TakeAChance
TYM White Knight
Hey guys, I have been practicing some matchups for tournament play and thought I would bring forth these helpful tips for dealing with Superman. Now, some of these may be debated/debunked and I encourage you to do so. The more knowledge we gain, the less of a threat this perceived monster will be.
The Lasers
Oh god the horrible horrible lasers. First thing is first. Patience is key. Scouting and reads is essential.
Full screen you can jump the laser. I recommend you do so when superman jumps. He has nothing in his arsenal to punish you full screen when he leaves his feet. This allows you to get one step closer to him.
Midscreen.
This is where you have to be patient. Jumping is no longer an option here. As soon as you see him leave his feet, Dash. Block the incoming laser, and dash again. You will now be in his face. If your character has a slower/longer dash, you will have to wait until you block the laser.
When you get somewhat close to him and you see him jump straight up, you can double dash UNDERNEATH him, and get a full combo AA punish on his way down. Just something to keep in mind.
If he starts mixing them with ground eye blasts, you can duck/jump accordingly. They are much easier to deal with then air lasers.
Meter Burned Lasers
Never duck when blocking supermans lasers. There is no need to. If he meter burns it in the air, you still get a free dash afterwards. Most will do this when you are getting too close to utilize the push back it causes.
The Frametrap.
Dealing with f23~breathe seems to be a general complaint among many who play against Superman. If superman is getting too liberal with his f23~breathe loops, you CAN backdash the next f23 after a breathe. If you have a 6f jab with a little bit of reach, he cannot do another f23. Go to the lab and practice to see if you can interupt his next string. Other than f23 Superman doesn't have a whole lot of threats from that range that you can't beat out with your faster normals.
Characters That Can Backdash F23~Breathe Loops
Black Adam
Catwoman
Characters That CANNOT backdash F23~Breathe Loops
Ares
Deathstroke
Doomsday
Green Lantern
Grundy
Lex
Raven
Sinestro
Superman's "MIXUPS"
Superman's 112(oh) string mixed up with 11~low throw and 223 string mixed with 22~low throw give a lot of people problems. It is a 50/50, however it is NOT a safe 50/50. Anytime Superman Scoops, you MUST punish him. It's VERY VERY negative. Once superman gets punished a couple times for trying to scoop you, he will be more apt to finish his string, which still leaves him at -10. Use this to your advantage.
Supermans 223 string will leave him at -3 if he finishes the string. This is the string he will most likely doll out to try and 50/50 you. The same scenario applies as above. Punish the low, start your pressure after the overhead. You wont get a combo punish off this string unless he scoops, but you will get a chance to turn the tables around.
Supermans specials for the most part are all insanely negative. Some of them are harder than others to punish but everyone should be punishing his superman punch, his low scoop, his ground lasers and his air dive everytime you block it. Doing so will make superman consider his options.
Backdashing out of F23~breathe loops midscreen will break up his offense. Not respecting his crossup j2 will force him to go on the defensive everytime he lands it and in general, prevent him from running all over you.
PUSHBLOCKING
If you have a life lead, and superman is going ham on you. You can keep him out safely by just utilizing your push block. No mixups, no damage, just a bar and you get the 50/50 safely off of you. Use this when you need it whether you are trying to time him out, or just keep a life lead.
More tips to come as I find them.
If anyone has anymore things to add please do so and I hope this helps at least one person out there deal with the man of steel.
Dealing With Superman
The Lasers
Oh god the horrible horrible lasers. First thing is first. Patience is key. Scouting and reads is essential.
Full screen you can jump the laser. I recommend you do so when superman jumps. He has nothing in his arsenal to punish you full screen when he leaves his feet. This allows you to get one step closer to him.
Midscreen.
This is where you have to be patient. Jumping is no longer an option here. As soon as you see him leave his feet, Dash. Block the incoming laser, and dash again. You will now be in his face. If your character has a slower/longer dash, you will have to wait until you block the laser.
When you get somewhat close to him and you see him jump straight up, you can double dash UNDERNEATH him, and get a full combo AA punish on his way down. Just something to keep in mind.
If he starts mixing them with ground eye blasts, you can duck/jump accordingly. They are much easier to deal with then air lasers.
Meter Burned Lasers
Never duck when blocking supermans lasers. There is no need to. If he meter burns it in the air, you still get a free dash afterwards. Most will do this when you are getting too close to utilize the push back it causes.
The Frametrap.
Dealing with f23~breathe seems to be a general complaint among many who play against Superman. If superman is getting too liberal with his f23~breathe loops, you CAN backdash the next f23 after a breathe. If you have a 6f jab with a little bit of reach, he cannot do another f23. Go to the lab and practice to see if you can interupt his next string. Other than f23 Superman doesn't have a whole lot of threats from that range that you can't beat out with your faster normals.
Characters That Can Backdash F23~Breathe Loops
Black Adam
Catwoman
Characters That CANNOT backdash F23~Breathe Loops
Ares
Deathstroke
Doomsday
Green Lantern
Grundy
Lex
Raven
Sinestro
Superman's "MIXUPS"
Superman's 112(oh) string mixed up with 11~low throw and 223 string mixed with 22~low throw give a lot of people problems. It is a 50/50, however it is NOT a safe 50/50. Anytime Superman Scoops, you MUST punish him. It's VERY VERY negative. Once superman gets punished a couple times for trying to scoop you, he will be more apt to finish his string, which still leaves him at -10. Use this to your advantage.
Supermans 223 string will leave him at -3 if he finishes the string. This is the string he will most likely doll out to try and 50/50 you. The same scenario applies as above. Punish the low, start your pressure after the overhead. You wont get a combo punish off this string unless he scoops, but you will get a chance to turn the tables around.
Supermans specials for the most part are all insanely negative. Some of them are harder than others to punish but everyone should be punishing his superman punch, his low scoop, his ground lasers and his air dive everytime you block it. Doing so will make superman consider his options.
Backdashing out of F23~breathe loops midscreen will break up his offense. Not respecting his crossup j2 will force him to go on the defensive everytime he lands it and in general, prevent him from running all over you.
PUSHBLOCKING
If you have a life lead, and superman is going ham on you. You can keep him out safely by just utilizing your push block. No mixups, no damage, just a bar and you get the 50/50 safely off of you. Use this when you need it whether you are trying to time him out, or just keep a life lead.
More tips to come as I find them.
If anyone has anymore things to add please do so and I hope this helps at least one person out there deal with the man of steel.