Normals
* Hook Punch = 1
> High
* Overhead Smash = 2
> Mid
* Fist of Justice = 3
> Mid
* Quick Heat = b + 1
> Low
* Kryptonian Strike = b + 2
> Mid
* Charge Punch = b + 3
> Mid
* Cross Swipe = f + 2
> Mid
* Charge Overhead = f + 3
> Overhead
* Flying Low = df + 3
> Low
* Quick Jab = d + 1
> Mid
* Uppercut = d + 2
> Mid
* Low Poke = d + 3
> Low
* Steel Fist = IN AIR, 1
> Overhead
* Double Fist = IN AIR, 2
> Overhead
* Hammer Punch = IN AIR, 3
> Overhead
Specials
* Super Breath = d, b + 2
> Mid
> MB Ok
> MB version = freeze
> MB version = input for MB needs to be very quick
* Heat Vision = d, b + 1
> Mid
> MB Ok
> MB version - Overhead
> AIR Ok
> AIR MB version - Overhead
* Rising Grab = d, f + 2
> Mid
> Normal version has follow-up d, b + 1
> MB Ok
> Anti-Air
> Juggle ender
* Flying Punch = b, f + 3
> Mid
> MB Ok
> MB version - Overhead
* Flying Ground Smash = IN AIR, d + 3
> Overhead
> MB Ok
* Heat Zap = d, b + 3
> High
> Mid-screen mix-up
* Low Scoop = d, f + 1
> Low
> Extends Combos
* Air Dash = IN AIR, f, f or b, b
* Fury of Krypton = 4
> All of Superman's attacks becomes armor-breakers.
Super Move
* Kryptonian Crush = SS + MB
> Overhead
* It's a Bird = 1, 1
> Mid
* Great Purge = 1, 1, 1
> Mid
* Kryptonite Bash = 1, 1, 2
> Overhead
* Speeding Bullet = 2, 2
> Mid
* The Last Son = 2, 2, 3
> Overhead
* Unstoppable = 2, 3
> Mid
* Solitude Strikes = 2, 3
> Mid
* Steel Rush = f + 2, d + 1
> Low
* Man of Steel = f + 2, d + 1, 3
> Overhead
Strategies
* His Character Power makes his attacks ignore armor. This is very useful since characters like Bane, Grundy, or Catwoman will have a hard time dealing with the trouble of losing the efficiency of their armored moves. This is very notable against Doomsday, as it totally goes through his Character Power armor.
* Flying Ground Smash connects as OTG to any hard knockdown move.
* Abuse comboing mix-ups into Super Breath, as it is extremely safe and very rewarding especially the MB freeze.
* Low Scoop is a very good mix-up attack, as it even starts big combos and has good invincibility.
* Rising Grab and his d + 2 are his main anti-airs.
* Abuse his air dash to normals, as they are good cross-up attacks.
* You can combo the Super Move after Heat Zap from anywhere on the screen.
* Your staple pressure string is f + 2, 3, d, b + 2. It recovers very quickly even when blocked.
* His Super Move is very good for mix-ups since it's an overhead.
Videos
Bread and Butter Basic:
Flying Ground Smash OTG:
Heat Zap to Super: