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Before he performs his kinetic ground slam (your prompt will be a "Ping" from his wrist gauntlet), do an evade to escape the impact, run up to him and Ultra Stun him (Cape Stun 3x) then initiate a Beatdown. At 5x combo perform a Combo Takedown. Repeat until the cutscene.
The Concussion Detonator will confuse Bane for a few seconds, long enough to gain some leverage against the henchmen. Remember, you only have to weaken Bane and survive 3 or 4 of his charge-rampages.
Best tips i can give you is when he's in charge mode, always be running diagonally. Makes it so much easier to jump out the way.
I tried luring one or two away at a time, get a few hits in and then keep jumping over people until i'm back in an open area.
Build up your shock gloves and jump over Bane and start pounding him in the back. You don't need to take out the all the hench men
Ah cmon, don't give up., it's a hard fight, but when you beat it, it's SO satisfying (but frustrating getting there).
In addition to what Jono says, you absolutey can and should use takedowns on Bane as often as possible. As frustrating as the addition of the Henchman in the second half of this fight is, you need to use them to your advantage to build up your counter, then use your takedowns on Bane.
If you can do that, you can actually win this fight relatively quickly.
that's a perfectly valid tactic as well! (though I prefer to take advantage of the henchman themselves still :)
I was somewhat boozed up at the time and those fricken Henchmen moved at so fast that I kept losing my focus on Bane and then he would charge or clobber me( or both) . Avoiding his juiced up charges is problematic sometimes cause if u are in a tight corner and get hit with his first charge then you can lose momentum and get hit again... found that bit unfair and cheap