Didn't see one up for Bane, so here's my thoughts.
1. 50/50 mix ups and/or pressure 5/5
Bane has super strong mixups and pressure with armored specials and tick throws. Bane has a tick throw off of 4 lows/low starting strings (D1, B1, B11, B23), a tick throw off 2 overheads (F2D, 11F2D), and can tick off his D2 and S1, although the last is uncommon. The guessing game that comes off a D1 is very intimidating because you can go low/oh, low/tick, or throw out another D1 which is often doable since opponents will respect the threat of an armored special. Even though his overhead special is very unsafe, once your D1 pressure is established it is good to throw out. Very good pressure, not as good as the first game, but still 5/5 worthy.
2. Zoning and anti-zoning 2/5
Bane has no projectiles but has an awesome walkspeed and F2 dash cancels with lvl 3 venom to be projectile immune. It is often not practical to do F2 cancels but sometimes it is needed. Because of walkspeed and the cancels, he holds a 2/5 here.
3. Neutral game and footsies 4/5
Bane has really solid footsies, only slightly worse than the first game. His D1 is super long ranged and has a lot of mixups when blocked and leads into heavy pressure when it connects, and his walkspeed is very very good. His forward dash is solid and his j2 isn't too bad. His D2 is not as good as the first game which bites but it is still a solid anti air vs most jump ins. His grab in footsie range is very dangerous as well. Since his D2 is worse but the rest of his tools are mainly intact, I give him a 4/5 for footsies.
4. Defensive options 3/5
Bane has some ok options for defense, but nothing special. His main avenue for defense was his amazing D2 in the first game, but its range has taken a hit making it worse. His D1 is still a very good defensive tool for spacing and is a great normal when moving back. Bane's biggest problems defensively arise when someone is finally past D2/D1 range. Often when Bane is on the defensive he is in debuff so he takes more chip damage, and he has no fast buttons. His fastest normal is his S1, a high that hits at 8? frames of startup. While he has good spacing normals, the nerf to D2, the longer debuff period, and the lack of a quick normal make Bane's defensive options very average.
5. Damage output 5/5
I don't think this really needs to be said but Bane has a fucking ridiculous damage output. Normal combos will do a solid amount for meterless damage which only gets higher as venom is activated. Additionally, a bounce cancel off of B2 or F2D can net upwards of 700 damage. His damage is nuts.
Overall - 19/25