Superman MultiVersus Best Moves, Strategies & Techniques

The Man of Steel, one of the most famous superheroes of all time. Superman appears in MultiVersus as a tank-class fighter. He’s not as powerful as usual: he can normally throw planes and ignore gunfire, but in MultiVersus he struggles to face a hippie and a basketball player at the same time. Even so, he’s extremely tough – second only to the Iron Giant – and has a collection of tricks that can quickly stop enemies who step out of line. Here are Superman’s best moves in MultiVersus.

Introducing Superman Moveset

Superman MultiVersus’ standard attacks are as basic as the man himself. He hits hard and slow, and most of his attacks are just variations of a big punch. Often, however, that’s all you need. Many of his ground attacks give him temporary armor. Combined with its weight, it can trade favorably against many enemy attacks.

  • Neutral ground attack: The big punch. It hits very hard, can be charged, and has one-hit armor. A good kill move, especially against aggressive enemies.
  • Side Ground Attack: A multi-hit combo, starting with a one-two punch and building up to a storm of quick hits, ending with a powerful finishing blow. There are a lot of risks and rewards associated with this move. The flurry of punches does a ton of damage and locks the opponent in place, but it also locks Superman in place. You cannot cancel the burst. It may be better to throw the first two punches and follow up with an armored move instead of the flurry.
  • Up Ground Attack: The big punch, ascending version. Its range is shorter than the Neutral Punch, but works well against enemies attacking from above. Even powerful dunks like Iron Giant’s cannonball have to respect your armor.
  • Down Ground Attack: A downward slamming fist that shatters enemy armor. It’s not as useful as his other ground attacks, as it’s short range and unarmoured. Best used as a combo end or against an enemy who is about to apply armor.
  • Neutral Air Attack: A flurry of punches in the air. It is faster than Superman’s ground burst and can be used while advancing through the air. An effective method of trapping an enemy in an advancing hitbox.
  • Side Air Attack: A charged punch. Not armored, like his ground punch, but more mobile. Makes a great mid-air kill option against off-stage enemies.
  • Up Air Attack: An upward charged punch. It’s an effective upward kill move, but it’s short in range and won’t easily beat enemies with larger hitboxes. Superman’s ascending special is more reliable.
  • Down Air Attack: A downward charged punch. This is Superman’s basic dunk, not as lethal as other characters, but worth throwing against struggling enemies.

the best moves of superman ice breath multiverse

Superman’s special moves are where his kit starts to get weird. Superman MultiVersus moves:

  • Special Neutral: A breath of fresh air. Hold special to keep blowing. It’s a tricky move to use, as it’s slow to activate, does very little damage, and doesn’t stun the enemy. Anyone can slap you right away. It has a variety of interesting effects, however. Its main effect is to quickly stack an Ice Debuff on the enemy, slowing them down and eventually freezing them solid. There’s also a slight recoil, so you can stay out of retaliatory range if you’re careful. If you blast your teammate, their next melee strike will also inflict ice, so it’s stronger when icing a target your ally is already downing on. He can also stop enemy projectiles mid-air, freezing them into throwable chunks of ice. One last rare use: Ice Breath can extinguish enemy fire columns. The move behaves the same when used in the air.
  • Special side: A directable teleportation punch. Holding the button brings up a moving cursor, and releasing the button warps Superman to his location, where he does a double punch. The punch is surprisingly strong and can kill from the side. It’s also one of the sneakiest moves in Superman’s arsenal, as it activates quickly and has armor on the second punch. It’s not too quick to react, though. The further away your target is, the longer the move takes to trigger due to cursor movement time. It also ends early if the cursor took Superman into the ground. Try pointing the cursor up and a little in front of your target.
  • Side Air Special: Superman extends his arm forward and flies into the air. It’s pretty slow for a guy who’s supposed to be faster than a speedball, but it’s a great recovery move. It lasts so long that Superman can easily use it to return from the farthest corners of the stage…as long as no one interferes. Additionally, hitting an enemy with an outstretched fist grabs them, ignoring the armor, and hits them with enough force to kill with high damage. If you can guess your opponent’s off-stage trajectory, you can catch them as they try to recover for an early kill.
  • Until Special: Superman crouches for a moment, gaining armor, then leaps into the air. His descent is unshielded, but it hits enemies in his path, and he lands with a powerful strike that knocks his targets back. Despite its long liquidation, the attack is not very good. It’s extremely slow, partially armored, fairly short-ranged, and struggles to kill even with high damage. This could work in conjunction with a teammate, but is best avoided.
  • Special in the air: Superman’s signature kill move. It flies a short distance upwards, grabbing the first enemy it contacts. Once someone is grabbed, pressing a direction launches the victim in that direction. Throw distance is pretty good, and if you can grab someone near the edge – especially at the top of the screen, since they’re aiming uphill – you can claim an easy low damage kill. It can also be used as a reversal. If you’re near the bottom edge and are at risk of being pricked from above, try grabbing upwards. If you hit, you are guaranteed to kill your target.
  • Special down: Superman shoots lasers from his eyes! It’s not as deadly as it should be, however. It fires at the ground and enemies are hit by the ground which explodes instead of the laser. It’s a decent blast, with kill potential at high damage. When used on the ground, Superman gains armor during the laser, but he only fires the area close to him, so the range is low. It might be worth using to end a series of attacks. In the air, however, Superman aims diagonally downward and hits a wide expanse of ground. Move forward as the laser expands the affected area, potentially covering an entire platform. Since it only hits the ground, it’s easy to avoid it by jumping, but it’s good damage if you can grab someone. In addition, the explosion knocks the enemy down directly. With the right timing, Superman can strike with air lasers, then grab the enemy in his path with an ascending special for a cheap kill from the top.

It’s also worth noting that Superman has a high jump compared to the rest of the cast and can also dodge upwards from the ground. This makes hunting enemies much easier.

How to win 2v2 battles as Superman MultiVersus

best superman moves multiversus teams 2v2

For a paragon of selflessness, Superman doesn’t have many dedicated support abilities. His ice breath gives a slight buff to his teammate, but that’s about it. Superman can survive much longer than most characters, but that won’t help if your partner dies quickly while you’re flying. Because of this, his team gameplay should be based on hampering the enemy team and taking hits he can survive but not his teammate.

Throwing a shielded punch in a fight is an effective way to save your teammate. It’s also possible to do a “strafing run”, covering the ground with laser blasts as your partner moves forward. Don’t forget to chase down enemies your teammate knocks offstage – your grabs and scavenge allow you to chase them at any distance.

How to win 1v1 battles as Superman MultiVersus

superman multiverse main menu

Superman’s low speed and short range make one-on-one confrontations difficult. The flip side is that he can live a long time and punish careless opponents with untimely deaths. Play it safe and exploit openings as they arise. Use your armor to punish, but be aware that everyone has some form of armor break and will easily counter you if your moves are predictable. Shake them off with fast attacks like neutral air before hitting with a well-placed teleport punch or shielded neutral.

Superman MultiVersus Best Benefits

Superman MultiVersus best signature perk is Sniper Punch, increasing the range and power of his teleportation. It weakens the move at close range, but it has other attacks that work better anyway. This perk makes his teleportation another deadly option to punish characters trying to recover.

More importantly, his other signature perks are bad. fiery comeback adds a minor effect to his ground special, but this move is too slow to be worth using. Break the ice, which increases damage against Frosted targets, previously had a few perk setups to increase its potency. Since Ice was nerfed, this build is less effective. Its primary use now is to combine with Superman’s Ice Breath, which is already difficult to connect securely.

For its minor advantages, Last Stand is always a good option. Since Superman can easily survive past 100 damage, he can reliably take advantage of the Last Stand power boost. Pair this with perks that further increase survivability, such as the powerful Tasmanian trigonometry, can make the effect even more powerful. Lately, Triple jump is a solid option for securing Superman’s off-stage potential, allowing for easier pursuit of aerial enemies.

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