Here are my thoughts on the ones listed:
Deathstroke- Like I said before, the low gun shots and his other zoning tools can be a problem if you aren't using Batman's trait correctly. Without the trait you have to act as many other characters to get in, block and dash. However, with the trait you can block his zoning, release bats and dash in for free. What you do once you're in is another story though. If I don't have a bat out, I like to call one as soon as I jump Stroke's shots (not advisable,) or block some shots (best options.) After you block a zoning attempt and call a bat you should be ready to block another projectile. This next part is very important: ALWAYS BLOCK LOW WHILE YOU'RE AT DISTANCE. The reasoning for this is simple. Stroke has no overhead attacks from a distance unless he meter burns the machine gun, and that is easily blocked by switching your guard before the grenade comes from his gun.
Another key to this matchup is how Stroke uses his two sword special attacks. At the start of any match against a Stroke, I back away a few steps. I do this to judge how the player will use the sword flip. A lot of players throw out the sword flip as soon as the match begins. With this strategy you can punish right off the bat and be off to a good start. If he doesn't throw out a sword flip I like to switch to a low guard to expect low shots. I then begin my trait usage and working in.
As far as the close range game goes, Batman shines in this area. The reason you should be wary of the sword flip is because of the knockdown that follows. Deathstroke has a good low starter, but generally uses his F3 for overhead. The F3 is a little slower and can be reacted to. If you do get knocked down you should block correctly and use Slide wake-up on overly aggressive players to get back in control of the match.
To wrap this all up in a bow: Play correct defense, use trait, and be smart with pressure by baiting wake-ups.
Bane- I have played Bane as much as I have Batman and I must say that it brings me to tears of joy when I get in on a Batman. Bane can really destroy him once he gets a knockdown. Batman's wake-ups are terrible, Bane has a good mix up off a knockdown and the Venom lets him blow through anything Batman tries. Bane's best tools are his overhead Double punch, Body press grab, and Low starters off B2. His Venom Uppercut is also amazing in dealing with knockdowns and jump ins. The key to this matchup is not letting him get on you like a junkyard dog and getting away from him when he does.
With that said, this is what I like to do against Bane. NEVER jump in on him unless you are following in bats. The Venom Uppercut will knock you out of the air EVERYTIME if you go jumping in naked. Use trait religiously to control the screen. With the trait you have 1-3 hits to knock him out of any armor except for Venom LVL 3 charge. The trait is super important in covering any jumped Batarangs you throw, and to control your moments to strike.
It should also be noted that Bane's dash is very good, and as such, he can be on top of you in a matter of seconds. Essentially if he knocks you down you have options.
Block high- Stos double punch, loses to low starter and body press
block low- Stops low starter, loses to double punch and body press
Jump- Stops body press, loses to low starter and double punch
Back dash- Depending on the Bane player you could be caught by any of them if they read the dash and follow you.
Parry- Stops Double punch, loses to grab and low
It comes down to you making a read on wake-up and controlling the space. If Bane gets you down, you MIGHT not get back up.
Superman- Oh boy, here we go. He controls the screen, right? Well, you can too. 9 times out of 10 a Superman player will probably start the match with F23. So, just block it. What he does after this can tell you a lot. If he cancels into breath just keep blocking. If he cancels into trait, you'll know you have a moment to strike later on in the match. I don't try to escape the breath when I see them throw one out. I just keep blocking and wait for a good moment. You can punish Superman when he goes into trait from F23. If you see this, immediately throw out a standing 1 followed by a combo. Batman's standing 1 is one of the fastest moves in the game and it will land here.
When you're playing against a Superman you need to start blocking mid and end low. Many will cancel into the low scoop after many blocked F23 and 223's. The only time you should block standing is when Superman is in the air or you block the second hit of 223 and visually see Superman start for the overhead 3rd hit of that string.
Now, for the lasers. I LOVE when a Superman player wants to use the air lasers. This is the best thing in the world for Batman. You see him jump, you call a bat. If you have a bat and you see him jump, release it. The bat will hit him out of the air and all you to dash in for a follow up most of the time (depending on distance and jump height.) If you don't have a bat yet, block high when he jumps and call a bat as he falls to the ground. For the ground lasers, it takes forever to start up, so use some visual cues. I like to duck a laser and call a bat. If you see him jump, stand block and release it. If you see him wind up for another ground laser, stay blocking low and release the bat as he pulls his arms back. This will allow the laser to go over your head and the bat to hit in the recovery, giving you a free way in.
As for wake-up, you have to read if Superman is going to use rising grab, low scoop or dashing away. If he uses low scoop, block low and punish it to the end of the Earth. If he uses Rising Grab let it go over your head and punish. ALWAYS block low if you expect a wake-up attack. If you don't expect a wake-up attack go in for hard pressure when you get him down.
Superman controls the screen with his F23 and lasers, but Batman can counter all of this with correct trait use.