This will grow to be a comprehensive guide for matchups versus every character in the game. Read carefully, and use your ninja techniques to crush all opponents... even other ninjas!
Please note that this is both a work in progress and also greatly a matter of personal preference... I encourage you before reading to learn a little on your own, as not to pick up bad habits or being unable to solve problematic situations against other characters on your own.
Press CTRL + F to bring up a small bar. Type in the character your looking for, and voila. You'll be brought right to it. I've also added pictures into the text to make it easier to see which character is which.
^ _^b kthx.
/goes off to fight characters for matchup data.
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Vs. Λ-11:
There are two ways to describe Lambda's... they are either offensive, or defensive, perhaps somewhere in between, but not usually. I'll go over both.
Offensive:Offensive lambda players will probably try using a lot of 214D or 236D to keep you in pressure strings in between different variations of C attacks. There's one thing to keep in mind with all these attacks... and that is that they ALL have a pretty big delay.
If you see your opponent charging up a slow attack... then you have one of a few choices. You can choose to eat the block, and lose a primer, hopefully instablocking and gaining meter.. You can jump out, which risks you getting hit by a 6D or 2D... or you can turn the tides. Which sounds best to you? Try timing your 2D or 5D to guardpoint the move and send a flaming fist back into their face. If youd like, you can just escape too, by using the C teleport instead. this gives you a chance to swing the neutral game into your favor.
Next is the Act Parser fake outs... I see a lot of people eat green throws because they don't see it coming. Remember to always block low as you see the Lambda act parser... but if you never actually GET put into blockstring... then be ready for a throw! Its fairly easy to notice... because as Lambda comes out of act parser, she stops short! Keep an eye on your opponent at all times!
Now in general, you want to let the lambda come to you, and punish things with your Guardpoint moves or a reversal. Trying to go against her too hard will end up getting you hurt.
Defensive, AKA Zoner:Try to play very carefully, and see how your opponent reacts to what you do. If you airdash too much, you may end up eating a 6D or 5D while you try to get in. However, most of the time, people who play this way dont really have any way to react to being put under your pressure.
Once you lock them down, you have to keep going as much as possible, and try to keep them in range. Keep them within 5a range and watch for reversals, and thats all you really have to do! Just keep the combos rolling, throw a little, and keep the pressure up.
A nice way to actually get in and begin pressuring is again, guardpoint. Seeing when your opponent will 5D can let you parry it and teleport into them for a counter hit.
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Vs. μ-12:
Mu is a very strong character in this patch, and her moves hurt big time. However, her strength lies mostly in her neutral game. If you leave her alone, shes going to dominate you with zoning tools and better range. Keep her within 5b range most of the time, and lock her down for the win. Watch out, though, she has a invincible dragon punch move, so playing recklessly won't work!
On jumpy Mus, use your B nails to lock her out of jumping on wake up. Use your J.a more too. These both have great priority and good recovery.
Keeping an eye on where she places different drive orbs is a key component in fighting a Mu. All of her mixup, lockdown, zoning, and big damage comes from various uses of these small little bastards. Watch especially for the move that makes them explode, because if you get caught by it, its an easy 4k damage. Keeping mobile will stop the projectiles from hitting you, and if you manage to deal damage to her before they shoot, then they will stop the start up. Use all of these things to your advantage as you are a very fast, hard hitting character. If you feel lucky, try to guardpoint a shot or two and teleport for a quick surprise attack

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Vs. Arakune:
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Vs. Bang Shishigami:
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Vs. Carl Clover:
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Vs. Haku-men:
Stay free Haku-men. In this matchup, do your best to stay in either the neutral game or keep them blocking. A Haku-men who doesn't already have an advantage will never have one unless you give it to them. Stay inside their head. Keep in mind that the only real way for them to get in on you is from the air, and abuse it. Abuse it all day long.
Most of the time, Haku-men's will try to Air Dash in and use either J.b or J.2c to try to put you into pressure. Well, guess what can block air moves? Thats right. Use 2D and get a counter hit to start getting some big damage on unsafe air-entries.
Next, if your trying to pressure them, youll find that a lot of Haku-men's will use their drive to try to parry your attacks... the only way they can do this is if you're
obvious about your attacks. Keeping your pressure string fresh is a good idea for any matchup, not just against Haku-men. If you find your having real trouble dealing with his parry, then start using your throw more often. If you can master it, using your command throw, or even regular throws against an unsuspecting opponent will be come second nature and deal huge damage.
Watch out for a dashing hakumen, as well. An Air Renka counter hit in the corner will deal over half your health, but the only way to get hit by it is if you aren't paying attention. Be especially careful on wake up, as a Hakumen can dash-214C and deal huge damage too. Typically, you just want to block high if they are dashing, then switch to low.
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Vs. Hazama:
Hazama is one of the top frustrating characters for Bangs. His drive move out maneuvers you most of the time, so if you encounter a Hazama that uses it a lot, just stay back and be defensive. When they start flying at you, use a Guardpoint or even your 5a to knock them out of their move and start a combo.
A good thing, however, is that once you have a Hazama on the ground, there isn't many defensive options available to them. Try to predict when theyll jump and get a good air throw or j.b to combo off of. Play it aggressive and hard when your on the offensive, but be careful of Jayouku Hotenjin's, as they WILL hurt you alot if they manage to reversal you. Play it safe on wake up and block it or air-dash and use nails when they have 50+ heat.
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Vs. Jin Kisaragi:
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Vs. Litchi Faye Ling:
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Vs. Makoto Nanaya:
This is a pretty hard matchup. Its all about maneuvering around the makoto and using her attacks against her. Don't think to just use your jabs against a Makoto. Why? You will NEVER out prioritize a makoto's jab. You have to watch for her attacks and let her do something unsafe. If they have you in pressure, you can jab out of her overhead if you guess where it is correctly. She has great priority, but little mixup. Use this to your advantage, and keep blocking until they do something stupid.
If they do happen to get a combo off on you, then your wake up game is pretty limited. However, most Makoto's will attack you with a 2a on wakeup. How do you counter this when all your moves are out-prioritized? Well, thats easy! Just use 6D on wake up. They'll attack into it, and then you can use the C teleport to get out of pressure. Simple. If you have 50 heat, you can also land a fairly damaging reversal with Ashura.
If you find yourself continuously getting locked in pressure strings, dont be afraid to use a Counter Assault. This can get you out of pressure and give you the chance to start your own.
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Vs. Noel Vermillion:
Another very annoying matchup for Bang. Like makoto, most of Noel's moves will out-prioritize you. Another similarity, however, is that her mixup stinks. Like with Makoto, wait for her to mess up - block her overhead, wait for her to use her drive, etc - and punish.
Noel also has fairly bad defensive options. While she has good priority, on wake up she doesn't have anything to react with besides blocking. Keep her in pressure strings and don't let her run around to use her drive and normals on you.
Things to watch out for when fighting her are her drives, and also her great anti-air. Her drives are obvious. She has good invincibility, good priority, and good damage. Her anti airs mess your aerial games up as well. Try to air-dash in less, and use your ground neutral game to your advantage.
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Vs. Platinum The Trinity:
I've never really had any problems with Platinum the Trinity. From my perspective, Bang has a pretty good match up against her.
The top things to watch out for would probably be her various types of projectiles, and also her baseball bat(dragon punch move). Try to keep her locked down like with most characters, and you should do fine.
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Vs. Rachel Alucard:
Projectiles ahoy! Be forewarned, when you fight a Rachel, you will do A LOT, and I mean A LOT, of blocking. Watch out for tiny lobellia, her pumpkin, and especially George. If she hits you with George (even on block), its free pressure/combo for her. Play safe, play smart. Use her projectiles against her and dash through the spaces between her attacks.
If she has you in pressure, again, keep blocking! Don't let them hit you or they will simply have a better set up on oki after the combo. Use a CA, or guardpoint/jab through big holes in their pressure.
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Vs. Ragna The Bloodedge:
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Vs. Relius Clover:

Coming Soon

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Vs. Iron Tager:
Tager has to be one of the easiest match ups for any character in the game. Considering hes the only character who is actually below Bang in the tierlist, you shouldnt have too much trouble taking him out.
Remembering that he has invincibility on his throws, you should use aerial attacks to your advantage and catch them trying to 720 or 360 for a counter hit. Keeping them in blockstring and in the corner also helps a lot, considering they don't really have any way to get around besides jumping.
Just because tager is a grappler, doesnt mean you shouldnt use your own throws to take him out. Catching him with your own command throws can throw a tager off and make him unable to react.
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Vs. Taokaka:
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Vs. Tsubaki Yayoi
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Vs. Valkenhayn R. Hellsing:
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