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Superman is a Tank character in MultiVersus. Read on to find out how to play Superman, Superman's rating and basic info, as well as Superman's moveset, best combos, best perks, and a list of skins available for Superman!
List of Contents
Superman Changes | |
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General | ・Fixed an issue where Superman would occasionally load with incorrect textures in the game menus |
1.3.4 | ・Fixed an issue where Superman would occasionally load with incorrect textures in the game menus |
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1.1.5 | ・Fixed an issue where bonus damage was not being applied to frozen enemies |
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1.2.0 | ・Less aerial momentum is maintained on-hit |
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1.3.0 | ・Now maintains more momentum during attack start-up |
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1.1.5 | ・Perk added back to the game |
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1.3.0 | ・Now maintains more momentum during attack start-up |
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1.2.0 | ・Less aerial momentum is maintained on attack start-up |
1.3.0 | ・Maximum hold time reduced to XX seconds from infinite ・On-whiff cancel window delayed 13 frames ・Repeat-move lockout increased to 20 frames from 8 frames |
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1.1.5 | ・No longer infuses projectiles with ice above 6 stacks |
1.1.5 | ・Fixed an issue where Superman would drop a fighter if the button was released too early ・Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall |
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1.1.5 | ・On-whiff branch window delayed 4 frames |
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1.3.0 | ・Fixed an issue where the eye lasers could detonate on the incorrect surface |
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1.1.5 | ・Fixed an issue where Superman would float away while attacking certain conditions |
1.3.0 | ・Hitbox sizes reduced so the attack is less likely to hit behind Superman (Third hit) |
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1.1.1 | ・Removed ability to jump or dodge during rapid-jab attack |
1.3.3 | ・Superman is now immune to projectiles while teleporting to his attack location |
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1.1.5 | ・Hitstun reduced |
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Superman | |
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Type: Tank Fighting Style: Hybrid Difficulty: Medium Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Caped, Non-Human, Heroic |
Strengths | Weaknesses |
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✔︎ A very flexible Hybrid unit that can intercept fighters in any area
✔︎ A safe unit to play thanks to Armor being ingrained into many of his abilities ✔︎ Plenty of combo potential thanks to his multi-hit abilities and abilities that can be mixed up ✔︎ Offers some utility aside from raw knockback damage through Ignite and Ice |
✖︎ Abilities like Ice Breath and especially Locomotive Charge require more skill to handle properly in a fight
✖︎ Superman's grab attacks are especially readable in a controlled situation, which can leave him too open, even for a Tank ✖︎ Superman's Armor is tied to abilities that require him to stay in place, meaning technically projectiles can delay his advance |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Super-Punch |
Effect: Charge, Armored Charge an Armored forward punch. |
Mix this into combos as either a launcher or knockout finisher, or use it alone as a safe knockout tool when near the side edges of the ground, |
Side (Side (Hold) + Attack) |
For Justice! |
Superman flies forward while swinging two punches. | A viable closing tool and can be used in a short combo with the side special's aimed punch for horizontal pushes. |
Side (Side + Attack) |
Kryptonian Kombo |
Effect: Combo A combo of rapid punches. |
Use for ground combos, and try to interrupt the final launch punch for other moves such as the ground down attack or neutral attack. |
Up (Up + Attack) |
Overhead Strike |
Effect: Charge, Armored Charge an Armored hammer swing upward. |
Use freely to intercept falling enemies or launch ground enemies and initiative vertical combos. |
Down (Down + Attack) |
Downward Swing |
Effect: Charge, Breaks Armor Charge an arching downswing that Breaks Armor. |
Incorporate into combos either as a starter or mid-combo to break armor and launch enemies a bit. |
Neutral (Neutral + Special) |
Ice Breath |
Effect: Ice, Freeze Superman uses ice breath that applies Ice. As Ice increases, enemies are slowed and eveneutally Frozen. Enemies can Struggle and other enemies can hit them to free them. Allies and allied Projectiles in ice breath get Ice Gauntlets, making their next hit deal Ice. Enemy Projectiles in ice breath are either destroyed or frozen into an item. |
Do not try to apply full stacks in one go, as this move will not stunlock enemies beforehand. Litter it in combos as a post-finisher when possible. Also use it freely as a buffing tool for alliesn and as a defensive tool against projectiles. |
Side (Side + Special) |
Locomotive Charge |
Effect: Charge, Armored Charge to aim a reticle. On release, Superman will dash to that location with a powerful Armored punch. |
If you are able to aim quickly enough, can be used as a consistent horizontal combo finisher if the enemy is launched far. Otherwise, it can be a good intercept and surprise knockout move. |
Up (Up + Special) |
Meteor Liftoff |
Effect: Armor Launch into the air and come hurtling back to the ground with a powerful impact attack. On startup, Superman will have Armor and fighters on the ground near Superman will be knocked upward. |
The follow-up slam attack can be cancelled with your mid-air attacks, making this move a good initiator for mid-air combos as this brings you up along with the launched opponent. |
Down (Down + Special) |
Heat Vision |
Effect: Ignite Superman traces his laser vision along the ground, triggering a delayed explosion that knocks enemies upward and applies Ignited. |
Set up launch juggles with this move while also applying ignite for some DoT chip damage. |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Bullet Barrage |
Rapid four-punch attack. | Catch enemies mid-air with this during mid-air combos for additional chip damage before following up with grab attacks or knockout finishers. |
Side (Side + Attack) |
Flying Swing |
Effect: Charge Charge a fast forward swing. |
Use to catch opponents mid-air or as part of a mid-air combo, or to knock enemies out if near the side edges of the arena. |
Up (Up + Attack) |
Up And Away! |
Effect: Charge Charge a downward arching punch. |
Use to continue juggling during mid-air combos or charge it up as a mid-air knockout move. |
Down (Down + Attack) |
Falling Haymaker |
Effect: Charge Charge a downward arching punch. |
Use either as a vertical or floating ground combo initiator or as a knockout move near the bottom edge of the map. |
Neutral (Neutral + Special) |
Ice Breath |
Same as ground. | Same as ground. |
Side (Side + Special) |
It's a Bird, It's a Plane, It's Superman! |
Effect: Charge, Grab Superman will fly forward. Charge to increase distance of flight. If he collides with an enemy while flying he will grab them and fly a short distance before punching them forward. |
A good intercept move for falling or hovering enemies, and can also be incorporated as a finisher in vertical combos that end up launching the enemy horizontally. |
Up (Up + Special) |
Go Long! |
Effect: Grab Superman lunges upward, grabbing any enemy he comes in contact with. Superman can then throw them forward or backward. |
A good intercept move if a fighter is crossing your airspace, and can also be used as a finisher especially if you end up near the top edge. |
Down (Down + Special) |
Aerial Heat Vision |
Same as ground. | Same as ground. |
Passive | Effect |
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To The Skies! | Superman can dodge upward and from the ground. |
Perk and Rating | Description | Explanation |
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★★★★☆ Sniper Punch |
Superman's aim punch range is extended. The damage and knockback from the aim punch are increased at long distances but decreased in close quarters. | Superman's aim punch is already a powerful intercept tool for horizontal combos or knockouts, and this perk enhances its long-range capabilities. While its performance close-range might suffer, this perk is still worth it to make Superman a greater threat from any distance. |
★★★☆☆ Break the Ice |
Superman deals additional damage to fighters debuffed by Ice. The additional damage scales with stacks of Ice. | The strength of this perk can depend on how well you are able to litter Ice Breath throughout your attacks and also on if your teammate happens to apply Ice. Either way, this perk has no downsides or negative alterations to Superman's abilities, and can safely be taken for an easy damage boost if you plan on using Superman's neutral special often. |
★★★☆☆ Well Rounded |
You receive a 5% boost to damage dealt and defense. | A minor stat boost that provides some quality of life improvement to playing Superman. |
Perk and Rating | Description | Explanation |
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★★★☆☆ Protective Momentum |
Your team gains a projectile shield after running on the ground in the same direction for at least 0.5 seconds. | This perk will not always benefit Superman since he enjoys going both vertical and horizontal. But, at least for horizontal engagements, this will give Superman the protection he lacks against projectiles on the ground to close the gap against other fighters, especially Mages. |
Perk and Rating | Description | Explanation |
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★★★☆☆ 2 Fast 2 Block |
Your dash attacks break armor. | Since Superman's ground dash attack is actually two hits, this gives more opportunity to use this perk to break through enemy defensess, especially those of other Tanks. |
★★★☆☆ Last Stand |
While you have at least 100 damage, knocking back enemies applies Weakened. | Since several of Superman's charged attacks capable of knockback will also grant him Armor, this perk becomes more viable as a last resort if Superman and the opponent are both around 100 damage and racing to knock each other out, since Superman will at least have some advantage in terms of protection. |
Perk and Rating | Description | Explanation |
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★★★★★ Pugilist |
Your melee attacks deal increased damage. | Superman benefits from this since his playstyle calls for close range pressure as a tank. His air and ground variant combo attacks will especially benefit from the damage boost. |
★★★★★ Armor Crush |
Your fully charged attacks break armor. | This perk is especially great on Superman as many of his chargeable attacks also make him armored, keeping him safe and reducing damage whilst breaking the enemies' own protection. |
Down + Attack ► Side + Attack x2 ► Down + Attack ► Aerial Up + Attack ► Aerial Neutral + Attack |
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This combo is designed to accumulate as much damage as possible without any escape windows for the opponent. Do not expect to knockout opponents with this combo, but you will be able to deal up to 47 damage per combo while also forcing opponents off of the ground. Just be careful if you try to immediately follow up this combo with another attack since, as seen in the example video, the opponent will have ample time at the end of the combo to recover and reset. |
Aerial Down + Attack ►Side + Attack x2 ► Down + Attack ► Aerial Side + Attack ► Aerial Side + Special |
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This is a basic ground to air combo that finishes with a horizontal aerial grab attack, with the main purpose of pushing the opponent towards any horizontal edge as much as possible. This is best done in conjunction with a nearby teammate that can follow up your combo with a knockout move, as your grab finisher alone will not be enough most of the time knock an opponent out of the ring. |
Up + Attack ► Aerial Down + Attack ► Up + Special |
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This is a vertical combo that takes advantage of Superman's large hitbox and armored Up + Special to do quick damage with knockout potential. The important part here is to do the Aerial Down + Attack as close to the ground as possible so that you are able to land and perform your Up + Special sooner. |
Superman's Locomotive Charge punch can be thought of as a sniper in that it rewards accuracy and control with instances of good damage and knockback on opponents. This move is rather flexible and can be used on its own to mess up your opponents' game or in combos as a knockout finisher.
Superman gains armor when charging up attacks. Use that to tank an incoming attack and counterattack once it finishes charging. Just be careful not to spam it, especially if your opponents have moves that can break armor, as you will get damaged instead.
Superman's grab special attacks are easy-to-use moves which are great for beginners, but also easy for opponents to read or avoid, especially the horizontal grab. The best times to use Superman's grab attacks are to intercept already damaged opponents or in combos where the opponent stays close enough that they have no chance to dodge or avoid the grab.
As a Tank, Superman thrives when he is pressuring enemies at melee range and absorbing hits for squishier teammates, especially if he has Armor to reduce any damage taken. Use his abilities to constantly close distance with foes and pile on the pressure.
Aside from being able to easily advance on opponents, many of Superman's moves are capable of killing the momentum of enemies by punching them from afar, grabbing them, launching them, or slowing and freezing them. A Tank's role is to also control the flow of battle, so use his abilities to stop and slow the assault of your foes when needed as well.
Afterlife Superman
(Uncommon) Tags: Heroic, Non-Human 500 Gleamium |
Anti-Life Superman
(Epic) Tags: Heroic, Non-Human 75,000 Prestige |
Black Lantern Superman
(Legendary) Tags: Caped, Non-Human, Villainous 2000 Gleamium |
Gotham Guardian Superman
(Uncommon) Tags: Non-Human, Graphic T, Heroic 500 Gleamium |
Lovestruck Superman
(Rare) Tags: Caped, Non-Human, Heroic 800 Gleamium |
Matrix Code Superman
(Uncommon) Tags: To be updated 500 Gleamium |
One Million Superman
(Epic) Tags: Caped, Non-Human, Heroic 1500 Gleamium |
Regeneration Suit Superman
(Epic) Tags: Non-Human, Heroic Level 64 of Season 2 Battlepass |
Shark Hat Superman
(Uncommon) Tags: Non-Human, Heroic 500 Gleamium |
Summer Break Superman
(Rare) Tags: Beach Ready, Non-Human, Heroic Welcome Back Daily Login Day 11 Reward |
Summer Break Superman (July 4th)
(Rare) Tags: Non-Human, Heroic 800 Gleamium |
The Solar-Powered Man Superman
(Epic) Tags: Heroic, Non-Human 1500 Gleamium |
Tooniverse Superman
(Uncommon) Tags: Caped, Non-Human, Heroic 500 Gleamium |
Ugly Sweater Superman
(Rare) Tags: Caped, Non-Human, Heroic 800 Gleamium |
Real Name | Kal-El/ Clark Kent | First Appearance | Action Comics #1 (1938) |
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Voice Actor | George Newbern |
Disaster struck Kal-El’s home world of Krypton when he was just a baby, leaving his parents with no choice but to send him to the stars. His rocket crash-landed on Earth where he was found by Martha and Jonathan Kent and raised as their child. As he grew older, the light of Earth’s yellow sun activated his incredible Kryptonian powers, which he vowed to use to protect humanity and stand up for truth and justice. As one of the founding members of the Justice League he has been an inspiration for countless generations of heroes as he continues to fight evil in all its forms.
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