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Superman Combo and OKI Thread

SwagMountains

Yes we Kahn
This is living, i'm updating this as I see new stuff and am attempting to credit everyone who has contributed. All combos work as of patch 1.05 and were tested on superman in competitive mode. Special shoutouts to @Infinite_resign for his contributions to the thread.

Some specific notes regarding these combos. Bizarro premier skin changes the properties of mb breath and reduces the victims hitbox while they walk backwards. The only implication that i've found is that heat zap whiffs after mb breath in the corner. A workaround is to take a microstep backwards and then zap, but the timing is really strict. Instead just use the easy combo and do neutral jump 3, 3 x breath instead of zap 3 breath, you lose very little damage. On the mb b23 combos, an excellent way to improve consistency is to double tap d2. You need that move to come out as soon as possible so that the opponent is as high in the air as the gravity allows such that the b3 connects. Go break the bat

Notation
F-Forward
B-Backward
U-Up
D-Down
1-Light Attack
2-Medium Attack
3-Heavy Attack
T-Trait
MB-Meterburn
x-Cancel
RGHV-rising grab heat vision
BGB-background bounce interactable
bbc-back bounce cancel
fbc- forward bounce cancel

Meterless Midscreen (no trait)
F23 , j2, 11, b23 236.86 DMG
F23 , j2, 11, b21 256.68 DMG
F23, j2, f2 x Dash Punch 222.46 DMG
F23, j2, f23 x Dash Punch 246.76 DMG
F23, j2, f23, x Scoop 257.13 DMG
F23, f23, f2 x breath 226.90 DMG
F23, f23, f2 x Dash Punch 221.05 DMG
F23, f23, f2 x Scoop 232.64 DMG
F23, f23, f2 x RGHV 245.87 DMG
F23, f23, f23 x Dash Punch 242.78 DMG
F23, f23, f23 x breath 247.46 DMG
F23, j2, 111 x Dash Punch 251.09 DMG
F23, j2, 111 x RGHV 276.14 DMG
F23, j2, 111 x breath 256.99 DMG
F3, j2, 3 x Dash Punch 303.64 DMG
f3, j3, b21 304.93 DMG
F3, j2, 111 x RGHV 316.14 DMG
Crossup Jd3, d2, f23 x breath 226.23 DMG
(credit @Yashiro Aniki)
Crossup Jd3, f23, RGHV 245.65 DMG
Crossup Jd3, d2, (step forward) 11, b23 213.86 DMG
Crossup Jd3, d2, (step forward) 11, b21 230.06 DMG
Crossup Jd3, d2, (step forward) 11, f2 x Scoop 235.05 DMG
Crossup Jd3, d2, (step forward) 111 x RGHV 245.96 DMG


Trait Midscreen-
F23 x T, f23, f23 x dash punch 281.51 DMG
(Credit @neveradestroyer )
F23 x T, j2, b21 236.87 DMG
F23 X T J2, B23 236.41DMG
F23 x T, walk forward, f23, f2 x scoop 268.84 DMG
(Credit @Drecker )
D2 x T, 111 x RGHV 220.15 DMG
D2 x T, step forward, 3 x rghv 237.76 DMG
D2 x T, f23, f2 x Scoop 213.86 DMG
D2 x T, f23, f23 x Dash Punch 224.86 DMG
D2 x T, f23, f2 RGHV 228.22 DMG

1 Meter Midscreen-
F23, mb b23, d2, b3, j3, 3 x Dash Punch 374.79 DMG
F23, j2, 11,mb b23, 3 x RGHV 371.86 DMG
F23, j2, 11 xx mb breath, Walk forward, b3, j3, b21 344.12 DMG
(Credit @Wrubez )
F23, j2, 11 x mb breath, walk forward, b3, j3, f2 x Scoop 346.74 DMG
F23, f2 x mb breath, b3, j3, walk forward, 3 x dash punch 331.67 DMG
F23, f2 x mb breath, b3, j3, j2, b21 330.42 DMG
F23, f2 x mb breath, b3, j3, f2 x dash punch 310.86 DMG
(Extremely reliable version of midscreen bnb. This version can also end in RGHV, use to side switch.)
22 x mb scoop, 3 x dash punch 240.83 DMG 272.05 w RGHV
b2 mb 3, walk forward 11, 3 x dash punch 319.88 DMG
crossup divebomb, d1 x mb breath, b3, j3, 3 x dash punch 343.60 DMG
(credit @TONY-T )
crossup divebomb, d2 x mb breath, b3, j3, 3 x dash punch 300.75 DMG
-f23, j2, f23, x MB Scoop, 3, x RGHV 322.65 DMG.
(Credit @Yashiro Aniki)
b1 x mb breath, b3, j3, f2 x dash punch 293.46 DMG
B1 x mb breath, b3, j3, 3 x Dash Punch 320.84 DMG
111 x mb breath, b3, j3, 3 x dash punch 345.09 DMG
Mb b23, d2, b3, j3, 3 x dash punch 377.57 DMG
(Credit @TONY-T )
F3, f2 x mb breath, j3, 3, rghv 361.13 DMG
(Credit @TONY-T )

1 Meter Trait Midscreen-
F23 x T, F2 x mb breath, b3, j3, 3 x dash punch 392.63 DMG
F23 x T, mb b23, d2, b3, j3, 3 x Dash Punch 446.52 DMG
mb b3, T, j2, 3 x dash punch 410.71 DMG
F3, trait, f2 x mb breath, j3, 3 x rghv 420.24 DMG
(credit @TONY-T )
D1 X MB scoop, 3 x rghv 250.58 DMG
D1 X MB scoop, 11, b23 184.25 DMG

2 Meter w and w/o Trait Midscreen-
F23 x T, F2 x Mb breath, b3, 3, f2 x mb scoop, 3 x RGHV 420.70 DMG
F23 x T, walk forward, 11, b23(mb), db2(mb) b3, j3, b21 252.87 DMG
(Credit @farfromcasual)
F23, j2, 11, b23(mb), db2(mb) b3, j3, b21 400.79 DMG
(Credit @farfromcasual
f23 x T, j2, mb b23, f2 x mb breath, b3, j3, f2 x rghv 478.71 DMG
D1 X MB scoop, f2 x mb breath, b3, j3, f2 x rghv 336.54 DMG
F23 x T, mb b23, mb breath, b3, j3, 3 dash punch 464.42 DMG
F23 x T, j2, mb b23, f2 x mb breath, b3, j3, b21 470.79 DMG

3 Meter Midscreen-
f23 x T, j2, mb b23, walk forward 11 bbc, j3, f2 x rghv 548.37 DMG
F23 x T x BBC, j3, j2, mb b23, step forward, 3 x rghv 556.85 DMG

4 Meter Midscreen-
223 Super 418.58 DMG (no buttons pushed for offense/defense)
F23 x T x BBC, j3, j2, mb b23, step forward, 3 x RG(mb)HV 573.18 DMG

Meterless Corner-
f23, 3, 11, 3 x breath 319.64 DMG
223, 3 x breath 259.70 DMG
f3, 3, 11, 3 x breath 368.67 DMG
j3, 11, 3 x breath 316.40 DMG
Divebomb, 11, 3 x breath 276.45 DMG
F3, 3, 3, d2, 3 x breath 397 DMG
(Credit @Infinite_resign )
F23, 3, 3, d2, 3 x breath 346.55 DMG
223, d2, 11, 3 x breath 273.62 DMG
223, 11, 3 x breath 289.89

Trait Corner-
F23 x T, 3, 11, 3 x breath 377.59 DMG
F3, 3 x T, 11, 3 x breath 409.27 DMG
F23, 3 x T, 3, d2, 3 x breath 391.85 DMG
223, d2 x T, 11, 3 x breath 303.85

1 Meter Corner w and w/o Trait
F23 x T, 3, 3 x mb breath, heat zap, 3 x breath 481.73 DMG with Trait 402.95 w/o
(Works without trait cancel, whiffs on small body characters-canary, catwoman etc)
22 x mb scoop, 3, 3 breath 311.99 DMG
BIZARRO WORST COMBO- F23 x T, 3, 3 x mb breath, nj3, 3 x breath 474.6 DMG
divebomb, 3 x mb breath, heat zap, 3 x breath (whiffs on small body characters)373.89 DMG
divebomb, 3 x mb breath, f3, 3, 3 x breath 396 DMG
223, 3 x mb breath, heat zap, 3 x breath (whiffs on small body characters) 388.8 DMG
223, 3 x mb breath, f3, j2, 3 x breath 394.86 DMG
223, 3 x mb breath, f3, 3, 3 x breath 411.27 DMG
(Credit @Harry NightMare )
B3, j3, 3 x T, 3 x mb breath, zap, 3 x breath
(credit @TONY-T ) ??? DMG (my execution can't match Tony T's, I can't land the last breath, but the combo ends over 507 DMG without the breath. It does 555.59 DMG with RGHV ender instead of breath)

2 Meter Corner-
f23 x T, 3, 3 x bbc, nj3, 3 x breath 586.24 DMG
( Credit @Drecker )

Super sick situational swag
Midscreen with bgb behind you-
f23 x T, j2, mb b23, f2 x bgb, b3, j3, b23 501.16 DMG
f23 x T, j2, mb b23, f2 x bgb, b3, j3, b21 510.96 DMG
Midscreen bgb- f23 x T, f2 x bgb, b3, j3, 3 x dash punch 452 DMG
Carry to bgb- f23 x T, f2 x mb breath, b3, j3, f2 x bgb, j3, b23 426.58 DMG
B3, walk forward, b3, f2 x mb breath, j3, 3 x rghv
D1 x mb scoop, f2 x bgb, b3, j3, b23 346.16 DMG

Anti-airs-
D2, f2 x mb breath, b3, j3, 3 x superman punch 295 DMG
J1, f2 x mb breath, b3, j3, 3 x superman punch 360 DMG

Oki's, divebombs, and mix-ups-

Ending combo's in b23 creates a hard knockdown perfectly in range of our f23.

F23, J2, 11 x Mb breath, J2, 11 (Credit @Solid ) leaves us + for a throw or f23
In corner j2 11 after breath also leaves us super plus in a restand. I recommend using this against opponents that have problematic wakeups.

B3 walk forward f3 leaves you on the other side of the opponent. Neutral jump 3 may cross up after the knockdown based on timing. To be tested.

After landing a superman punch that knocks the opponent to the corner we're plus enough to dash 223 our opponent on quickrise.

F2 x Trait and F23 x Trait are both plus on block. Use this to sneak in a throw, mb a b3 or go for another f23. If your opponent is disrespecting the trait cancel d1 instead of the previous options, as trait cancel is only +1 or +2 at the very most.

In general, trait can be used after a successful ice breath before your b3 or f3 in a combo. Sometimes gravity actually reduces the time freeze incapacitates opponents, meaning 223, 3 x mb breath, T, f3 does not work, whereas 111 x mb breath, T, b3 does. If the 223 combo does work, it is very difficult, and not worth using in a competitive setting due to inconsistency.

Corner crossup setup- f23 x T, 3, 3 x mb breath, f3, d3 ~ jump in 3. Timed correctly this crosses up and leaves our opponent cornered.
Credit @Asodimazze

Midscreen cross-up setup- f23 x t, f2 x mb breath, b3, j3, d3~ jump in 3. The combo after a successful cross-up 3 is d1 x mb breath, b3, j3, 3 x dash punch.
Credit @Asodimazze

In the corner, after landing a mb freeze, we can opt for a deep j2. This leaves us + a billion, and guarantees a raw f3. credit elsewhere

F23 x Trait, J2, delayed divebomb creates a crossup reset midscreen. Credit elsewhere

*RAPTOR UPDATE*
Combos from Noble Raptor, video at the bottom:

Midscreen:
F23 J2 111 BF3/(DF2 DB1)
F23 4 F23 F23 BF3 (Requires Kryptonian Strength)
F23 4 F23 F2 DF2 DB1 (Requires Kryptonian Strength)

F23 (4) F2 DB2 MB B3 J3 3 BF3/(DF2 DB1) (Requires Kryptonian Strength)
F23 (4) J2 B23 MB 3 BF3/(DF2 DB1) (Requires Kryptonian Strength) (Doesn't work on small characters. Replace J2 with J1)
F23 (4) J2 B23 MB F2 DB2 MB B3 J3 F2 BF3/(DF2 DB1) (Requires Kryptonian Strength) (Doesn't work on small characters. Replace J2 with J1)

F23 (4) B23 MB D2 B3 J3 3 BF3/(DF2 DB1) (Requires Kryptonian Strength)

B1 DB2 MB B3 J3 J2 111 BF3/(DF2 DB1)
B1 DB2 MB B3 J3 J2 B23 MB 3 BF3/(DF2 DB1)

DF1 MB 3 BF3/(DF2 DB1)
DF1 MB F2 DB2 MB B3 J2 3 BF3/(DF2 DB1)

DF1 MB 11 B23 MB 3 BF3/(DF2 DB1)

B3 J3 J2 111 BF3/(DF2 DB1)
B3 J3 J2 B23 MB 3 BF3/(DF2 DB1)
F3 J2 3 BF3
F3 J2 F23 DF2 DB1
F3 J2 B23 MB 3 DF2 DB1

F23 (4) F2 BGB B3 J3 3 BF3/(DF2 DB1) (Requires Kryptonian Strength)

Corner:
F23 (4) 3 3 DB2 (Requires Kryptonian Strength)
F23 (4) 3 3 DB2 MB F3 3 DB2 (Requires Kryptonian Strength)
F23 (4) 3 3 DB2 MB DB3 3 DB2 (Requires Kryptonian Strength)

B1 DB2 MB F3 3 3 DB2

223 D2 3 DB2
223 D2 3 DB2 MB F3 3 DB2

DF1 MB 3 3 DB2
DF1 MB 3 3 DB2 MB F3 3 DB2

(AIR) D3 3 DB2
(AIR) D3 3 DB2 MB F3 3 3 DB2

F3 3 3 DB2
F3 3 3 DB2 MB J3 3 DB2
F3 3 3 DB2 MB DB3 3 DB2 (Doesn't work on small characters.)

 
Last edited by a moderator:

SwagMountains

Yes we Kahn
What's up guys, w
What's up guys, we don't have a thread yet and I have the time to update this body with optimals as we go along. Supes is same same but different in injustice 2, so even though many of his combos are common knowledge it wouldn't hurt to iron out what is best, and what we get off of each knockdown. I'm writing this out at work, will update when I get home with damage and confirmation of some of these combos.

If people suspect a combo to work but haven't had the time to try it or grind it out themselves it will be thrown into the body and it will be marked with a TBT (to be tested)

Notation
F-Forward
B-Backward
U-Up
D-Down
1-Light Attack
2-Medium Attack
3-Heavy Attack
T-Trait
MB-Meterburn
x-Cancel
RGHV-rising grab heat vision

Meterless Midscreen-
F23, j2, 11, b21 256 DMG
F23, j2, f2 x Dash Punch 222 DMG
f3, j3, b21 304 DMG

Trait Midscreen-
F23 x T, j2, b21 263 DMG
F23 X T J2, B23 236 DMG

1 Meter Midscreen-
F23, f2 x mb breath, b3, j3, 3 x dash punch 362 DMG
(The 3 after the j3 randomly wiffs. To get it to connect you have to walk forward after the mb breath and wait until the last moment to hit the j3. May not work on small body characters.)
F23, f2 x mb breath, b3, j3, f2 x dash punch 341 DMG
(More reliable version of midscreen bnb. This version can also end in RGHV, use to side switch.)
22 x mb scoop, 3 x dash punch 240 DMG 270 w RGHV
b2 mb 3, walk forward 11, 3 x dash punch 320 DMG
This combo is sick. And hard af. It's a 7 framer so it can punish a few things that F2 can't. Someone compile a list of -7 moves tho
b1 x mb breath, b3, j3, f2 x dash punch 334 DMG
111 x mb breath, b3, j3, 3 x dash punch 381.6 DMG
1 starts up in 9 frames wtf this is useless

1 Meter Trait Midscreen-
F23 x T, F2 x mb breath, b3, j3, 3 x dash punch 431 DMG
(Use f2 on small characters and if you have trouble getting the 3 to connect reliably. F2 version can end with RGHV.) F2 DMG 405
mb b3, T, j2, 3 x dash punch 410 DMG
mb B3, J3, 3 X dash punch 402 DMG
2 Meter Trait Midscreen-

2 Meter Trait Midscreen-
F23 x T, F2 x Mb breath, b3, 3, f2 x mb scoop, 3 x RGHV 459 DMG

4 Meter Midscreen-
223 Super 425 DMG

Meterless Corner-
f23, 3, 11, 3 x breath 325.5 DMG
223, 3 x breath 267.5 DMG
f3, 3, 11, 3 x breath 375 DMG
j3, 11, 3 x breath 323.7 DMG
Divebomb, 11, 3 x breath 283 DMG

Trait Corner-
F23 x T, 3, 11, 3 x breath 385 DMG

1 Meter Corner w and w/o Trait
F23 x T, 3, 3 x mb breath, heat zap, 3 x breath 519 DMG with Trait 433 w/o
(Works without trait cancel)

22 x mb scoop, 3, 3 breath 318 DMG
divebomb, 3 x mb breath, heat zap, 3 x breath 409 DMG
223, 3 x mb breath, heat zap, 3 x breath 424 DMG
223, 3 x mb breath, f3, j2, 3 x breath 429 DMG

Oki's, divebombs, and mix-ups
Ending combo's in b23 creates a hard knockdown perfectly in range of our f23.
F23, J2, 11 x Mb breath, J2, 11 - leaves us plus for a throw or f23(Credit @Solid )

As you can see we have an entire OKI section to figure out. We need to optimize b2 mb combos, midscreen meterless, and anything involving mb scoop. If anyone knows how plus any trait cancels are I'll throw them on as well. Let's get optimal.
e don't have a thread yet and I have the time to update this body with optimals as we go along. Supes is same same but different in injustice 2, so even though many of his combos are common knowledge it wouldn't hurt to iron out what is best, and what we get off of each knockdown. I'm writing this out at work, will update when I get home with damage and confirmation of some of these combos.

If people suspect a combo to work but haven't had the time to try it or grind it out themselves it will be thrown into the body and it will be marked with a TBT (to be tested)

Notation
F-Forward
B-Backward
U-Up
D-Down
1-Light Attack
2-Medium Attack
3-Heavy Attack
T-Trait
MB-Meterburn
x-Cancel
RGHV-rising grab heat vision

Meterless Midscreen-
F23, j2, 11, b21 TBT
F23, j2, f2 x Dash Punch

Trait Midscreen-
F23 x T, j2, b21
F23 x T, j2, f2 x dash punch

1 Meter Midscreen-
F23, f2 x mb breath, b3, j3, 3 x dash punch
(The 3 after the j3 randomly wiffs. To get it to connect you have to walk forward after the mb breath and wait until the last moment to hit the j3. May not work on small body characters.)
F23, f2 x mb breath, b3, j3, f2 x dash punch
(More reliable version of midscreen bnb. This version can also end in RGHV, use to side switch.)
22 x mb scoop, 11, 3 x RGHV TBT
b2 mb 3, 11, 3 x dash punch TBT
(We need an optimal mb b2 combo, it comes out in 7 frames so it can punish and side switch)
b1 x mb breath, b3, j3, f2 x dash punch
111 x mb breath, b3, j3, f2 x dash punch

1 Meter Trait Midscreen-
F23 x T, F2 x mb breath, b3, j3, 3 x dash punch
(Use f2 on small characters and if you have trouble getting the 3 to connect reliably. F2 version can end with RGHV.)
mb b3, T, j2, 3 x dash punch TBT

2 Meter Trait Midscreen-
F23 x T, F2 x Mb breath, b3, 3, f2 x mb scoop, 3 x RGHV

4 Meter Midscreen-
223 Super

Meterless Corner-
f23, 3, 11, 3 x breath
223, 3 x breath
f3, 11, 3 x breath
j3, 11, 3 x breath
j3, f23, 11, 3 x breath TBT
Divebomb, 11, 3 x breath

Trait Corner-
F23 x T, 3, 11, 3 x breath

1 Meter Corner w and w/o Trait
F23 x T, 3, 3 x mb breath, heat zap, 3 x breath (Works without trait cancel)
F23 x T, 3, 11, 3 x mb breath, heat zap, 3 x breath Can't quite get the 3 breath to connect, probably very timing specific TBT
22 x mb scoop, 3, 11, 3 breath TBT
divebomb, 3 x T, 3 x mb breath, zap, 3 x breath TBT
223, 3 x mb breath, heat zap, 3 x breath

Oki's, divebombs, and mix-ups
Apparently b2 1 creates a hard knockdown. I need to work more of this information out. Comment with them setups.
 
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Arzumis

Noob
Hi, I tested out this combo:

F23, j2, 11, b21

ended up with this combo:


2 bars

F23, j2, 11, b23(mb), db2(mb) b3, j3, b21

and here is the same combo except with Trait walk forward replacing J2

1. Your not in competitive mode.
2. Your superman is lvl 7 and cheetah is lvl1 so that damage is super inflated
 
1. Your not in competitive mode.
2. Your superman is lvl 7 and cheetah is lvl1 so that damage is super inflated
darn, you're right I didn't realize training mode had a competitive mode option.
I never would have looked. let me redo these
 
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Yashiro Aniki

Aniki of Steel
I would like to share this combo:-
Meterless Midscreen:
-f23, j2, f23, x Scoop I think it's around 280 DMG.
Same with 1 Meter Midscreen if it's close to end the round:
-f23, j2, f23, x MB Scoop, 3, x RGHV it reach 300 DMG.

I will confirm the damage later on.
 
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f21?

you sure? for superman?

and isn't RGHV a move requiring meter?

so the 2nd combo needs 2 meter.

mb scoop and rghv
 
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Yashiro Aniki

Aniki of Steel
f21?

you sure? for superman?

and isn't RGHV a move requiring meter?

so the 2nd combo needs 2 meter.

mb scoop and rghv
Nope, the rising grab ~ heat vision does not require meter to do it. unless you burn it.

Btw RGHV this move can MB twice! the first MB can be when he RG (he fly higher in the air), the second one when he does HV (which deal more damage)
So whats the point of MB "RG (he fly higher in the air)"?
 
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Tweedy

Noob
Nope, the rising grab ~ heat vision does not require meter to do it. unless you burn it.

Btw RGHV this move can MB twice! the first MB can be when he RG (he fly higher in the air), the second one when he does HV (which deal more damage)
So whats the point of MB "RG (he fly higher in the air)"?
yeah when i'm trying to cash out I just unload my meter using rghv lol

He flys higher so the drop hurts more.
 

Yashiro Aniki

Aniki of Steel
yeah when i'm trying to cash out I just unload my meter using rghv lol

He flys higher so the drop hurts more.
Oh! hmm I need to see which one of them do more damage.
I don't know why, but I feel it's totally waste of 2 MB to use it in RGHV,
unless it will end the round...
 

Tweedy

Noob
Oh! hmm I need to see which one of them do more damage.
I don't know why, but I feel it's totally waste of 2 MB to use it in RGHV,
unless it will end the round...
Just mbing the laser does a little more than just mbing the grab. And yeah that's what I mean, to end the round.
 
i put videos to your combos.


and for @SwagMountains

after low scoop mb you can do 11 b21 less damage and harder to land imo but you wanted b2 stuff haha
and ofcourse that means you can do b2 3 mb and go from there.
 

DarksydeDash

You know me as RisingShieldBro online.
@Tweedy

What do you think about ending corner combos into sweep? If they don't wakeup, you put them in a guessing game that keeps them cornered; early j3 hits same side, late j3 hits crossup.

Both options ignore damage scaling, and you can hit confirm with a 1,1.
 

Solid

The Longbow Hunter.
Anyone doing F23, J2, 11 x Mb breath, J2, 11 (trait optional for more damage) into throw or into another F23? If they take the throw they will take more damage than the initial bnb. They can jump out of the throw or try to tech but will get caught by F23. Both throw and F23 can be back dashed but then you just walk a tid bit forward and F23 to catch the back dash into full combo. Just a way to stay on the offense and make them play your game. Not sure if all back dashes can be caught. Tested on Deadbeatshot.
 

Raynex

Intelligence + Speed + Power
OH MY GOD, YOU'RE BACK
lmao I was wondering if anyone would remember me

anyone that was around in the IJ1 Supes forums for the first 2 years of the game knows how many threads / combos / mix-ups we all developed together. Fun times!

Though I'm only going to be using Supes to counterpick in IJ2, I think he's too bland to be very creative (especially with no midscreen 223 sigh). I need more mix in my life.