I already see a lot of Scarecrow, so I'll do Bane:
1. Mixups/Pressure: 3/5
Doesn't have any real 50/50s as f3 is expectedly slow, and f2d and his lows are slow as well. His hit advantage is pretty bad too, and a lot of his stuff is pretty negative, so he doesn't have much continuous pressure either. But, he does have a myriad of tick throws, a lot of plus frames off of d1, and the option to armor wakeups, so he gets points there.
2. Zoning/Anti-Zoning: 2/5
Zoning is obviously pretty effective on him, but he does have a fast walkspeed and can armored charge on a read, as well as projectile immunity on his specials at level 3.
3. Neutral/Footsies: 3/5
He has very slow normals that don't have great range, however d1 is a good footsie tool since it's +17 on hit, and armored grab works in footsies as well.
4. Defensive Options: 4/5
He has a couple of wakeups already, but all of his specials become viable wakeups with venom. He can also armor out of string gaps and pressure with venom, and he has great AA options. But, he loses a point because all of this goes away on debuff, plus all of his specials are super unsafe.
5. Damage: 3/5
While he has the potential to do crazy damage with a full combo, this doesn't happen often due to his speed. Most of his damage comes from chunking away health a little at a time with armored specials, tickthrows, and small combos. Plus, several characters rival his full combo, traited up damage for the cost of just one bar.
Total: 15/25