Cursa
Counterpoke with armoured DB2 at all times.
So as many of you Bane players are probably aware of there are a bunch of characters who have throw immunity on some of their specials and/or buttons. For those of you who don't know, throw immune is basically what is says - you are immune to throws and command grabs while you're using this special or button.
So if it's a special you can use it as a wakeup attack to get past Bane's command grab oki, and forces him to make some riskier reads in order to punish it, like blocking (Because fuck that, I play Bane to not have to block).
I'm not sure how well looked into this is but it popped in my head while at work for the last couple of days and thought it'd be a cool idea to test out.
So an example of this is Firestorm's BF3, Fusion Charge. This is Firestorm's wakeup attack, and it is throw immune. It is unsafe on block so you can block on a read but that defeats a large part of Bane's oki, is taking away from that mindgame of whether or not they will wakeup.
Now, I have a solution that I haven't seen used before that allows you to really punish those pesky throw immune wakeups!
Using Firestorm as the example still, we can actually both enforce grab pressure AND beat his throw immune wakeup at the same time. In the video I have Firestorm set to AUTO BLOCK, with RANDOM WAKEUP of FUSION CHARGE.
I'm able to both punish Firestorm if he does nothing on wakeup (i.e blocking) as well as punish his throw immune wakeup due to my armour eating the hit, and allowing for me to full combo punish with a S1, provided that my grab recovers earlier than his BF3 does (as well as by another 7 frames for S1 startup).
Now this is actually pretty tricky to do. I do drop it once or twice when I first tried and he manages to block in time. This is because I did my command grab too late. On the flip side of this though, if you are able to use a button/special with a longer hit advantage, like BF2 at +20, it becomes incredibly easy to do because it gives you even more time to get a punish, since you're command grab comes out significantly earlier than their wakeup does, meaning your recovery frames end way earlier then theirs' do
So if it's a special you can use it as a wakeup attack to get past Bane's command grab oki, and forces him to make some riskier reads in order to punish it, like blocking (Because fuck that, I play Bane to not have to block).
I'm not sure how well looked into this is but it popped in my head while at work for the last couple of days and thought it'd be a cool idea to test out.
So an example of this is Firestorm's BF3, Fusion Charge. This is Firestorm's wakeup attack, and it is throw immune. It is unsafe on block so you can block on a read but that defeats a large part of Bane's oki, is taking away from that mindgame of whether or not they will wakeup.
Now, I have a solution that I haven't seen used before that allows you to really punish those pesky throw immune wakeups!
Using Firestorm as the example still, we can actually both enforce grab pressure AND beat his throw immune wakeup at the same time. In the video I have Firestorm set to AUTO BLOCK, with RANDOM WAKEUP of FUSION CHARGE.
I'm able to both punish Firestorm if he does nothing on wakeup (i.e blocking) as well as punish his throw immune wakeup due to my armour eating the hit, and allowing for me to full combo punish with a S1, provided that my grab recovers earlier than his BF3 does (as well as by another 7 frames for S1 startup).
Now this is actually pretty tricky to do. I do drop it once or twice when I first tried and he manages to block in time. This is because I did my command grab too late. On the flip side of this though, if you are able to use a button/special with a longer hit advantage, like BF2 at +20, it becomes incredibly easy to do because it gives you even more time to get a punish, since you're command grab comes out significantly earlier than their wakeup does, meaning your recovery frames end way earlier then theirs' do
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