Alright that's great, anyway the actual number is going to remain even.
martian's options on wake vs bane
tick setups: push, is just fast enough to blow up normal strings that are cancelled, and it makes cmd grab whiff too
anything into overhead punch: punish with f12 (it will atleast nullify armor)
command grab and other things: teleport
anything into up punch: easy down 1 full combo punish
conclusion: bane's beefy damage can all be countered with full combo punish moves, making it a special matchup in witch is bane's wakeup game isn't nearly as rewarding
martian's options in neutral game:
mb orb: shuts down all forms of movement in combination with pillar, level 3 venom charge can be jumped over after mb orb for punish
martian's backdash is extremely effectively along with other mobility tools including air dash in forcing bane to over commit
orb in front pillar behind : causes 2 hits
on knockdown: orb pillar is 2 hits
trait normals to anticipate dashes before armor create a guessing game
mb b3: blows up all armored moves outside of level 3
conclusion: martian's zoning and keepaway can be done in a way which slows the pace of venom down and abuses bane's inablity to deal with multihit moves, and the fact that his dash and jump are very punishable... he is forced to overcommit and martian has amazing punish along iwth a multi hit b3