For Superman our D1 and his F2 have pretty much the same range now, so you can play footsies with it. I don't know why the hell you'd want to take that risk, but you have the option now. You can either jump back or dash after f23 breath and punish if he whiffs. So it's very similar to our mb venom, in which he has to guess. But jumping is a much more viable option because of the fact that he doesn't have a very good anti air grab. You can punish air laser on block with mb venom if he doesn't mb even if done really close to the ground from almost full screen. And a ground sweeping laser pretty much gives you a free mb venom that he has to block after. I'm still testing stuff but that's most of the major things out of the way. The trait still fucks us over, so just make sure you only activate when his is on cooldown. All in all I think this will still be a difficult 6-4 with his trait, but he does a lot less damage in the corner, and we have a lot more options up close now. At least it went from unwinnable, to actually very possible to win.
I think the best bet after f23 would be to instant jump back splash, because you can still whiff punish the f23 if he does it, and if he dashes to catch you, you hit him with the splash. And he can't rising grab you without dashing, so he doesn't have any way to stop you from jumping unless he stands there and trip guards you or something.
I'll test Batman sometime soon. We don't have any in SoCal so I'm not worried about him yet.