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The Last Son of Krypton -- Superman General Discussion Thread

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nfdsallwd

Apprentice
guys, what are main uses for his divekick (or like divefists lol, ground smash). is it very unsafe to use from time to time?
also, what are his cross up and crossover setups, thanks in advance
 
can someone give me advice on how to deal with doomsday hes the only character i almost can never beat between the ji splash the chop and the stomp i'm having almost no success against this character
 

Joshkazkab

I am the Protector of Russia's Skies!
Block high against him, push block, Anti air, Punish his terribly unsafe specials and normals, Backdash/Forwarddash/Meterburn F3 or B3 his supernova.
 

greguu

GOTCHA
I have noticed that most of Superman's combos end with air grab then heat vision. I feel really stupid asking this question, but how do you get heat vision to come out after the air grab? I haven't been able to do it & I have no idea why.
 

Joshkazkab

I am the Protector of Russia's Skies!
you input the heat vison before superman throws them, but I'd only end a combo with air grab to throw them back in the corner if they got out.
 

Raynex

Intelligence + Speed + Power
What' up with Superman's 22 (Mid,Mid) string? The second hit whiffs on crouchers...but its a mid...

I can't always finish the string with the 50/50 223_DF+1 mix-up because of this whiffing issue
 

Raynex

Intelligence + Speed + Power
I'm not getting it. Mids hit both standing / crouching. Shouldn't special mids be the same? If it whiffs on crouchers why not just make it a high to begin with? Pardon me, I'm still getting used to this game's system. It's unlike any of the other games I've played before.
 

Raynex

Intelligence + Speed + Power
Wow, it actually goes under it? Nice find. I've been using it to cover lots of ground + untechable KND setups. People are so preoccupied with walking backwards looking for F23 that they aren't watching their ankles.

I wonder if it works the same for other duckable projectiles?
 

Knoterror

Kombatant
Wow, it actually goes under it? Nice find. I've been using it to cover lots of ground + untechable KND setups. People are so preoccupied with walking backwards looking for F23 that they aren't watching their ankles.

I wonder if it works the same for other duckable projectiles?
Yep! I don't see why it wouldn't work against all duckable projectiles. Tested against GL straight rocket and Shazams lightning so far.

But yeah, you really can do it on reaction, which is good because you do not want to whiff it or have it blocked and you can be hit with highs if timed incorrectly.
 

Raynex

Intelligence + Speed + Power
One hard knockdown can destroy the success of any zoning strategy, and lead directly into free mix-ups. This is amazing for so many match-ups. Off the top of my head I'm thinking Ares / Raven
 

InfernoZ

Noob
Any advice/breakdown on neutral game with Supes?

Like, general playstyle, what tools I should be abusing, his best moves, good stuff on wakeup, best reversals, etc.

Already got low slide vs standard height projectiles. Seems good. TIA
 
Any advice/breakdown on neutral game with Supes?

Like, general playstyle, what tools I should be abusing, his best moves, good stuff on wakeup, best reversals, etc.

Already got low slide vs standard height projectiles. Seems good. TIA
F23 (and F23xxBreath) is really good. Personally I use 22 as my go-to string because you can go into 223 or cancel into Low Scoop and get a full combo from either, whereas 111 or 11 only gets a full combo off low scoop (which is unsafe) or MB breath (which needs to be confirmed quickly and costs a meter).

Superman's mixups aren't very good until you score a knockdown but he is very safe in general so just focus on reading and spacing your opponent to get your hits. Once you knock them down you can start running air-dash mixups.

Breath is actually a decent wakeup reversal against some resets (it beats Ares' unblockable reset unless he changes the timing).
 

Raynex

Intelligence + Speed + Power
whereas 111 or 11 only gets a full combo off low scoop (which is unsafe) or MB breath (which needs to be confirmed quickly and costs a meter).
111 string's value lies in it's frame advantage. It is +1 like Breath and is different visually, so it adds to his frame trap game. People are more likely to attack after blocking a string they've never seen before, especially if they don't know you're at advantage.

[MB] Breath is + frames on block as well. It's a safe guess, and it blows up people pressing buttons after 111. If the whole string hits, the Breath combos for the easiest confirm of all time.
 
111 string's value lies in it's frame advantage. It is +1 like Breath and is different visually, so it adds to his frame trap game. People are more likely to attack after blocking a string they've never seen before, especially if they don't know you're at advantage.

[MB] Breath is + frames on block as well. It's a safe guess, and it blows up people pressing buttons after 111. If the whole string hits, the Breath combos for the easiest confirm of all time.
Bernard you're playing this too? Godlike. We'll have to compare Supes notes at Toryuken.
 

KC H0oKsw0rds

iK A B A L
What about players that try to jump out of superman pressure. What AA options does he have for jump out reads as well as jump in AAs?
 

Joshkazkab

I am the Protector of Russia's Skies!
AA's - D2, 2, 3, Rising grab ( I wouldn't use this unless on wakeup or if they're going for an empty jump)
air to air - J1, J2, J3, Ground smash (I wouldn't abuse this one)
 

Raynex

Intelligence + Speed + Power
I'll throw in my optimized ones as well. Substitute 3~AGHV with 3~BF+3 for corner carry, or D3 for midscreen mix-ups.

AA D2 (or grounded D2): F23, F2~scoop, 3~AGHV
F2~MB Breath, B3, j3, F2~scoop, 3~AGHV

Air-to-Air j1,2 or 3: Same as above!

If you're near the corner you can go directly into 3~Trait, 3~MB Breath combos, or any other corner nastiness you desire.
 
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