I would took a dose of venom and charged at the fucker the moment I saw the meteor startup animation. If I get about mid-range I would go for f2 catch any backdashes or back jumps.
I was trying that, maybe I was messing the command up. I love beating spammers but I feel like absolute shit when I lose to them, because I shouldnt. I didnt actually know his f2 had armor til this thread
Ok, here are a few questions that I’d like some help with and might make a good discussion…
-What is the best jumping attack vs jumping opponents?
-What is the best cross over attack?
-What is the best jumping attack to lead into a combo, and what combo is best used after the jump in?
-What do you think is Bane’s best anti-air?
-Any good strategies vs fast characters like Flash or even Batman?
I like to use Bane’s air grab (down, back 1) for an anti-air bit it depends heavily on the arc of the jump-in and it’s difficult to do on reaction because Bane is a pretty slow character over all.
J 1 I figure would be his best air to air.
Body splash is my most used cross up.
Again, body splash. I typically try to mix up the opponent at that point by doing a low starting combo. If the body splash connected usually I try b2 3 to pop them up, do one of the simple combos, and if I crossed them up in the corner the air grab will usually put them back in the corner. B1 1 2 though is also special cancellable so you can do his punch special (forget the name right now) and set up some throw meaties.
Anti air is hard to say. His normal uppercut is kind of slow, the air grab is too (unlike Doomsday). His rising uppercut is a bit faster.
Bane is what I would sort of call a set up grappler. He doesn’t have an incredibly long range grab like Grundy, and his only way to cover the screen quickly is slow on start up and causes a hard knock down. Check out the throw setups video around here and incorporate a few of those into your gameplay.
I have pretty good success against fast characters by reacting to them. I charge with venom as soon as I see Flash hit the runners stance. With venom, your charge has armor so Bats cant grapple hook you. Which brings up my question: how do you guys handle his venom doses? I usually pump one, then another when thats about to run out for all three. Any better way to handle it, or is this just as good as any? I hate it when it runs out just as I super, then I break their back for 12%.
If a character has no real good way of getting in, 3 doses is a slightly better gamble then those that do. 3 doses really is best served for the final combo, usually when the opposing player has around 50-70% life left, as Bane’s offense and defense pretty much completely plummet, his dashes are slower, and he loses any armor capability for the longest time period. Whenever I’m doing a match lately what I will do is keep it to 1 use of venom. Sometimes I might use 3 doses to charge through a Deathstroke gunspam, but otherwise I keep it to 1 to avoid the long cooldown and debuffs.
Edit: With practice you might be able to bump up 3 doses during a combo, but a more reliable tactic (for me) is to instead be doing the combo, start the super, and while Bane rushes in I spam the trait button as fast as possible. Easily gets it up to 2 or 3.
The damage reduction on Bane when he’s out of Vemon is severe. I normally just use one when I know I’m going to get a combo, 1 when I’m going for a grab on a hard knock-downed opponent. Most of the time I try to avoid using 3 because of the debuff when it wears off, however I’ll use it at the end of a match or when charging in on a multi-hitting ranged opponent like Deathstroke or even Batman (his Batarangs hit more than once).
If I see my first venom dose wearing low and the enemy gets me into a big combo I’ll take an extra venom while I’m being hit just so I don’t take the extra damage.
Been stickin’ with Bane since Day 1, and I have to say this guy trashes your foes if you don’t lose your cool. Potent set-ups and 30%+ damage off of simple combos (even without Venom!) makes him perfect for a low-intermediate guy like me. <:D
Here’s the strategies I’ve developed so far:
–Spam the low-kick until the opponent blocks low, then wreck them with the overhead Double Punch.
–Save meter for following-up on a successful Raging Charge (ridiculous damage!), surprising the opponent with a Clash, and nabbing a good 50%+ off a tri-venomed Bat Breaker. All his other meter burns aren’t nearly as effective.
–Bread ‘n’ Butter: Body Splash > b.2,3 > 1,2,3 > Body Press. Nabs a good 37% unvenomed.
–Venom-up in increments (or just let one-shots time out) and try not to exceed a tri-shot outside a Bat Breaker.
–If you ever find yourself de-venomed off a tri, backdash to the far edge of the screen and crouch. If they approach, use grabs, anti-air grabs, interactables, and low kicks to stall.
–f.2 has a much larger reach than any of his other moves. Even though it only gains armor on tri-venom (and not always worth the recovery), it can still catch opponents off guard.
–Forward throw, dash, forward throw. Hilarious!
–Most of all, Bane requires patience. You’ve gotta watch your opponent’s cues, respond accordingly with a venomed special or a block, and punish that sucker.
Any tips on the Doomsday match-up? All this unfortunately falls flat against his ridiculous priority and Supernovas. X(
I main Bane as well and my friend mains Doomsday, we’ve racked up like 160 matches just vs each other in versus mode. What I’ve learned so far.
-If you know Doomsday is gonna go for a Supernova (we call it Gamma crush lol) you can air grab him out of the start up animation, haven’t gotten the timing to snag him on the return though. Or just dash, if they’re further than half screen and Supernova, expect an EX and dash as soon as you hear the meter burn que.
-If the Doomsday splashes a lot, just anti-air grab him. Force him to play the ground game where Bane excels a bit better.
-When Doomsday pops his trait, just dash back and keep your distance, Bane gets trashed by a traited Doomsday. Also watch out if he gets up close with his trait on if you’re blocking a lot, he might try to throw you, so keep an eye out for that and just tech it.
-You’re gonna really have to play this one defensively and try for shenanigans.
-Other than that, it all comes down to the opponents skill level really. I’ve beaten some pretty good Doomsdays online, it’s quite the struggle though I’ll tell you that.
I feel like Bane is the only honest grappler in the game. That’s why I main him.
Captain Marvel is pissing me off. My friend plays him and it’s the most retarded matchup by far. He builds meter during a teleport, so my friend will just teleport back repeatedly and gain ton’s of meter. From far he chucks lightning and zones me out. If I do get in, I get scooped with Shazam’s command grab(s) and get a full combo. I don’t know how to punish his psycho crusher on block, and it must be blocked high so I’ll get hit if I’m crouching under projectiles or avoiding his high grab.
It worked in the start of the set, when he was mindlessly chucking lightning bolts, but with the meter built from teleporting away, he can armor up and punish on reaction or just use super. The startup is long and from fullscreen you can’t not see it coming.
What I sometimes do is charge a lot full screen and teach my opponent to block or jump it. Then I do F1, which kind of looks like the start-up of a charge with Bane rearing his arms. If your opponent falls for that and blocks or jumps, dash in and punish.
Estimate … 18f dash (buffed from about 22f dash)
Venom lv2 now has 4.5 sec debuff timer
Venom lv3 now has 6 sec debuff timer
Backthrow now does 11% damage now
You definitely don’t turtle with Bane that’s for sure. He has good tools, but the issue is closing in the distance against these dumb long stages and gallery of dumb interactables.