For organized compilations of all match-up information, check out
DeathAndHealing 's All-Star Superman Guide!
Doomsday MU NOTES:
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.
ADDITIONAL AQUAMAN NOTES:
- 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.