What's new

Guide All-Star Superman Guide

DeathAndHealing

Apprentice
PLEASE READ THE NOTES!

If you have anything to add or correct PM me. You can also tag me in any forum post, even if its not in this thread and Ill add it to the guide. Anyone who helps will be added to the list below!

note: Due to recent patch combo damage may be off.
note: Information will become outdated but I will do my best to keep updated. Please check the guide before taking any advice posted in this thread that is not in the first three posts. An example would be MB Super Breath being able to combo from a d1, some people are still talking about this BUT, it most definitely does NOT combo.
note: There is tons of information in each spoiler tag, make sure you click on them!
note: All dashes before [MB] Super Breath are optional in the BnB combos section.

Thanks! Death SatsuiYesHadou Raynex EGP Wonder_Chef Tom Brady knoterror GGA Dizzy Duck Nation TONY-T Drecker

RESOURCES
http://testyourmight.com/wiki/index.php/Superman
http://www.eventhubs.com/guides/2013/mar/24/superman-injustice-gods-among-us-moves-combos-strategy-guide/

MEDIA
Up, Up, and Away! - The official Superman video thread.
http://testyourmight.com/threads/up-up-and-away-the-official-superman-video-thread.32286/
Tournaments Superman has won!
Tyrant vs Justin Wong/WonderChef - http://www.twitch.tv/leveluplive/b/392337815?t=6h39m
EGP P.Board Player 88 vs Aris - http://www.twitch.tv/leveluplive/b/398377019?t=5h38m
EMP CDJr vs AGE NYChrisG - http://www.twitch.tv/teamsp00ky/b/401020329?t=3h31m40s
RDK Tyrant vs RDK GodSpeed - http://www.twitch.tv/leveluplive/b/401091646?t=4h38m30s

Legend
1 = Light Attack
2 = Medium Attack
3 = Heavy Attack
MB = Meter Burn Button.
B = Back (Away from opponent)
F = Forward (Towards opponent)
J = Jump in punch
+ = Press both inputs at the same time

*BASIC ATTACKS*
1 - Hook Punch - [8f -2 on block]
2 - Overhead Smash - [10f -4 on block]
3 - Fist of Justice - [10f -6 on block]
b1 - Quick Heat - [19f -9 on block]
b2 - Kryptonian Strike - [29f +5 on block]
b3 - Charge Punch - [29f +5 on block]
f2 - Cross Swipe - [8f -3 on block]
f3 - Charge Overhead - [30f +7 on block]
d+f3 - Flying Low - [16f -24 on block]
d1 - Quick Jab - [6f -2 on block]
d2 - Uppercut - [9f -9 on block]
A. Good anti-air
d3 - Low Poke - [12f -9 on block][Untechable Knockdown]

Air Attacks
J1 - Steel Fist - [5f -12 on block]
J2 - Double Fist - [9f -8 on block]
J3 - Hammer Punch - [11f -4 on block]

*COMBO ATTACKS*
note: Startup frames actually come from Basic Attacks.

11 - Its a Bird - [8f +2 on block]
111 - Great Purge - [8f +1 on block]
112 - Kryptonite Bash - [8f -10 on block][Untechable Knockdown]
22 - Speeding Bullet - [10f -1 on block]
223 - The Last Son - [10f -3 on block]
A. Last hit is overhead, use Low Scoop to create a mixup.
b23 - Unstoppable - [29f -1 on block][Untechable Knockdown]
f23 - Solitude Strikes - [8f -2 on block]
f2d1 - Steel Rush - [8f -4 on block]
f2d13 - Man of Steel - [8f +5 on block][Untechable Knockdown]
note: Last hit will not come out if f2d1 is blocked.

Bounce Cancels
ff MB Button
bb MB button
note: MB stands for Meter Burn.

SPECIAL MOVES
db2 - Super Breath
db1 - Heat Vision
db1 while airborne - Air heat Vision
df2 - Rising Grab
bf3 - Flying Punch
d3 while airborne - Flying Ground Smash
db3 - Heat Zap
df 1 - Low Scoop

CHARACTER POWER
Fury of Krypton - Trait Button
All moves ignore armor and have increased damage.
Air Dash - ff or bb
Usable only in the air.

MOVE LIST


SUPERMAN COMBOS!
Potential New BnBs
note: I personally do not feel the small increase in damage makes up for the increase in chance to drop, especially during online play, laggy monitor setups, and other various factors such as tournament nerves.
f23, J2, f23, f2~Low Scoop, 3~Flying Punch 29%
f23, J2 , 11~MB Super Breath, b3, J3 > f2~Low Scoop, 3~Flying Punch 38%

Mid-Screen Combos
f23 w/No Meter
f23, f23, f2~Low Scoop, 3[Ender]
[Trait Version]f23~Trait, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 25% - 31% w/Trait
-Rising Grab~Heat Vision 27% - 34% w/Trait

f23 w/1 Meter
f23, f2~MB Super Breath, dash, b3, J3, f2~Low Scoop, 3[Ender]
[Trait Version]f23~Trait, f2~MB Super Breath, dash, b3, J3, f2~Low Scoop, 3[Ender]
-Flying Punch 36% - 46% w/Trait
-Rising Grab~Heat Vision 38% - 47% w/Trait

f2d1 w/No Meter
f2d1, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 26%
-Rising Grab~Heat Vision 28%

f2d1 w/1 Meter
f2d1, f2~MB Super Breath, slight walk or dash, b3, J3, 22~Low Scoop, 3[Ender]
[Trait Version]f2d1~MB Super Breath, slight walk or dash, b3, J2, Trait, 22~Low Scoop, 3[Ender]
-Flying Punch 38% - 41% w/Trait
-RisingGrab~Heat Vision 40% - 43% w/Trait

111 w/No Meter
111~Low Scoop, 3[Ender]
-Flying Punch 23%
-Super Breath 25%
-Rising Grab~Heat Vision 26%
111~Heat Vision 14%

111 w/1 Meter
111~Low Scoop, 22~MB Super Breath, b3[Ender]
-3~Rising Grab~Heat Vision 35%
-J3, 3~Flying Punch 37%
111~MB Breath, b3, J3, 22, f2~Low Scoop, 3[Ender]
[Trait Version]111~MB Breath, b3, J2, 22, f2~Low Scoop, 3[Ender]
-Flying Punch 39% - 42% w/Trait
-Rising Grab~Heat Vision 41% - 43% w/Trait
111~MB Heat Vision 20%

223 w/No Meter
223, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 28%
-Rising Grab~Heat Vision 30%

22~Low Scoop, 3[Ender]
-Flying Punch 21%
-Rising Grab~Heat Vision 24%

223 w/1 Meter
223, f2~MB Super Breath, b3, J3, 22~Low Scoop, 3[Ender]
[Trait Version]223, f2~MB Super, b3, Trait, J2, 22~Low Scoop, 3[Ender]
-Flying Punch 40% - 43% w/Trait
-Rising Grab~Heat Vision 42% - 44% w/Trait

22~Low Scoop, f2~MB Super Breath, b3, J3[Ender]
[Trait Version]22~Low Scoop, f2~MB Super Breath, b3, J3, 3[Ender]
-Rising Grab~Heat Vision 33% - 36% w/Trait
-Flying Punch 35% - 36% w/Trait

b1 w/No Meter
b1~Low Scoop, 3[Ender]
-Flying Punch 20%
-Rising Grab~Heat Vision 23%

b1 w/1 Meter
b1~MB Breath, b3, J3, f23, f2~Low Scoop, 3[Ender]
[Trait Version]b1~MB Super Breath, b3, Trait J2, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 39% - 42% w/Trait
-Rising Grab~Heat Vision 40% - 44% w/Trait

b1~Low Scoop, f2~MB Super Breath, b3[Ender]
[Trait Version]b1~Low Scoop, f2~MB Super Breath, b3, Trait[Ender]
-3,Rising Grab~Heat Vision 33% -35% w/Trait
-J3, 3~flying punch - 35% - 36% w/Trait
note: for Trait Version of Flying Punch Ender you must use a J2 instead of J3

d1 w/No Meter
d1~Low Scoop[Ender]
-3~Flying Punch 19%
-22~Rising Grab~Heat Vision 19%
d1~Flying Punch 10%
d1~Super Breath 12%

d1 w/1 Meter
d1~Low Scoop, f2~MB Super Breath, b3, J3[Ender]
[Trait version]d1~Low Scoop, f2~MB Super Breath, b3, Trait, J2[Ender]
f2~Rising Grab~Heat Vision 33% - 34% w/Trait
3~Flying Punch 34% - 35% w/Trait

d2 w/No Meter
d2, f23, f2~Low Scoop, 3[Ender]
[Trait Version]d2, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 20% - 25% w/Trait
-Rising Grab~Heat Vision 22% - 27% w/Trait


d2 w/1 Meter
d2, f2~MB Super Breath, b3, J3, 22~Low Scoop, 3[Ender]
[Trait Version]d2,Trait, f2~MB Super Breath, b3, J3, 22~Low Scoop, 3[Ender]
-Flying punch 30% - 38% w/Trait
-Rising Grab~Heat Vision 31% - 39% w/Trait

b3
b3, J3, f23, f2~Low Scoop, 3[Ender]
[Trait Version]b3, Trait, J2, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 35% - 39% w/Trait
-Rising Grab~Heat Vision 36% - 41% w/Trait
note: remember you can meter burn b3 but that cost 1 bar of meter.

f3
f3, f23, f2~Low Scoop, 3[Ender]
[Trait Version]f3, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 28% - 34% w/Trait
-Rising Grab~Heat Vision 30% - 36%
note: remember you can meter burn f3 but that cost 1 bar of meter.

Anti-Air Combos
Please refer to "d2 w/No Meter" and "d2 w/1 Meter" in the Mid-Screen BnBs.

Air to Air
J2 w/No Meter
J2, f23, f2~Low Scoop, 3[Ender]
-Flying Punch 28%
-Rising Grab~Heat Vision 30%

J2 w/1 Meter
J2, f2~MB Breath, b3, J3, 22~Low Scoop, 3[Ender]
[Trait Version]J2, f2~MB Breath, b3, Trait, J2, f2~Low Scoop, 3[Ender]
-Flying Punch 41% - 43% w/Trait
-Rising Grab~Heat Vision - 43% - 45% w/Trait

Corner Combos
f23, 3~heat zap, f2d1, f2d1, 3~scoop, 3~breath 45%
f23, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 62%
f23, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Rising Grab~Heat Vision 63%
f23~Heat Zap, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~super breath 68%
F23, 3~Heat Zap, 11, 111 or 3~scoop, 3~Breath (41% / 45%)
F23, 3~Heatzap -> this combo is the same as yours. 111 and 3~scoop both do 53% in the end, so use 111 for consistency
F23, 3~Heat zap, 3~trait, 111 or 3~scoop, 3~breath (50% /53%)
F23, 3~Heat zap, 3~trait, 3~[MB] Breath, Heat zap, 111 or 3~scoop, 3~breath (67% / 69%)

223, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 67%
22~Low Scoop, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1~Rising Grab~Heat Vision 52%
22~Low Scoop, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Super Breath 55%
223, 11, 11, 111 or 3 ~scoop, 3~Breath (33% / 35%)
223, 3~[MB] Breath, Heat Zap, 11, 111 or 3~scoop, 3~Breath (46% / 47%)
223, 3~Trait, 11, 111 or 3~scoop, 3~breath (44% / 47%)
223, 3~trait, 3~[MB] Breath, Heat zap, 11, 111~scoop, 3~breath (63%)


f2d13, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 63%
f2d1, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 69%

111~Low Scoop, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~ Super Breath 56%
111~MB Super Breath, Heat Zap, 3~Trait, f2d1, f2d1, 3~Low Scoop, 3~Super Breath 57%

B1~scoop, (optional 3~Trait) F2D1 x3, 3~Breath (28% / 40%)
B1~scoop, 3~[MB] Breath, F2D1x2, 3~Breath (42%, 1 Meter)
B1~[MB] Breath, Heat Zap, F2D1 x3, 3~scoop, 3~Breath (46%)
B1~[MB] Breath, Heat Zap, 3~Trait, F2D1 x2, 3~scoop, 3~Breath (57%)
B1~[MB] Breath, F3, 3~Heat Zap, 11, 111~scoop, 3~Breath (44%)

Heat Zap, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 80%

Flying Ground Smash, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 73%

3~Trait, 3~MB Super Breath, Heat Zap, f2d1, f2d1, 3~Low Scoop, 3~Super Breath 73%

Air to Air Corner Combos
J1, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 69%
J2, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 71%
J3, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 75%

Anti-Air Corner Combos
d2, 3~Trait, 3~MB Super Breath, Heat Zap, f2d1, 3~Low Scoop, 3~Super Breath 52%

I come bearing gifts! I came up with these a few weeks ago, and I'm convinced now that in many situations it's worth doing if you don't have the meter or trait required for the 68%+ combos. Due to the way these combos are formulated, you end up building meter DURING them so you have enough to [MB] Breath at the end, even if you didn't have any meter to being with.
Optimized Corner Combo for Alternate Enders

223 / F23 / F2D1 / j.D3, (optional 3~Trait) F2D1x3, 3~scoop, 3~[MB] Breath:

OR

From Overhead F3, 3~Heat Zap, F2D1x2, 3~scoop, 3~[MB] Breath:

Post [MB] Breath Enders
- stage transition - B3
- Interactable reset - jump forward, cross-up j.2, 11~interactable
- standing reset - neutral jump 2, 11 (+15 advantage after 11)

On fortress of solitude's left side, this BnB leads to a 100% reset. I combined my combo with @TONY-T 's fortress BnB and the pairing works spectacularly. Here's a fully written example.

Fortress of solitude left side, opponent in corner: 223, F2D1x3, 3~scoop, 3~[MB] Breath, cross-up j.2, 11~interactable, activate trait, j3, F2~interactable wall bounce, B3, j3, F2~scoop, 3~rising grab heat vision (%? Dead!)

You can apply the j.2, 11~interactable ender to any stage that has an interactable in the corner. Time to get creative.

Stage Combos
100% by Tony-T - Insurgency: Luthors Lab stage. - www.youtube.com/watch?v=IndC0TSIYOg

Drecker - Fortress of Solitude Combos
Fortress of Solitude, starting with Jet (Left side).

~61% at one meter. Puts you in prime position to grab the Iceball if it's still there.
Jet, Trait, j3, f2 xx Interact (Doomsday) MB Freeze, b3 j3 f2 xx Scoop 3 xx Flying Punch.

57% 1 Meter put the opponent in the corner combo.
Jet, Trait xx Dash cancel, j2, f2,3 xx MB Breath, Heat Zap 3 xx Scoop, 3 xx Super Breath.

Submit any combo to be posted here.
 

DeathAndHealing

Apprentice
*STRATEGY!*

f23,super breath or f2,super breath is your main pressure string. It leaves you at advantage on block allowing you to dictate how the fight will progress. Please note though that there is at least a 6f gap in between the loops so you can potentially be punished for using them. A 7f move has a chance to trade with you. This loop needs further testing but the data is currently accurate as far as we know.

For other options after a f23,super breath please check out the spoiler below!

d1 - At 6 frames it'll beat any normal including your opponents d1. It will whiff vs certain characters if you both d1. It also whiffs if your opponents normal does not move them forward at all. If your opponent has a fast advancing move, you can be punished during the recovery frames. If you use f2,super breath ignore the above and consider the following.. d1 will whiff against any opponent who is duck blocking but not stand blocking the whole string.

Cross Up J3 - f23~super breath leaves you at perfect range that if you jump in with a J3 it will cross up. Does not work with f2~super breath.

Jump Back, Air Dash, J3 - A left/right mixup.

f23,trait - This can catch people off guard and before the opponent knows what to do, you've already put them back in the f23~super breath loop or caught them in a combo. You can also try MB Super Breath to catch them in a combo.

Wait and React - Simply just see what they like to do after a blocked f23~super breath and next time you land the string on them use the correct follow-up option.

Throw

Although this string can be fuzzy guarded, you may still be able to catch your opponent off guard. For casual or non-competitive play this works well. Use 223 or 22,Low Scoop to mixup your opponent and put them into a combo state! To see how this can be fuzzy guarded, check out Tom Bradys video here. - www.youtube.com/watch?v=Qx2Id25QZOw

Fury of Krypton!

Your character power or "trait" is very useful. Once activated you will glow red/orange and ALL of your attacks gain armor breaking properties. This negates Doomsdays trait, an unknown amount of characters Super Moves, ie Grundy, and allows you to effectively zone characters like Catwoman since she cannot armor her way in with cat dash.

Rising Grab and Low Scoop are Supermans best wake up attacks, both containing invincibility frames when done properly. Read more about Supermans wake up attacks below.

In all normal knockdown situations you can do a wake-up Scoop or Rising Grab and it will blatantly go through attacks. This suggests the invincibility is present and good enough to utilize. Whether it covers the entirety of both move's duration is yet to be seen. What I'm absolutely certain about is that the start-up frames of both moves are invincible. You MUST see the words "wake-up" flash on screen in order to obtain the invincibility needed. With correct timing, this usually adds 7 or 8 frames of invincibility to the special move performed (sometimes more sometimes less). I've used both moves as wake-ups and have had a very high success rate, as a matter of fact I've never seen either move lose as long as "wake-up" invincibility is acquired. Long story short, they are both good so work on your timing. Generally speaking you want to input the motion for your wake-up attack before you are visually off the ground. It's an MK9 thing.

- Rising Grab is his best wake-up because Superman can't actually be punished when his feet hit the ground. They have to hit you airborne, and it's crazy fast...most opponents will miss the opportunity. It's also useful to swap positions if you're knocked down in the corner, which is the worst place to be in this game. Scoop leads to much more damage though, 40+% if you have the right resources. It's only real downside is how unsafe it is. Choose wisely! -Raynex

After a J2, or J3 in the corner you can mix them up with an overhead Flying Ground Smash, or two different lows, b1 and Low Scoop. Both specials are highly punishable being -26 and -27, however if you go for the b1 normal you can make it safe by using a Super Breath or MB Super Breath. Raynex gives us some tips on when to use this.. "I only ever go for this on their first life bar, or if they have no clash."

The original idea created by Raynex is as following..

"Trying to land hits with Superman in the corner is VERY important, moreso than most I'd argue. My general strategy is to save the tricky mix-ups for corner pressure, so that once I get them there I take 60% in one shot with a mix-up they haven't seen. Midscreen I play safe and predictable, focusing on whiff punishing and match-up exploitation / punishes. Now though, the people I play have started blocking my mix-ups more consistently. When I carry them to the corner I don't get a hit as often. Here are some tricks that have helped me open up players in my community who REALLY know how to block (marvel players):

- j.2 or 3 xx j.D3. This functions as a fairly quick double overhead, and is completely counter-intuitive to the typical "block high for jump-in, block low" pattern that is so many do habitually. The dive is unsafe, but I only ever go for this on their first life bar, or if they have no clash. You get 73% 1 trait + meter if you pull this out at the right time." -Raynex

After any hard knockdown you can OTG with a Flying Ground Smash. For details click the links below. -knoterror
www.youtube.com/watch?v=7nJUidffNvE
http://testyourmight.com/threads/instant-air-ground-smash-anti-wakeup-tech.31556/


Figured out some dirty shit with the Asylum stages.

So Superman gets a throw on the left side of the stage's interactible, right? All well and good....

I figured out that this throw GUARANTEES a setup of your choice if you use a move that hits the ground, and it cannot be beat out by any Wake Up attack, period (i.e. F2 doesn't work). You have too much advantage and can pseudo-otg. It must be a move that touches the ground, like Scoop or B1. It will hit them on the ground as if they were standing. They MUST block whatever ground-touching move you're planning to do within 25ish frames. Primarily what I'm thinking is a guaranteed B1 or IAGS setup.

Whats even better is that I also discovered you can true combo into the throw from the RIGHT side. After any Heat Zap, do F2D13 and it should cross them up (or just dash past them after a scoop). Then just mash the interact button. The interactible is also good for 2 uses! You can reset them and combo them BACK into it again.

Strategies and tech submitted by players. Will be sorted as time permits.

TIPS and TRICKS!
1. If an opponent push blocks an AIR DASH into J3 you can use your super move on them sometimes.
2. After any Heat Zap you can use your super move. After a full screen Heat Vision you can use your super move.
3. Your character power/Trait grants armor breaking properties to all your moves.
 

DeathAndHealing

Apprentice
*MATCH UPs*

vs Green Lantern
"You can interrupt Green Lanterns Low to Overhead b12 with a d1, also possible to use f23 but it has a stricter timing. The timing is b1[interrupt here]2. Recent discovery, you CANNOT interrupt b13 which is a Low to Mid(different from his b12)with anything but a Super Move, however you can potentially back dash after the b1. The best idea would be to back dash the moment you block a b1 because while you most likely wont back dash a b13, if the opponent does a b12 you will easily dodge it and get a free punish with f23." - Here are some vids of WonderChef showing us how this works.
www.youtube.com/watch?v=NIRycfmcgTA
www.youtube.com/watch?v=nLY9xvqjV7g

Green Lantern MU

vs Flash
"Punishing:
- Lightning kick is -5 which means it is only punishable by Super. You can, however, go for any quick mid-hitting move (22, F2) or throw which he must block or break. In other words this is where his pressure ends. Don't be fooled and continue to block! If he attempts to D1 after you block his lightning kick (D1 is his fastest move), your next move will beat him. My recommendation is to welcome this shift in momentum and pressure him back intelligently. Identifying when to be offensive and when to be defensive is key. If you block this kick and do nothing you've already lost your moment to turn the tides.

- Lightning charge (BF+2) aka headbutt is punished easily (-21) and from any range by F23.

- Flying Uppercut (DB+3) is punished easily (-17) by F23 and 223.

- Speed Dodge (DB+1) is punishable immediately after activation, during the first few moments of his shake. If you try to F2 him afterwards he will block it. If you time your reactionary attack correctly, his [MB] "burst" will actually lose. It seems to only work if Flash successfully evades an attack using Speed Dodge. This doesn't come up too much, but sometimes players feel the need to risk a close range speed dodge, so it's a good thing to remember.

Dismantling the Running Man Stance;

I found a very effective and simply way to completely remove this stance's "mix-up": block low.

Headbutt follow-up (F~1) - block and punish with F23, just like his normal headbutt.
Slide follow-up (F~3) - block and punish with anything, preferably 223 or F23.
Overhead follow-up (F~2) - blocking low causes the 2nd hit to overshoot and whiff entirely, punish when this occurs. If you for some reason you stand block the whole thing, the overhead is unsafe and punishable by F23 anyways.

Remember, low blocking > this stance from a distance. If Flash uses stance cancels in pressure, you can't punish him but you might be able to interrupt him with D1 if he goes for a string.


General Tips:

- Pushblocking causes Flash's trait to disappear instantly. Also, Flash cannot block while trait is active, so trying to clip him with D1 is a pretty good idea.

- Flash j2 has great priority, so D2 AA is out of the question. I would recommend air-to-air j1, j2, or dashing underneath and punishing him when he lands. If he takes to the air and you haven't made up your mind, dashing underneath is probably the best option.

- There is no trick to beating his high / low mix-ups. Block correctly when standing or perform wake-up scoop / rising grab off the ground to beat him out. Backdashing on wake-up is a very bad idea as Flash's overhead option F2 inherently moves him forward, meaning he doesn't have to work too hard to punish it.

This match-up is similar to Superman vs. Aquaman in that Flash is not very exploitable aside from the punishes you get if you play intelligently. Go about the neutral game however you see fit and make sure to get damage in when he does any of the unsafe moves mentioned above. Superman doesn't have a strong 50/50 game so he needs to use match-up knowledge and smart play to score hits and do truckloads of damage, especially in match-ups against solid characters like this." -Raynex

Flash MU

vs Solomon Grundy
"Punishing:
- Meterless Cleaver Spin (DB+1) is punishable with anything when blocked, but 223 or F23 are preferred. Remember to block high as it is an overhead and leads to combos on hit. [MB] Cleaver Spin is MUCH better: it is armored right before its hit frames and also + on block. Generally, just block it and relish in the fact that he wasted a meter and gained nothing from it. If you know it's coming based on previous patterns, utilize [MB] armor B3 / F3 for a full combo in those specific situations, as it is still a single hit move.

- Both versions of Walking Corpse (BF+3) aka his running command grab, can be neutral jumped like any other command throw and punished on the way down. Either neutral jump or backwards jump and attack on the way down.

- Both meterless Swamp Hands (DB+2) and [MB] Swamp Hands are + on block, meaning they are better than safe - Grundy has slight advantage. Blocking them guarantees no punish, not even with super. BUT, you can treat it like a traditional projectile if Grundy is tossing them from far away. If you think he's going to throw it out simply jump towards him for a full combo. You have a lot of time to do this so don't hesitate to airdash forwards if he's far, you'll still get him for a great punish. Remember: jump-in > swamp hands

*Against a Grundy that ends strings with Swamp Hands (e.g. 11~DB+2), mentally record that habit because you can punish it in the exact same way. Swamp Hands has similar start-up to Superman's Heat Zap (basically it's like molasses), so if you smell a Swamp Hands blockstring ender during pressure, hold up and j.2 on the way down. Easy peezy!

- When Grundy activates his Super, every character in the game is forced to play cat and mouse - but not Superman! Activate your trait the moment he activates Super and one hit will cause him to waste all that hard earned meter. If you're out of trait for whatever reason, here is the basic strategy I use:

Ground Super Grab: try to read the grab attempt, jump and airdash over him
Air Super Grab : try to read the grab attempt, dash underneath

Use these strategies for evasion and you'll be able to buy time and recharge trait.


General tips:

- Grundy has arguably the best dash in the game. He can actually block slightly before his dash animation ends which is kind of crazy. As Superman it is hard to land tricky hits, so we have to focus on movement and spacing in order to get things going. Because his dash is so strong, many Grundy players overuse it or resort to multiple ground dashes to cross the screen in a hurry. If you time F23 to hit in the middle of his dash the game considers Grundy to still be grounded, netting you a full combo. His dash begins and ends VERY quickly so don't worry too much about missing the timing. Even if he blocks F23 he's in your world now, so cancel into Breath and stay on him! This particular tip is for those quick and focused enough to interrupt that amazing dash. Stay on your toes and try to work in this punish; the amount of hits you land per match will go up drastically because of it!

- Traditional "versus grappler" mindset applies in all scenarios. Jump or backdash his command throws when applicable, and don't sleep when blocking. He WILL attempt a grab and it is up to you to determine when so you don't get bodied. If you aren't comfortable playing hit for hit at close range, move back and shoot some visions / zaps to clear your head and work that chip damage. He has a ton of armored moves, so when you decide to get in there you need make smart decisions and block / backdash / jump accordingly.
Grundy is a great, 'honest' character and difficult to beat if you're not used to him" -Raynex

Solomon Grundy MU

vs Aquaman
"Punishing:
- Blocked tridents (DB+2) at close range can be punished with full combos; either F23 or 223
- Blocked Trident scoop (DB+1) can be punished with full combos even if blocked at max range; F23
- Water shield [DD+3) can be punished if Aquaman has no meter. Dash / walk / jump into point blank range. You can tag his forward or backward dash cancel out of the water shield with F23 into a full combo. Further testing required for [MB] Shield burst.
- Trident stabs [DF+1] can be punished with Super. F23 punishes meterless trident stab regardless of distance or if he hops back or not. F23 punishes [MB] trident stabs too, but if he hops backwards, you have to either walk forward and F23 or jump in on him for a full combo.

General:
- Aquaman has an embarrassingly transparent mix-up game. His most fearsome tool is his B12 string: a 9 frame low with the range of a sweep that leads to 43% combos (1 bar), then into a hard knockdown. His overhead is slow, so it is recommended you crouch block and react to the overhead attempt. The overhead most commonly used is B2 (+1 on block), so even if you block it he's still at minor advantage. You can always backdash or armor B+3 / F+3 to punish continued offensive pressure though.

- A very common tactic is B2 xx DB+1 (trident scoop). That is, an overhead combo starter into a low combo starter. Because Aquaman has no other overhead attack to mix-up with after B2, always block low after successfully defending the overhead. If they attempt to scoop and you crouch block, you get a free combo for their trouble.

- Blocked tridents at range leave Aquaman at such disadvantage it allows a minimum 1 free dash forwards. You cannot be punished for dashing after blocking his trident. Use this as a standard in the match-up and take appropriate risks to gain more ground based on the situation (i.e.: two dashes, dash once then jump, dash and block)

- Though this advice goes for any match-up, in this one particularly: ALWAYS have a well-reasoned plan for any jump or airdash approaches. Aquaman's D2 is 7 frames and completely disjointed. His trident functions as a hitbox independent of his body. If timed correctly, it is virtually unbeatable. Superman cannot perform actions until the end of his airdash and it is incredibly linear, ergo easy to AA. One of Superman's main strengths is spacing and whiff punishing with F23; as such he tends to dominate matches at mid-range. Stay grounded as much as possible to avoid giving Aquaman FREE damage. If you knock him down, jump & airdash pressure becomes a more viable option. Despite the heavy damage scaling after hitting D2s, the hits really begin to add up if you get tagged over and over again, so try to be patient and play a solid ground game.

- [MB] Trident stabs do INSANE chip damage. Pushblock as needed to get him off you!

- Aquaman has roughly 3 strings that are worth using in a match. None of them are tricky, so don't worry too much about complicated high / low nonsense. However, one you should look out for is F13. F1 clocks in at 7 frames (his second fastest move) and is likely to interrupt you during close range exchanges. The follow-up 3 is a delayed overhead which provides him with a free combo if it hits. That's pretty much all you have to watch out for.

- Blocked Trident or Water Shield activation are punishable by Super from anywhere, including full screen, corner to corner.

- this one is by FAR the most important. Trident stabs (DF+1) always hits for 4 hits. Aquaman can alter his hop forwards or backwards slightly while performing the move to either land more hits or make it safer. Superman's F23 can punish stabs regardless of when or how it hits. It doesn't even matter if he hops backwards twice, you can STILL punish him. Basically Aquaman can't cancel into any special move safely when he's fighting you up close. If he simply does B12 and doesn't cancel into anything he puts himself at negative frames, so you get a free F23 attempt or whatever else you desire. He literally hands momentum to you the minute you block his moves. Superman can ALSO punish the [MB] version of Trident stabs with F23. If he hops backwards to the point that he's not even hitting your block, you can punish him with a full jump in combo!

- Trident Scoop (DB+1) is punishable by F23 regardless of if he attempted it point blank, or max range with perfect spacing." -Raynex

Aquaman MU

vs Batman
After a b2,3 Mid into Overhead bomb, you can jump to escape or punish with your super move if Batman does not have his trait active or uses it later. -Duck Nation

Batman MU

vs Doomsday
If you trade d2 with Body Splash you get a free combo.

"Punishing:
- Meterless Shoulder Bash can be punished with F23 or D1 into full combos; F23 is preferred.

- Body Splash (jD3) can be punished by dashing underneath DD and performing F23 from behind.

- Unblockable Shoulder can be punished in two ways:
Midscreen *dash underneath after you block his rising animation and F23 when he lands.
Doomsday in Corner *dash underneath and jump forwards, cross-up j3 and combo him back into corner.
You can keep him in the corner this way and continue to pummel him.
(dash underneath, instant air dash forward J2 is also an option that keeps him cornered)

General Tips:

- Earth Shaker (DF+2), as we all know, is a ridiculous overhead~low move that provides DD with a hard knockdown. If you're hit by it midscreen, he isn't close enough to do anything that beats a properly timed wake-up scoop or rising grab. In this scenario he has to dash forward to maintain point blank spacing, but that makes it even easier for you to beat his continued pressure with wake-up moves. It's a simple 50/50. Also consider backdashing to avoid his strings; though his long range grab will definitely catch you. If you're knocked down in the corner, even if DD does meaty moves perfectly, Supes wake-ups go right through them.

- [MB] Shoulder Bash is +6 on block, which guarantees many frame traps for DD. Don't press buttons unless you want to eat more attacks and be facedown on the floor again. Be patient and keep your fingers hovered over the grab buttons, react to grab attempts and backdash when necessary. Try your best to find holes in his pressure so you can escape without wasting meter (you need it for combo damage). The most consistent and safe answer to his [MB] Shoulder is to pushblock the [MB] hit, thus negating his advantage. You break even this way (he uses a bar, you use a bar) and get out of his nonsense scot-free, but it's at the cost of a meter." -Raynex

Doomsday MU

vs DeathStroke
You can Super Breath/MB Super Breath punish if DeathStroke activate his super move from full screen.​
"Anti-Deathstroke Wake-up:​
DS only has two moves that are viable wake-up options, Sword Flip and Sword Spin. The Sword Flip is more than -20 when blocked so punish it with whatever you please. You might even be able to squeeze in a B3 starter for style points! The Sword Spin is much better as a wake-up. The meterless version is completely safe if blocked. The metered version provides DS with a mix-up; he can go overhead or low. Both metered options are punishable by 223 and F23, so go to town if you defend correctly.​
Strategy;​
When you knock DS down and expect a wake-up attack, walk backwards out of Sword Spin range. When he does the spin and you see it whiff completely, punish with F23 after the second spin into a combo of your choosing. If he performs Sword Flip instead, because you are walking back you will naturally block the Flip and you can punish him with literally anything, as mentioned above. If for whatever reason you are too close and take the [MB] Sword spin high/low mix-up, use the Aquaman blocking strategy. Block low first then react to the high, because as usual the overhead is the slower of the two.​
Random match-up tip:​
F23 punishes Deathstrokes guns! When you're in range, instead of throwing the string out and just going ham on this guard with xx Breath, be patient. If he decides to shoot high guns or crouching guns you get a free combo. Use this to condition him to shoot less when at that range. This will open up jump opportunities or other approaches that would normally be shut down by his hail of bullets." -Raynex​

DeathStroke MU

vs Nightwing
"- Optimal spacing is this match-up is F23 range or mid-range. When he gets close chaos ensues; everything is fast, everything is + on block, and he has that stupidly fast overhead (B2) that leads to a third of your life bar.

- Superman's high priority mid-range moves naturally counteract NW's range in escrima mode. A tight ground game nets you solid damage and forces NW to take risks to even out the exchange. He will likely try to dash or jump hastily as a result. Remember that if you begin to dominate him on the ground he will likely take to the air in frustration, so AA him! NW is fundamentally a close range character, so don't let his projectiles and decent pokes fool you. Keep your guard up and try your best to not let him bullrush you.

- On that note, J3 in escrima beats Superman's D2 for free. Dash underneath him and AA from behind to teach him to stop. His j1 and 2 aren't as good though, so no worries.

- NW's wake-ups are sub-par, so if you get him on the defensive feel free to RTSD.

- If NW switches to staff mode and pokes back at you from range, there a few things you can do:
*His staff normals are good on block but a tad slow on start-up, so put your focus into whiff punishing with F23 as his staff retracts.
*Heat Zap > Ground Spark. If you get a single Heat Zap on-screen and NW ducks or blocks it, you can shoot another one before he can Ground Spark you. You can use this to either move into advantageous spacing or just shoot some more. If he reverts back to escrima alter your game plan accordingly." -Raynex

Nightwing MU
 

Death

Warrior
Great stuff. I think a mod should close my thread and we can use this one for all combos. I also have some bnbs I can list when I get home that's not always b3 after mb super breath
 

DeathAndHealing

Apprentice
Sounds good Death and thanks Loth. Just PM me or tag me in a post with information you want posted in the guide and Ill add it. That goes for everyone! :)
 

Duck Nation

Dicks with a future
vs Batman - After a b2,3 Mid into Overhead bomb, you can jump to escape or punish with your super move if Batman does not have his trait active or uses it later. Duck Nation
I want to clarify this one a little bit - while I did test it against trait, I don't think I tested it exhaustively. It will always work 100% of the time if he has no bats to cover himself, and if he throws them late it's still a free hit for Superman. It may be possible to cover it entirely, but I really don't know. I recommend a dedicated superman player test further.
 

Raynex

Intelligence + Speed + Power
If I were to post my notes on general Superman tips / MU related stuff, would that be amalgamated into this thread? Not sure where to post or if I should just make a new one. I want to do my part to help reduce the clutter.
 

DeathAndHealing

Apprentice
I would post it in the MatchUp discussion thread unless you feel like its going to be ignored. I was thinking of making the Third reserved spot the MatchUp section so if you want Ill start off with whatever you have to add.
 

Raynex

Intelligence + Speed + Power
Good idea. I'm going to post what I have in that thread anyways, but my only concern is the guy who made the MU thread hasn't been around since the game's release. If you make a section for MUs here we could ensure it stays up-to-date and organized. I already have a bunch of Raven info floating around in the MU thread, and I'm about to do Aquaman / Nightwing / Deathstroke.

The other notes I have are general purpose (e.g.: alternate uses for ground smash, tricky set-ups)
 

DeathAndHealing

Apprentice
Just whatever you want added to the guide tag me in that post regardless if its in this thread or another and Ill add it. Otherwise itll be awhile before I get around to reading through all the backlog of information. Ill go ahead and make the third spot the MatchUp section.

Any and all information is welcome. ie your strats/setsups.
 

DeathAndHealing

Apprentice
Ill add that. I was using 223/22Low Scoop but after seeing the fuzzy guard video I know that, that tactic will only work for so long and most likely not against high level players aside from a gimmick. I assume the same can be applied for 112/11Low Scoop? Ive been toying around with using 11 and 111 as pressure but Idk how viable that is.

Any other advice you'd like to share?
 

Joshkazkab

I am the Protector of Russia's Skies!
As Tom said. If it involves Scoop or Bounce cancel OH you can just fuzzy block it.
 

Raynex

Intelligence + Speed + Power
Of course. Any character with an overhead or low combo starter that exists independent of a string can mix you up without the worry of being fuzzy blocked.

e.g.:
Flash (B2 or D12)
Catwoman (B1 or B2 / F3)
Green Arrow (cancel any string at any point into a high/low arrow mix-up)
Pretty sure Batman has something too.

These are legit 50/50s you have to react or guess block to avoid.

edit:
Random match-up tech I found today.
- Flash match-up (this is general and not Superman specific, but still useful)
If his trait is active and he's trying to pressure you, you can pushblock and it completely negates his trait activation.
- Doomsday match-up
If his trait is active, activate your trait. You can hit his block with any physical attack and it will shatter his armor. I repeat, on BLOCK. Dat shit cray.
DeathAndHealing
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
DeathAndHealing

Nice write-up! Definitely some cool stuff. A few things to correct though, that I saw:

D1 xx Breath (MB) does not combo, only the non-MB version combos from D1. So you should probably remove that combo as to not confuse people.

Also I think if you do 111 xx Scoop and 111 xx Breath (MB) instead of just 11 they do slightly more damage for those respective combos.
 

Loth Ryo

of house Ryo krypton
[quote="If you trade d2 with Body Splash you get a free combo.

Doomsday MU[/quote]

Body splash being? his j3?
 

DeathAndHealing

Apprentice
Yes Roth, Jd3. Thanks everyone for the updates, Ill be getting to it later tonight or tomorrow morning, check out the MU section someone wrote a lot of stuff for it and I added a small blurb about Green Lantern! Gonna be working on a more detailed combo section soon as well!

Does anyone happen to know SuperMans invincible wakeups? Im thinking its Rising Grab and Low Scoop, everything else Ive been able to knock the computer out of.
 

Raynex

Intelligence + Speed + Power
Low scoop and rising grab are both completely invincible on wake-up. Low scoop never loses but is like -20 something, ergo very punishable. Rising grab is broken in my opinion, it's REALLY hard to punish and puts your opponent into the corner. It's essentially a free escape unless they are paying close attention.

DeathAndHealing

D1 xx Breath (MB) does not combo, only the non-MB version combos from D1. So you should probably remove that combo as to not confuse people.
GGA Dizzy please stop confusing the people in this thread. D1 xx MB Breath is definitely a combo. I think you need to adjust your timing. Before I typed this response, I tested it over and over again with my opponent on autoblock to ensure I saw "2 hit" on the side. I suggest you do the same before you post things that are factually erroneous and rob people of legitimately good strategies.

Maybe you posted that because it 'looks' like it shouldn't work, but I can assure you with all certainty it does.

DeathAndHealing don't change anything.