First match - the hell, you trying to start a trust fund? Use that meter! Also throw the interactables, you could've won that match easily if you'd bothered to toss the orb sooner, or punch the wall after that charge knockdown.
Second match - Good start, but it fell apart quickly. After EX seismo, mash out some armor otherwise you'll get locked. Also ffs use that meter!
Third match - What a landslide. He used flip kick on most of the wake-ups, punish the damn thing. You know you can VU him out of it, or do a meaty DP and avoid it for a free punish. Never use j.d.3 as a jump-in, use it as a cross-up. j.2 and j.3 are the far better options. Also, stop charging from 3/4 screen, you'll never catch him with it.
Fourth match - Not bad for a start, use your normal throw more. Its only 10 frames. Rest of the match wasn't too bad, just work on punishing that flip kick. Also, don't be afraid to mix in some b.2xxBP in there.
Fifth match - YOOOOOOO dat C.G.N.T. making a showing. If that life bar is so close to ending, pop that MB off the DP. You can just get the meter back soon after. b.23 -> Super. Do it, don't be fancy. Nice ending, but you are lucky the nightwing doesn't abuse the fact that we can't stop wing dings.
Sixth Match - Very nice, good pokes, you managed to bait out the flip kick and get some healthy damage. Good ending, but once again don't be afraid to burn some meter to really cap out that damage. Also, try to use double punch more than VU on wake-up
Seventh match - Dat b.23 fast stand tech. Also your dash-> BP is very very smooth. I praise you on that. Very nice match til the last hit, you played very well and that was a brilliant bait on the ending flip kick. Just be mindful of that EX seismo.
Eigth match - Man you are lucky he didn't punish that upper. Lots of ender drops, but solid plays nonetheless. Let him out of the corner, eh... Also dropped a bit of pressure. Good ending, you are making good trades on damage but I feel like it could be better. Finally used some meter, good enough for me.
Ninth match - That was a time where MBing the body press would've been a great move. Used the grab in the neutral game, which is great. The match falls apart a little but you had a good shot.
OutlawNightmare
You played very well, but the Nightwing was average and didn't abuse the biggest asset he has, being the wing dings. Still, you did great and I only have a few suggestions in general for your Bane.
1. Don't be so conservative with your meter. There were matches that could've been won if you'd used it. If you have 3 bars, make it a habit to use at least 1 of those bars in the course of your combos, and only stock in 4 if you have no other option.MB b.3 is great on Bane because of its reach, use it sometime.
2. Body press is beautiful, keep up the good work and don't be afraid to link it from more than just d.2. You used a lot of b.2 in there, and b.2xxBP is a tick throw, so add that into the mix to really mess with people.
3. Keep it simple. I saw you go for fancy stuff, you don't need to. Keep it steady and save the swag for combo videos.
4. j.3 and j.2. You used some j.2, don't neglect j.3. Also, don't be afraid to buffer in BP out of your jumps as all of them tick into it. j.3 lands on hit and block too. Also, learn your interactables and when to use them, on metro you could've linked the truck mini-turret off of your DP and snagged a free b.3 combo.
5. Use more normal throw in the neutral game. Its a free 11-16% damage, unblockable, 10 frames, and you can pressure into it. You have a godlike dash, there should be no reason to neglect this great option, ESPECIALLY when you can buffer BP out of a throw break.
Outside of that, your venom management was pretty solid and for the most part you kept yourself in the best zone. Barring a few mistakes, I'd say your Bane is pretty awesome and I don't really have much to say about it outside of keep practicing and don't be afraid to ask anyone for advice or help.