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Guide Enter the Fortress: Superman Community combo guide v1.06 Patch

xQUANTUMx

Twitter: @xxQUANTUM
I will update as we go along, to keep this combo guide current. This is not by any means a list of ALL his current options, just the current ones we know that work post patch. If you find new ones, or optimize certain other ones, post in this thread and tag me, I will update.


All Combos displayed will have meterless, trait and meter usage versions. Trait versions are in red. Feel free to correct damage percentages as I may not have every single one accurate.
Note: this is merely a compendium of THE MAJORITY of his known options. If you want to debate exactly what is “viable” and not so, do it in the General discussion. Also, a lot of these combos negate jump-ins, so obviously that will tack on extra damage. You can feel free to add your own combo variants. My aim is to turn this thread into one giant combo list for the superman player to study.


Legend:
MB = Meter Burn
SP = Superman Punch
AG = Air grab
RGHV = Rising Grab + Heat Vision
NJ = Neutral Jump



shoutouts to Gurimmjaw, Everlast_724, Space Detective, Baraa01, Nutrient, TH3DISTURBED1, M-Aran-X and the rest of the superman community for helping out with this.

F2D1 Starter:
F2d1, F23, F23~flying punch=17%
F2d1, F23~flying punch=14%
F2d1~MB B reath. B3, J3, F2~scoop, 3~SP = %
- = % with 3~RGHV as an ender.
N.B. F2d1 is unclashable


F23 starter :Meterless
F23, F23, F2~low scoop, 3~SP=24%
F23, F23, F2~low scoop, 3~Breath=25%
F23, F23, F2~low scoop, 3~RGHV=26%
F23, J2, F2~low scoop, 3~RGHV =28 %
F23, J2, F2~low scoop, 3~SP =26 %
F23, J2, 3~low scoop, RGHV = 32% (credit Nutrient)
F23, J2, 11, f2~low scoop, 3~RGHV = 30% (credit to Gurimmjaw)
*Trait*
F23~trait, F23, F2~low scoop, 3~FP=31%
F23~trait, F23, F2~low scoop, 3~breath=32%
F23~trait, F23, F2~low scoop, 3~RGHV=33%
F23~trait, J2, D1~low scoop, 3~flying punch=31%
F23~trait, J2, D1~low scoop, 3~super breath=32%
F23~trait, J2, D1~low scoop, 3~rising grab heat vision=33%


F23 Starter: 1 Bar MB
F23, F2~ MB super breath, B3, J3, F2~low scoop, 3~flying punch=33%
F23, F2~MB super breath, B3, J3, F2~low scoop, 3~super breath=34%
F23, F2~MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision=34%
F23~trait, F2~ MB super breath, B3, J3, F2~low scoop, 3~flying punch=42%
F23~trait, F2~ MB super breath, B3, J3, F2~low scoop, 3~super breath=42%
F23~trait, F2~ MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision=43%

223 starter: Meterless: note that a quick dash is now required b/w both strings
223 ,F23, F2~low scoop, 3~flying punch=27%
223, F23, F2~low scoop, 3~super breath=28%
223, F23, F2~low scoop, 3~rising grab heat vision=29%

223 starter: 1 Bar MB
223, F2~MB super breath, B3, J3, F2~low scoop, 3~flying punch=37%
223, F2~MB super breath, B3, J3, F2~low scoop, 3~super breath=38%
223, F2~MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision=38%
*Trait*
223, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~flying punch=38%
223, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~super breath=39%
223, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~rising grab heat vision=40%



11/111 starter: Meterless
11~low scoop, F23, F23~flying punch=21%
11~low scoop, F23, F23~super breath=22%
111~low scoop, F23, F23~flying punch=23%
111~low scoop, F23, F23~super breath=24%

11/111 starter: 1 Bar MB
11~MB super breath, B3, J3, F2~low scoop, 3~flying punch=34%
11~MB super breath, B3, J3, F2~low scoop, 3~super breath=35%
11~MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision=35%
111~MB super breath, B3, J3, F2~low scoop, 3~flying punch
111~MB super breath, B3, J3, F2~low scoop, 3~super breath
111~MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision
*Trait*
11~MB Super Breath, B3~trait, J2,F2~low scoop, 3~flying punch=36%
1~MB Super Breath, B3~trait, J2,F2~low scoop, 3~super breath=37%
11~MB Super Breath, B3~trait, J2,F2~low scoop, 3~risng grab heat vision=38%
111~MB Super Breath, B3~trait, J2,F2~low scoop, 3~flying punch=37%
111~MB Super Breath, B3~trait, J2,F2~low scoop, 3~super breath=38%
111~MB Super Breath, B3~trait, J2,F2~low scoop, 3~rising grab heat vision=39%


Ji2 d3 Meterless
ji2~d3, F23, F2~low scoop, 3~flying punch=33%
ji2~d3, F23, F2~low scoop, 3~super breath=34%
ji2~d3, F23, F2~low scoop, 3~rising grab heat vision=35%

Ji2 d3 1 Bar MB
ji2~d3, F2~MB super breath, B3, J3, F2~low scoop, 3~flying punch=42%
ji2~d3, F2~MB super breath, B3, J3, F2~low scoop, 3~super breath=42%
ji2~d3, F2~MB super breath, B3, J3, F2~low scoop, 3~rising grab heat vision=43%
* Trait *
ji2~d3, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~flying punch=44%
ji2~d3, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~super breath=45%
ji2~d3, F2~MB super breath, B3~trait, J2, F2~low scoop, 3~rising grab heat vision=45%

B1 Meterless
B1~low scoop, j2, F23~flying punch=21%
B1~low scoop, j3, F23~super breath=22%

B1 using 1 bar
B1~MB breath, B3, J2, J2, 11, F2~low scoop, 3~flying punch=35%
B1~MB breath, B3, J2, J2, 11, F2~low scoop, 3~super breath=36%

B3 and F3 starters: with trait
B3, trait, J2, 11~MB Breath, J3, F2~Scoop, 3~SP = 46%
F3, trait, 111~MB Breath, J3, F2~Scoop, 3~SP = 44%


F3 Meterless
F3, J3, 11, F2~low scoop, 3~flying punch=34%(MB F3 version does 40%
F3, J3, 11, F2~low scoop, 3~rising grab heat vision=36% (MB F3 version does 41%
 
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xQUANTUMx

Twitter: @xxQUANTUM
Bounce Interactable Combos (BGB - background bounce)

F23, F2~BGB, B3, J3, F2~scoop, 3~SP – 35%
F23, F2~BGB, B3, J3, F2~scoop, 3~RGHV –36%

*Trait*
F23~Trait,F2~BGB, B3, J3, F2~scoop, 3~SP –46x%
F23~Trait~F2~BGB, B3, J3, F2~scoop, 3~RGHV –47%
*Trait with MB*
F23~Trait~F2~BGB, MB B3, J3, F2~scoop, 3~RGHV – 50%
(52% with a ji2)


Corner Combos (many variations, I will update continuously)

F23 Starter:
F23, 3~trait~3~MB Breath. NJ3, F2~scoop, 3~Breath – 51%
F23, 3~Trait~3~MB Breath. NJ2, 223, 11~scoop, 3~Breath 52%
F23 ,3~Trait~ 3~MB Breath. B3, J3, 3~Scoop 3~Breath --56%

(Credit to Space Detective)

223 Starter:
223, 3~Traitx, 3~MB Breath, NJ3, F2~low scoop, 3~Breath--x%
223, 3~Traitx, 3~MB Breath, NJ3, 11~low scoop, 3~Breath --x%

Credit to Space Detective for the following:
223, 3~Trait, 3~MB Breath, B3 J3 3~Scoop, 3~Breath --61%

Bounce Cancel Combos
The following are credit to Space Detective


F23, 3~Trait, 3~[B3 bounce cancel] J3, 3~low scoop, 3~Breath = 62%

223, 3~Trait, 3~ [B3 bounce cancel] J3, 3~Scoop, 3~Breath = 67%

3~Trait, 3~MB Breath, B3, J3, 3~Scoop 3~Breath = 63%

3~Trait, 3~[B3 bounce cancel] J3, 3~Scoop, 3~Breath = 71%

Air Smash 3~Trait, 3~MB Breath. B3, J3, 3~LowScoop, 3~Breath = 66%

Air Smash, 3~Trait, 3,[B3 bounce cancel], J3, 3~Low Scoop, 3~Breath = 73%

J3, 3~Trait, 3~[B3 bounce cancel], J3, 3~Low Scoop, 3~Breath = 75%

also check out Quan shiiii ' s vid here:

 
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Chongo

Dead Kings Rise
There's some good ones. The ones I know I took from TonyT

B3, trait, J2, 11~MB Breath, J3, F2~Scoop, 3~Superman Punch

F3, trait, 111~MB Breath, J3, F2~Scoop, 3~Superman Punch

I want to say its 46% and 42% respectively.
Just tested, b3 combo is 46% and f3 combo is 44%
 

Endeavor

I'll live a villain, before I die a hero.
I've been really curious and forgive me if I'm asking in the wrong place, but what have you all been doing to keep pressure now that f23 got the range nerf? I have been jumping with j2 and sometimes j1 but Its risky, I was also thinking of using low air dash for cross up options.
 

xQUANTUMx

Twitter: @xxQUANTUM
I've been really curious and forgive me if I'm asking in the wrong place, but what have you all been doing to keep pressure now that f23 got the range nerf? I have been jumping with j2 and sometimes j1 but Its risky, I was also thinking of using low air dash for cross up options.
Is this versus a specific char? then there's a new 1.06 matchup discussion thread. If its in general, then ask in the discussion thread (unless I make a new one). I'm trying to avoid clutter in this thread and limit it to combo specific stuff.
 

Gurimmjaw

Earthrealm
B1 Meterless

B1~low scoop, j2, F23~flying punch=21%
B1~low scoop, j3, F23~super breath=22%

B1 using 1 bar

B1~MB breath, B3, J2, J2, 11, F2~low scoop, 3~flying punch=35%
B1~MB breath, B3, J2, J2, 11, F2~low scoop, 3~super breath=36%

F3 Meterless

F3, J3, 11, F2~low scoop, 3~flying punch=34%(MB F3 version does 40%
F3, J3, 11, F2~low scoop, 3~rising grab heat vision=36% (MB F3 version does 41%)


I'll be working on some more but mainly corner stuff and stuff off of Ji2 D3 as well as bounce combos. I got some that includes B3 after a F23 but this is character specific meaning it won't work on characters with small hitboxes like Hawkgirl, Catwoman, etc.
 

Endeavor

I'll live a villain, before I die a hero.
Is this versus a specific char? then there's a new 1.06 matchup discussion thread. If its in general, then ask in the discussion thread (unless I make a new one). I'm trying to avoid clutter in this thread and limit it to combo specific stuff.
Alright thank you.
 

Everlast

KTG | EVERLAST
good stuff Quantum! i dont have any real combos to shar that you guys havent gone over but i do have some reset/vortex situations, check our PM to check if they are viable.
 

TH3DISTURBED1

"Never say 'never'
The corner combos can still be sick, and still not very hard to do. I would say the hardest combos on this list are actually the meterless ones.

Meterless Trait Combos

F23, 3~trait, 11, 3~Scoop, 3~Breath (42%)

F3, 3~trait, 11, 3~Scoop, 3~Breath (?%)

Ground Smash, 3~Trait, 11, 3~Scoop, 3~Breath (49%)

J3, 3~Trait, 11, 3~Scoop, 3~Breath (?%)

3~Trait, 11, 3~Scoop, 3~Breath (?%)

223, 3~Trait, 11, 3~Scoop, 3~Breath (46%)

Zap, 3~Trait, 11, 3~Scoop, 3~Breath (44%)

1 Bar Combos + Trait

F23, 3~trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (54%)

F3, 3~trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (56%)

Ground Smash, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (65%)

J3, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (67%)

3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (63%)

223, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (60%)

Zap, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (55%)

B1~MB Breath, J3, 3~trait, 11, 3~Scoop, 3~Breath (47%)

111~Scoop, 3~Trait, 11, 3~MB Breath, J3, 3~Breath (46%)


1 Bar Combos + Trait + Corner Interactable

F23, 3~trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (49% + Interactable)

F3, 3~trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (49% + Interactable)

Ground Smash, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (55% + Interactable)

J3, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (57% + Interactable)

3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (?% + Interactable)

223, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (46% + Interactable)

Zap, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (48% + Interactable)

111~Scoop, 3~Trait, 11, 3~MB Breath, Jump over 2, 11~Interact (39% + Interactable)


I apologize for some of these not having a %. I would definitely use the corner interactable combo to close out a round or get close to ending the match. The interactable will do extra damage because of trait still being up. Also, you would only lose a few % by skipping the 3~scoop and just doing 3~MB Breath. That makes the combo much, much easier.

In addition to this, you can "reset" from each one of these IF you do not trait until after Scoop, 3~Trait and then doing an instant ground smash.

F23, 1, 11, 3~MB Breath, J3, 3~Scoop, 3~Trait (38%) QUICKLY Iags, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (63%)

You can also "reset" off of a D2 when you end the combo in the corner and Iags for the same kind of thing as above.
 

xQUANTUMx

Twitter: @xxQUANTUM
The corner combos can still be sick, and still not very hard to do. I would say the hardest combos on this list are actually the meterless ones.

Meterless Trait Combos

F23, 3~trait, 11, 3~Scoop, 3~Breath (42%)

F3, 3~trait, 11, 3~Scoop, 3~Breath (?%)

Ground Smash, 3~Trait, 11, 3~Scoop, 3~Breath (49%)

J3, 3~Trait, 11, 3~Scoop, 3~Breath (?%)

3~Trait, 11, 3~Scoop, 3~Breath (?%)

223, 3~Trait, 11, 3~Scoop, 3~Breath (46%)

Zap, 3~Trait, 11, 3~Scoop, 3~Breath (44%)

1 Bar Combos + Trait

F23, 3~trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (54%)

F3, 3~trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (56%)

Ground Smash, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (65%)

J3, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (67%)

3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (63%)

223, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (60%)

Zap, 3~Trait, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (55%)

B1~MB Breath, J3, 3~trait, 11, 3~Scoop, 3~Breath (47%)

111~Scoop, 3~Trait, 11, 3~MB Breath, J3, 3~Breath (46%)


1 Bar Combos + Trait + Corner Interactable

F23, 3~trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (49% + Interactable)

F3, 3~trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (49% + Interactable)

Ground Smash, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (55% + Interactable)

J3, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (57% + Interactable)

3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (?% + Interactable)

223, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (46% + Interactable)

Zap, 3~Trait, 11, 3~Scoop, 3~MB Breath, Jump over 2, 11~Interact (48% + Interactable)

111~Scoop, 3~Trait, 11, 3~MB Breath, Jump over 2, 11~Interact (39% + Interactable)


I apologize for some of these not having a %. I would definitely use the corner interactable combo to close out a round or get close to ending the match. The interactable will do extra damage because of trait still being up. Also, you would only lose a few % by skipping the 3~scoop and just doing 3~MB Breath. That makes the combo much, much easier.

In addition to this, you can "reset" from each one of these IF you do not trait until after Scoop, 3~Trait and then doing an instant ground smash.

F23, 1, 11, 3~MB Breath, J3, 3~Scoop, 3~Trait (38%) QUICKLY Iags, 11, 3~MB Breath, J3, 3~Scoop, 3~Breath (63%)

You can also "reset" off of a D2 when you end the combo in the corner and Iags for the same kind of thing as above.
If you have the time to test those out and get back to me on %'s I'll copy pasta and update the OP


Sent from my iPhone using Tapatalk - now Free
 

xInfra Deadx

Gimmick stolen by Jordan Peele
B3-JI3-JI2-F2/Low Scoop-3/Rising Grab/Heat Vision - 37%

EX Breath-B3-JI3-JI2-F2/Low Scoop-3/Rising Grab/Heat Vision - 36%
B1=37% 1,1,1=38%
 

NorCalSamurai

Bacon Lettuce Tomato
Credit to Space Detective for the following:

223, 3~Trait, 3~MB Breath, B3 J3 3~Scoop, 3~Breath --61%[/spoiler]

Nice. I figured out a few variations on this combo. If you open with a neutral jump or jump in and skip the 223, the damage gets to pre-patch Superman levels.

(3~traitless in parentheses)

j2, 3~Trait, 3~MB Breath, B3 J3 3~Scoop, 3~Breath - 64% (43%)

Ground Smash, 3~Trait, 3~MB Breath, B3 J3 3~Scoop, 3~Breath - 66% (48%)

j3, 3~Trait, 3~MB Breath, B3 J3 3~Scoop, 3~Breath - 68% (50%)

After a little testing, I'm thinking these could be pretty good air to air combos when an opponent is trying to get out of the corner and you're reading a jump out. J2 for chars with faster air normals, J3 for slower. You could lead with the j3 while they're on the ground though, if they're not expecting it. -4 and leaves you in nerfed f2 range.
 
You can extend the bounce cancel combos I posted(http://www.testyourmight.com/threads/the-last-son-of-krypton-superman-general-discussion-thread.28265/page-28#post-1161137) for 1 more bar. You get a pretty decent amount of extra damage.

3 bars + trait

F23, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Neutral Jump 3, 3xxScoop, 3xxBreath 71%

223, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Neutral Jump 3, 3xxScoop, 3xxBreath 77%

3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Neutral Jump 3, 3xxScoop, 3xxBreath 84%

Air Smash, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Neutral Jump 3, 3xxScoop, 3xxBreath 84%



What these combos might be even better for are corner interactable setups, since the bulk of the damage is already done in the part leading up to MB Breath.

3 bars + trait + interactable

F23, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Jump over 2, 11xxInteract 62%+Interactable

223, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Jump over 2, 11xxInteract 67%+Interactable

3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Jump over 2, 11xxInteract 71%+Interactable

Air Smash, 3xxTrait, 3xxB3 bounce cancel, Jump Foward 3, 3xxMB Breath, Jump over 2, 11xxInteract 73%+Interactable

For the interactable combos you could add 3xxScoop in between Jump Foward 3 and 3xxMB Breath. It adds 3-4% extra damage to the combos but you run out of trait before you do interactable. Atlantis interactable with trait does +7%, so doing the 3xxScoop extension in this case would do less total damage between combo+interactable. Haven't tested if you gain more than you lose with other interactables.
 

NorCalSamurai

Bacon Lettuce Tomato
Meterless/Traitless, interactable wall bounce.


ji2/nj2, 223, f2~IWB, b3, j3, f2~scoop, 3~RGHV - 42% (41% with SP)


ji3/nj3, f2~IWB, b3, j3, f2~scoop, 3~RGHV - 44% (43% with SP)


Meter burning the B3 in any of these combos adds 4% to the listed value.


xQUANTUMx
 

Gurimmjaw

Earthrealm
New meterless combos to add
xQUANTUMx

F23, B3, JF3, Dash, 3, scoop, 3, RGE 36%

and 52% with trait J2, F23, B3, JF3, Dash, 3, scoop, 3, RGE

Both are meterless and quite tricky to land B3 but doable.

Can be seen here www.youtube.com/watch?v=rZncnINRGh0

Those are nice combos, but only problem is B3 is hard to land after the F23 so it not something that could be done constantly. It also does not work on character with small hitboxes like Batgirl, Hawkgirl, etc. As well for the 3~rising grab is also hard to land midscreen.

Again good combos, just not something that someone can land on the constant basis. I do love the meterless combo that deals 52% that only requires trait. That is sick!