|Super Punch||Chargeable, Armored||This move is a pretty standard chargeable normal attack. It works the way you would expect it to. If you see an opening for a sneaky charge attack, this is the normal you will turn to.|
|Kryptonian Kombo||Forward + Attack||The Kyrptonian Kombo is excellent at pinning people down. This is a great way to line your opponent up for your partner to land a big attack.|
More importantly, you can combo this move into his Overhead Strike, which is very dangerous for his opponents, as it means that he can start to lineup Superman’s Go Long! special attack.
|Overhead Strike||Chargeable, Armored||This is a great charged-up tilt. You will use it in all the typical ways you would use a standard charged-up tilt.|
This is another solid tool for launching characters into the air. Its most potent aspect is that you can combo into this off of the Kyptonian Kombo, which is an easy way to get your opponent into the air.
|Downward Swing||Chargeable, Armored||Complementary to his up attack and neutral attack, Superman’s down attack is a pretty standard chargeable spike. However, like those other two attacks, it also benefits from being armored.|
|Ice Breath||Frozen, Ice Gauntlet||Superman’s Ice Breath is pretty fast, and fairly low commitment. So, don’t be afraid to pull it out, especially when your opponent has locked themselves into a move with prolonged recovery.|
The Ice Breath is generally pretty good, but it is considerably better if you use it to back up your partner while they combo your opponents. Not only will it apply stacks of the Frozen debuff while they are locked into a combo, but if the Ice Breath passes through your partner it will buff them with Ice Gauntlets, meaning that they will apply Frozen stacks too.
|Locomotive Charge||Chargeable, Armored||This is a great tool for sniping your opponent. When you charge it a radius will appear indicating the move’s range; you can move a cursor inside the radius to dictate when you want to land the punch. This is great for edge guarding, but it is also good for backing up your partner.|
|Meteor Liftoff||Chargeable, Armored||The Meteor lift-off is an up smash attack that transitions into a spike. You can cancel the second part with a jump. The armor at the beginning of this attack makes it a pretty solid special.|
With the addition of the Flaming Re-Entry signature perk, the potency of the Meteor Liftoff increases dramatically.
|Heat Vision||Ignite, Armored||Superman’s Heat Vision is excellent for popping enemies up at a distance. Its range isn’t huge, but it has armor, and it pops your opponent up if it hits them. This, of course, is the perfect opportunity for you to follow up with your air shenanigans in the form of your Up And Away and Go Long! attacks.|
|Bullet Barrage||Attack||This is a midair combo for Superman. It doesn’t really lead into anything and can’t be jump canceled or dodge canceled.|
|Flying Swing||Chargeable||This is another pretty basic charged attack. It hits relatively hard and moves Superman forward. It can be useful for finishing opponents off midair.|
|Up And Away||Chargeable||Up And Away is extremely useful for being able to lead into the Go Long! special. Otherwise, it is just a relatively basic chargeable normal attack that hits above Superman.|
In order to follow up with Go Long! you will want to jump cancel this attack after it connects. Don’t worry, the timing isn’t tight.
|Falling Haymaker||Chargeable||This is a potent spike attack with fantastic range. That makes it an excellent tool for edge guarding. However, you need to be directly above your opponent, or it will miss.|
|Ice Breath||Frozen||The aerial version of his Ice Breath is exactly the same as the grounded version. Though, generally, it doesn’t seem nearly as useful in the air.|
|Ten-Ton Tackle||Chargeable, Grab||This move sees Superman fly toward the opponent. Once he comes in contact with them, he will grab them and fly them in the direction he is traveling.|
In general, this is a great way to get injured characters off the stage and put them in compromising situations. For obvious reasons, this is also a pretty good way of finishing off opponents that are near the sides of the stage.
|Go Long!||Grab||This is Superman’s most potent move. You can’t land two of these specials consecutively. However, you can land one, then hit them with your Up And Away (which is your up title attack), and then follow up with a second Go Long.|
|Aerial Heat Vision||Ignite||While it may seem like this is the same move as the grounded version, it actually feels pretty radically different in practice. For one, using Superman’s Heat Vision in the air gives the move far more range. Also, he loses the armored effect.|
If you are struggling with the Taz’s and the Finns of the game, the Aerial Heat Vision will be your favorite move. It absolutely destroys those types of attacks. It is also a pretty low-risk option for striking enemies from afar.