SUPERMAN:
BEST NORMALS:
d1/d11 - singe or double crouching jab. this is actually a decent move to interrupt high attacks like jab pressure or any high trap. this move can also be used as a poke to try to set up an opening to get on the offensive. this is definitely not an abuseable move but it does have its place in Superman's game.
d3 - by far Superman's best low.
b1 - a high launcher. this move is 100% safe but hits high so it can be ducked or high crushed.
b2 - a mid launcher that is 100% safe.
11 - 2 fast jabs. this string has a 3rd hit (111) but using the 3rd hit is next to useless.
34 - 2 hit mid string that is very unsafe on block.
234 - 3 hit string that starts high. again, very unsafe on block. best used in juggles.
SPECIALS:
Heat Vision - bb1 then mash all buttons fast. can also be done in air.
Inhale Capture - db2
Soaring Knockout - df2
Ice Breath - df3
Ground Pound(GP)- dd4
Shoulder Charge - ff4
Up, Up and Away - db3
(After Up, Up and Away)
Hover Heat Vision Close - 1
Hover Heat Vision Far - 2
Ground Tremor - 4
Land - 3
PRO MOVES:
Inhale Capture, Hover - db2*db3
Inhale Capture, Soaring Knockout - db2*df2
Inhale Capture, Soaring Knockout, Hover - db2*df2*db3
Pro Ground Pound(PGP) - dd4*1+2
Soaring Knockout, Hover - df2*db3
STRATS:
METER:
There are 5 things Superman can do with meter.
1. Breaker Combo - if Superman breaks an attack where the opponent is grounded, meaning moves that do NOT count your opponent as being in air, and Superman is at maximum height(and i mean MAXIUM height) he gets a PGP then GP followup. should Superman use a breaker while in air and he doesnt break at maximum height, the PGP can be escaped with back tech recover(BTR).
2. Rage Shoulder Charge - when Superman has rage he can get guaranteed shoulder charge by linking it off of the rage unblockable activation. also, because he is on rage the shoulder charge will do rage mode damage.
3. Rage Pro Ground Pound - after the rage activation knockdown, Superman gets a guaranteed PGP unless the opponent quick recovers(QR). if they dont QR then the PGP is 100% free as is the dd4 followup and it CANNOT be escaped, not even with rage. if the opponent does QR Superman gets a run in 50/50 with d3/b2.
4. Rage Combo - anytime Superman lands a freeze breathe, be it on a grounded or in air opponent, Superman can rage activate and combo.
5. Rage Activation Combo - Superman gets a guaranteed RAC when the opponents back is to the wall.
Punishing:
when opponents are unsafe knowing how to punish PROPERLY is very important. there are several types of unsafe. there are moves that are only jab punishable, moves that are so unsafe that you get any move you want, moves that are very unsafe but leave the opponent far from you, and moves that cause the opponent to stay in air in front of you.
if a move is only jab punishable then use 11~df3 then combo accordingly. the same thing goes for extremely unsafe moves, anytime you can get a free combo of choice use 11~df3.
if a move is unsafe but it leaves the opponent to far for you to run up and combo, use ff4. an example of a move like this would be raidens ff2. after blocking it you dont have enough time to dash up and combo so use ff4 to punish it.
for moves that leave the opponent in air for a few frames you have a few options. you can try to time a 11~df3 to hit them right as they land, u2/b1/b2 then combo accordingly, or just dd4*1+2 as they land if they have a breaker.
Unbreakable:
when opponents have a breaker or are close to getting breaker Superman can use an unbreakable combo. this is a MAJOR advantage as not many characters have unbreakable combos. in MKDC, the ability to dish out good damage when opponents have breaker is huge. ppl are also less likely to even try to be risky even though they have a breaker/close to having a breaker because of his unbreakable. this is also a mental advantage over your opponent as much as it is a character advantage. any time Superman gets a launch he can PGP then dd4 for a combo that is unbreakable unless they breaker the launcher. if you block a move that causes the opponent to spin in a ball then you can PGP as they land for a 100% unbreakable combo punish.
Meter Management:
do NOT be a fool with your meter. your meter is POWER! DO NOT WASTE IT! BE SAFE!!!! if you get caught with a grounded combo and you can afford to eat the combo, EAT THE COMBO! it is more frustrating to your opponent when they cant get you to waste your breaker then it is for you to eat a ground combo you can afford to eat. use your meter for rage combo, rage activate mixup, air breaker into PGP/run in 50/50, if you are foolish and waste your breaker then you are wasting one of Superman's better tools by burning meter. also, DO NOT just activate rage "just because". save it for a rage combo after freeze breath hits or if you do activate, at least make sure you do it close to the opponent so you the a mixup off of the knockdown.
KOMBAT
first off please do not fool yourself into thinking that heat vision/gp is a zoning mixup, neither is hover heat vision/hover gp. these are easily avoided by stepping then jump toward superman when they see any special. the laser wont hit them because its a step then jump and the gp wont hit because of the jump.
heat vision is a good projectile when used right. in fact, its is the second best ground projectile in the game. besides doing great damage it also leaves Superman at a little advantage on hit and it can also anti-air. using air heat vision to punish other projectiles while jumping over them is ok at best but not recommended. better to ss then ground eye beam again as it does more damage when it hits and builds meter while staying safe.
be mindful that moves like shoulder charge/freeze breath/inhale/soaring knockout are not moves to throw out just to "check" your opponent. this is NOT online here so lag will not save you. you WILL eat FULL combos when you throw these moves out "just because".
use his L1 throw into pillars for combos every chance you get. know where you are on the stage at all times. after L1 throw into pillar you can freeze breath then combo or PGP for unbreakable damage.
using d3 into special is great but unsafe but it is a necessary risk. you can use d3~db2*df2*db3 or d3~df2*db3,4. d3~df2*db3 is MUCH easier and more practical. dashing in and stopping just short i.e. sweep range is a good place to stick this move in.
you can use b2 as a mixup to d3. b2 also has great priority and surprising range.
b1 should be used already in combo and not be thrown out randomly praying for a launcher to hit.
keep out game with heat vision when combined with short dash d3/b2 is a good tactic and not so easy to get around. the opponent doesnt know if you will heat vision or dash in and strike/throw or dash in and stop short and do nothing and cause them to wiff. also, if the opponent tries to time a jump assuming you will heat vision, anti-air with u2 then combo accordingly.
When Standard Uppercut or FF4 Hit:
PGP is not guaranteed after any of these options because the opponent can QR but it is a 50/50 trap. after uppercut or ff4 you can run in and mix up between d3/b2 or throws. if the opponent chooses not to QR and get up into the mixup then you can get a PGP guaranteed.
DF2*DB3,33:
let me explain what 33 is. after you cancel df2 with the db3 pro move you can land VERY fast by rapidly tapping 3, this allows Superman to land before you can recover and he can add a PGP to the combo.
About D3:
d3~df2*db3,33,dd4*1+2,dd4 is a combo that does 36%... yes, 36% guaranteed after landing a high crushing low punch with great range. unfortunately for your opponent ducking gets punished by his b2 safe mid launcher that leads to a combo that does almost 50%.
The Power of df2:
when doing combos that df2 links into i.e. d3~df2. this combo is guaranteed to always do 13% at minimum even if they try to break it. thats right, even if they try to breaker then punch STILL takes some damage. this is big because MKDC doesnt have characters take damage when they breaker.
Corner Trap:
anytime you land a df2 promove so that the opponents back is to the wall you can finish the combo by doing 4 which is the standard air gp. so the command would be df2*db3,4. why do this over 33 then PGP? because the standard air gp gives Superman major adv and the opponent(when cornered after it hits) cannot interrupt Superman and they must guess on d3,b2,throws.
STANDARD COMBOS:
1. 11~df3,b1,b1,234~dd4*1+2, dd4
2. 11~df3,b1,b1,234~df2*db3,33,dd4*1+2,dd4
3. b2/u2/b1,b1,234~dd4*1+2,dd4
4. b2/u2/b1,b1,234~df2*db3,4
5. d3~df2*db3,33,dd4*1+2,dd4
6. L1 throw into pillar,df3,234~dd4*1+2, dd4
7. L1 throw into pillar,df3,234~df2*db3,33,dd4*1+2,dd4
8. L1 throw into pillar, dd4*1+2,dd4 (unbreakable after throw)
9. u2/b2/b1,dd4*1+2,dd4 (unbreakable after 1st hit)
10. air breaker,dd4*1+2,dd4 (unbreakable)
11. anti-air cross-up uppercut,dd4*1+2,dd4 (unbreakable after 1st hit)
12.
- CREDIT: Check for this video
RAGE COMBOS:
1. 11~df3,
RAGE,b1,b1,234~df2*db3,33,dd4*1+2,dd4
2. u2/b2/b1, b1, df3,
RAGE,234~df2*db3,33,dd4*1+2,dd4
3. L1 throw into pillar, df3,
RAGE, 234~df2*db3,33,dd4*1+2,dd4
4.
*OPPONENTS BACK TO WALL - b2/u2/b1,
RAGE,u2, (3)4~df3,(ssu putting your shoulder to the wall)234~df2*db3,4
5.
*OPPONENTS BACK TO WALL - b2/u2/b1,
RAGE,u2, (3)4~df3,(ssu putting your shoulder to the wall)234~dd4*1+2,dd4 (unbreakable after activation)
RAGE ACTIVATION COMBO:
1.
RAGE~ff4
2.
*OPPONENTS BACK TO WALL - RAGE~d1~df2*db3,33,dd4*1+2,dd4 (unbreakable)
3.
*OPPONENTS BACK TO WALL - RAGE~d1~df3,b2, (3)4~df3,(ssu/ssd putting your shoulder to the wall)234~dd4*1+2,dd4
RAGE EXPLOITS:
1 . - CREDIT: Check for this video
2. - CREDIT: Check for this video
***SIDE NOTE***:
the only time uppercut gives a free PGP is after an anti-air uppercut on an opponent already high in air so that the uppercut sends them ridiculously high or after an anti-air cross-up uppercut. what is an anti-air cross-up uppercut? an anti-air cross-up uppercut is when your opponent tries to jump over you and you uppercut them as your body transitions from one side to the next.