4.5/5.5 in Bang's favor IMO. His hitbox on 5B and jB got better, so you can't abuse slide 2A the way you could in CS2 (though it's still somewhat useful). The match is more like CS1, except you have to work harder to take him to the corner....
Fullscreen:
Good idea to set the staff.
Against fullscreen nails - Poison Nail - IB, watch him. D nails - IB > back jump, watch him, or reposition. If they like using nails in neutral, it's better for us.
Midscreen:
Against D nails - IB > backjump or backstep. Jumping is preferable. If you're already in the air (which is the best case scenario), IB and dj/airdash awa/whatever. IB is +6 in the air.
Against jump ins - have to judge properly between 2A, 5A, itsuu, launch staff, jA... like CS1, there isn't one universal answer anymore. 5A definitely will never ever beat j4B btw. Slide 2A still works if they assume you'll stand up to block.
Against 5B - your 5B still wins. Staffless, use 2B. Slide 2A loses :/. Using 6D against it will trade in your favor.
Against 3C - just jump, don't try doing your 3C back on reaction. I'm thinking of trying to j2D it on reaction, gotta check. If you read it though, using your 3C is a fine answer. They will use 3C to stop Itsuu/6B.
Bang's Pressure:
2A > 2A = gap
5A > dash 5A = can't 2A in between unless you IB, but if you mash 5A you'll win for sure.
2A > 5B = gap
5A > 2A > no gap
5B > 5C/6A = gap
5B > 2B = no gap
Meaty 2B = beats backstep
Blocked 6D or 5D = always, always, ALWAYS use Tsbuame, he literally can't do ANYTHING to stop this, it's -13 and -15 on block (respectively), and Tsubame is 11f startup, meaning he can't do any 5D > block or 5D > Super crash shenanigans on you.
Meaty 5C = Don't dp this, he recovers before it comes out.
2B > D nails = An interesting situation, he's something like +5 on block, so first off, you should always IB this. If they like doing dash > normal, you can try doing IB > barrier jump (as barrier jumping makes your hitbox smaller than doing a normal jump). You can also IB throw, as your throw could beat a dashing normal. Both of those options are pretty risky though. Blocking is the safest, watchout for command grab after this.
2B > jump J4B = the basic low level Bang pressure, airthrow this shit.
So, basically Bang's pressure isn't too hard to deal with if you know what he has, the problem is he has a ton of options, he has D nails, and he has a command grab to keep you from just blocking all day. In between 2A > anything pretty much, you can't mash to get out, but you can DP (gotta practice though). Bang's 2A is -2, so you can DP without IB'ing (though it makes it easier), and if you can do it consistently and make him bait that early in the string, you can just abare/jump/etc. Make him work.
Litchi's pressure:
Bang's 2D kind of sucks to use to mash out this version, the cool thing to do now is 6D, if you read a 6D, use 6A and confirm your FC combo.
Using overhead for meaty occasionally works too.
Vs Ashura - If they do wake up Ashura, you can DP on reaction to super flash. I don't know if you can still clash it with 2A and punish with Ryuuisou, I have to check.
Vs Ashura in pressure - If you have the staff, you can delay any normal, wait for the super flash, and DP.
2A > 2C beats abare, 2A > 2B works pretty nicely as well and 2B goes into 6C > airdash jB etc.
For okizeme in the corner, end with j9B > j7B > jC > land Kokushi and jump straight up, this will beat 6D > tele on wake up 100 percent.
If you don't have meter, end with 6A > 2D > 3way.