too
Ferris:
Left side Engine pendulum:
This interactable is harder for bane to work with since he is a power character. You can get a cross up charge off of a properly spaced pendulum with a charge asap after landing.
Overhanging missile:
D2, j2xxinteractable 30% no venom
B23, j2xxinteractable 35% no venom
B23, d2, j3xxinteractable 39% no venom
J3xxinteractable 31% no venom
You can otg off a b3 or you can link j3xxinteractable to otg with the missile for more damage.
Air canisters:
B23, d2xxinteract. This isnt optimal, I only included it because it does provide some set ups for the hanging missile interactable. Can only be grabbed from the player on the right side
Right side corner reloading missiles:
This interactable has more than one useful set up and some special properties. It doesnt provide the same advantage, but it does do 20%. The main thing that differs with this otg is that it doesnt provide a hard knockdown.
Normal otg:
Cross up jd3, 113xxinteractable 38% no venom. otgs tech rolls too, provides a hard knockdown out of the corner
Re corner otg:
Cross up jd3, d2xxinteractable 34% no venom. Otgs tech rolls too, yet knocks the opponent back into the corner for 4% less damage. If the opponent tech rolls then you will be right next to the opponent in the corner while they are at advantage(maybe 5+. Its hard to tell for sure because Im not sure if the jump animation in the interactable cancel counts as an empty jump data wise).
FOS:
Laboratory:
Left side space ship:
The ship doesnt otg in any way ive found, but its still alright for a good reset after b1 on hit or block. Only good players will avoid it, but good players will avoid it unless they are high. Its noteable that the baby space ship does lead into the doomsday BGB, and its pretty easy to pull a meterless 45% connecting the two
The midscreen hanging crystal:
Follows the same hanging interactable properties..
D2, j2xx
B23, d2, j2xx
B3(or f3), j3xxinteractable
Right side particle disruptor:
This interactable is a little bit more free form. Cancel into this at the end of any string that is cancelable and juggles, just know it doesnt add the most damage. I wouldnt chain this into the stage transition unless it will kill as it automatically puts bane into level 1 debuff and gives up the corner control. If you have an opponent in this corner you can also use this interactable to position yourself so they stay in the corner(you can also use this from the corner to position your opponents into the corner). It is notable that when you use this interactable the juggle it provides is enough to combo 123 after a j3. Could have high combo potential.
Menagerie:
Starfish:
A few strings cancel into this interactable
D2xx
113xx
B23, dxx
F2dxx(not optimal, just unclashable and a HKD
If you bounce cancel or raw b3 when in range to immediately use the interactable when you recover then it will otg. An example of a bounce cancel otg combo is, from midscreen(using venom because its not worth it venomless to use two bars)...
Jd3, b23xx(go to lvl 2)bouce cancel b3~interactable. 55% easily 70+ if all done at lvl 3)
Metropolis:
Street:
Left car:
Opponent in corner:
Cross up jd3, d2, d2xxinteractable 39% no venom. Otgs tech rolls too, gives set ups
Cross up jd3, 113xxinteractable 40% no venom. otgs tech rolls too, gives set ups
Machine gun mount:
This functions like the fortress of solitude particle disruptor. If gives much less of a juggle, but add more damage than the beam. Pretty easy to free form of off any juggle and use this to get more damage than you would.
Floating car:
This provides the koolest bane reset in the game imo. I functions mostly like other hanging projectiles in regards to comboing into it. A list of things that combos that will otg tech rolls too
D2, j2xx
B23, j2xx
B23, d2, j3xx
B3, j3xx
At different spaces the car provides a different knockdown, one that allows you to combo out of this interactable. A 100% set up I found that has one gap where the opponent can tech roll, wake up, or jump to get out(they still get hit unless they wake up, they just fly out of the set up)is as follows
Mid screen start position:
Start lvl 2 Jd3, b23x(go to lvl 3)xbounce~jumpforwardxxinteractable~123xxBP 100%
You cancel your jump into the interactable, and if the opponent doesnt do anything to mess up the set up they fly right into you instead of past you. You follow up with 123xxbp upon landing from using the interactable. If you do this from lvl two to three you will hit for 100%.
Shouts out to Youkan the korean bane player for the idea, and main method to this reset.
Rooftop:
Left side electric wire:
Opponent in corner
Cross up jd3, d2, d2xxinteractable otgs for 37% no venom
Floating probe:
Functions like all hanging interactables, same combos
Museum:
Both the car and the tail of the plane function the same. The car has a better hit box, but the plane tail hits for two separate 11%. These combos work when in position around those interactables...
D2, j3xinteractable
B23, d2, j2xxinteractable
Wayne Manor
Entrance:
Left side car:
Strangely this one doesnt otg. I dont know what makes this car different, but it only use as far as I can see is with two bars to combat zoning.
Bike:
Functions like the dumpster combos are the same except...
b23, 123xx doesnt work
b23, d2xx combos without and otg so its not optimal.
Great room:
Left side suit of armor:
Opponent in corner:
Cross up jd3, d2xxinteractable otgs for 34% no venom. Otgs tech rolls too.
Chair:
Nothing optimal or guaranteed. There are set ups into a chair reset, they are just avoidable. Still really good to play with.
Chandelier:
Functions like other hanging interactables. The closer to center you are when you do your jump cancel the less strict the timing is.
Piano:
Functions like other ground cancelable interactables, you just need a d2 for enough height to otg tech rolls. Can be reached from the corner with a bounce cancel
D2xxinteractable 25% no venom
B23, d2xxinteractable 33% no venom
From opponent in right side corner carrying to piano:
Cross up jd3, f2dxxbounce cancel b3, j2, d2xxinteractable 57% no venom(two bars)
Right side suit of armor:
Same as left side.
*bump spoiler tags*