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		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3990</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3990"/>
		<updated>2019-06-06T03:23:36Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
 Forward Dash                          :  22 frames&lt;br /&gt;
 Backdash                              :  22 frames&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 6, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a &amp;quot;CPS Chain&amp;quot;, which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP &amp;gt; St.LP+St.HP, but will be simplified into St.LP &amp;gt; St.HP)&lt;br /&gt;
*&lt;br /&gt;
1. Standard resourceless BnB, works midscreen and in corner:&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch&lt;br /&gt;
*&lt;br /&gt;
2. Anti air conversion/followup&lt;br /&gt;
* St.HK &amp;gt; Super Flight&lt;br /&gt;
* This combo is not necessarily for damage, but it allows Superman to begin pressuring with his flight from his standard anti air, giving it much more utility.&lt;br /&gt;
*&lt;br /&gt;
3. Ice Breath meaty conversion&lt;br /&gt;
* Ice Breath (Meatied or Omega variation) &amp;gt; BnB #1 (as seen above).&lt;br /&gt;
* Works in the corner and midscreen. &lt;br /&gt;
*&lt;br /&gt;
4. Omega BnB (Uses 1 Omega, no Super)&lt;br /&gt;
* Cr.LP (x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Strong Dashing Punch.&lt;br /&gt;
* Sizable damage and stun difference from BnB #1, a simple yet effective extension.&lt;br /&gt;
*&lt;br /&gt;
5. Combo into Super without Omega&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Man of Steel&lt;br /&gt;
* Follows the same route and theory as BnB #1, except replaces the last Dashing Punch with a super.&lt;br /&gt;
*&lt;br /&gt;
6. Command Grab routes&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Strong Dashing Punch (works anywhere on screen)&lt;br /&gt;
* Command Grab &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch (Midscreen)&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; Super Flight &amp;gt; Comet Punch (Corner only. Difficult!)&lt;br /&gt;
*&lt;br /&gt;
7. Max Resources&lt;br /&gt;
* j.HK &amp;gt; Cr.LP(x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Super (1 Omega, 1 Super)&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super (2 Omegas, 1 Super)&lt;br /&gt;
*&lt;br /&gt;
Video to come demonstrating all of these!&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3989</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3989"/>
		<updated>2019-06-05T22:15:48Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Data Arsenal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
 Forward Dash                          :  22 frames&lt;br /&gt;
 Backdash                              :  22 frames&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a &amp;quot;CPS Chain&amp;quot;, which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP &amp;gt; St.LP+St.HP, but will be simplified into St.LP &amp;gt; St.HP)&lt;br /&gt;
*&lt;br /&gt;
1. Standard resourceless BnB, works midscreen and in corner:&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch&lt;br /&gt;
*&lt;br /&gt;
2. Anti air conversion/followup&lt;br /&gt;
* St.HK &amp;gt; Super Flight&lt;br /&gt;
* This combo is not necessarily for damage, but it allows Superman to begin pressuring with his flight from his standard anti air, giving it much more utility.&lt;br /&gt;
*&lt;br /&gt;
3. Ice Breath meaty conversion&lt;br /&gt;
* Ice Breath (Meatied or Omega variation) &amp;gt; BnB #1 (as seen above).&lt;br /&gt;
* Works in the corner and midscreen. &lt;br /&gt;
*&lt;br /&gt;
4. Omega BnB (Uses 1 Omega, no Super)&lt;br /&gt;
* Cr.LP (x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Strong Dashing Punch.&lt;br /&gt;
* Sizable damage and stun difference from BnB #1, a simple yet effective extension.&lt;br /&gt;
*&lt;br /&gt;
5. Combo into Super without Omega&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Man of Steel&lt;br /&gt;
* Follows the same route and theory as BnB #1, except replaces the last Dashing Punch with a super.&lt;br /&gt;
*&lt;br /&gt;
6. Command Grab routes&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Strong Dashing Punch (works anywhere on screen)&lt;br /&gt;
* Command Grab &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch (Midscreen)&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; Super Flight &amp;gt; Comet Punch (Corner only. Difficult!)&lt;br /&gt;
*&lt;br /&gt;
7. Max Resources&lt;br /&gt;
* j.HK &amp;gt; Cr.LP(x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Super (1 Omega, 1 Super)&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super (2 Omegas, 1 Super)&lt;br /&gt;
*&lt;br /&gt;
Video to come demonstrating all of these!&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3988</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3988"/>
		<updated>2019-06-05T21:31:09Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Combos &amp;amp; BnBs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a &amp;quot;CPS Chain&amp;quot;, which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP &amp;gt; St.LP+St.HP, but will be simplified into St.LP &amp;gt; St.HP)&lt;br /&gt;
*&lt;br /&gt;
1. Standard resourceless BnB, works midscreen and in corner:&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch&lt;br /&gt;
*&lt;br /&gt;
2. Anti air conversion/followup&lt;br /&gt;
* St.HK &amp;gt; Super Flight&lt;br /&gt;
* This combo is not necessarily for damage, but it allows Superman to begin pressuring with his flight from his standard anti air, giving it much more utility.&lt;br /&gt;
*&lt;br /&gt;
3. Ice Breath meaty conversion&lt;br /&gt;
* Ice Breath (Meatied or Omega variation) &amp;gt; BnB #1 (as seen above).&lt;br /&gt;
* Works in the corner and midscreen. &lt;br /&gt;
*&lt;br /&gt;
4. Omega BnB (Uses 1 Omega, no Super)&lt;br /&gt;
* Cr.LP (x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Strong Dashing Punch.&lt;br /&gt;
* Sizable damage and stun difference from BnB #1, a simple yet effective extension.&lt;br /&gt;
*&lt;br /&gt;
5. Combo into Super without Omega&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Man of Steel&lt;br /&gt;
* Follows the same route and theory as BnB #1, except replaces the last Dashing Punch with a super.&lt;br /&gt;
*&lt;br /&gt;
6. Command Grab routes&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Strong Dashing Punch (works anywhere on screen)&lt;br /&gt;
* Command Grab &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch (Midscreen)&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; Super Flight &amp;gt; Comet Punch (Corner only. Difficult!)&lt;br /&gt;
*&lt;br /&gt;
7. Max Resources&lt;br /&gt;
* j.HK &amp;gt; Cr.LP(x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Super (1 Omega, 1 Super)&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super (2 Omegas, 1 Super)&lt;br /&gt;
*&lt;br /&gt;
Video to come demonstrating all of these!&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3987</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3987"/>
		<updated>2019-06-05T21:30:44Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Combos &amp;amp; BnBs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a &amp;quot;CPS Chain&amp;quot;, which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP &amp;gt; St.LP+St.HP, but will be simplified into St.LP &amp;gt; St.HP)&lt;br /&gt;
*&lt;br /&gt;
1. Standard resourceless BnB, works midscreen and in corner:&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch&lt;br /&gt;
*&lt;br /&gt;
2. Anti air conversion/followup&lt;br /&gt;
* St.HK &amp;gt; Super Flight&lt;br /&gt;
* This combo is not necessarily for damage, but it allows Superman to begin pressuring with his flight from his standard anti air, giving it much more utility.&lt;br /&gt;
*&lt;br /&gt;
3. Ice Breath meaty conversion&lt;br /&gt;
* Ice Breath (Meatied or Omega variation) &amp;gt; BnB #1 (as seen above).&lt;br /&gt;
* Works in the corner and midscreen. &lt;br /&gt;
*&lt;br /&gt;
4. Omega BnB (Uses 1 Omega, no Super)&lt;br /&gt;
* Cr.LP (x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Strong Dashing Punch.&lt;br /&gt;
* Sizable damage and stun difference from BnB #1, a simple yet effective extension.&lt;br /&gt;
*&lt;br /&gt;
5. Combo into Super without Omega&lt;br /&gt;
* Cr.LP(x1 or x2, depending on the character&#039;s hurtbox) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Man of Steel&lt;br /&gt;
* Follows the same route and theory as BnB #1, except replaces the last Dashing Punch with a super.&lt;br /&gt;
*&lt;br /&gt;
6. Command Grab routes&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Strong Dashing Punch (works anywhere on screen)&lt;br /&gt;
* Command Grab &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; St.HP &amp;gt; Strong Dashing Punch (Midscreen)&lt;br /&gt;
* Command Grab &amp;gt; St.HP &amp;gt; Omega Super Flight &amp;gt; Omega Comet Punch &amp;gt; Super Flight &amp;gt; Comet Punch (Corner only. Difficult!)&lt;br /&gt;
*&lt;br /&gt;
7. Max Resources&lt;br /&gt;
* j.HK &amp;gt; Cr.LP(x1 or x2) &amp;gt; St.HP/Cr.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Super (1 Omega, 1 Super)&lt;br /&gt;
* j.HK &amp;gt; St.HP &amp;gt; Omega Heat Vision &amp;gt; St.HP &amp;gt; Light Dashing Punch &amp;gt; St.HP &amp;gt; Omega Dashing Punch &amp;gt; Super (2 Omegas, 1 Super)&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3986</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3986"/>
		<updated>2019-06-05T20:44:49Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a &amp;quot;CPS Chain&amp;quot;, which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP &amp;gt; St.LP+St.HP, but will be simplified into St.LP &amp;gt; St.HP)&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3985</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3985"/>
		<updated>2019-06-05T20:04:05Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Character Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
TO DO!&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Strong zoning.&lt;br /&gt;
* Well rounded set of normals.&lt;br /&gt;
* Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
* Very high damage.&lt;br /&gt;
* Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
* Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
* Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
* His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3984</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3984"/>
		<updated>2019-06-05T20:03:23Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=Unknown (Appears roughly 25-30)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combos &amp;amp; BnBs ==&lt;br /&gt;
TO DO!&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3983</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3983"/>
		<updated>2019-06-05T20:02:49Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=GJjHbEwHpN8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3982</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3982"/>
		<updated>2019-06-05T20:02:08Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Ultimate Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3981</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3981"/>
		<updated>2019-06-05T20:01:46Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_SuperFlight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3980</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3980"/>
		<updated>2019-06-05T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CmdGrab.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_HeatVision.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_DashPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_IceBreath.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_Flight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_Flight.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CometPunch.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3979</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3979"/>
		<updated>2019-06-05T19:59:34Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrLK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_CrHK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_jK.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3978</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3978"/>
		<updated>2019-06-05T19:57:07Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&amp;lt;br /&amp;gt;[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3977</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3977"/>
		<updated>2019-06-05T19:55:50Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=[[Image:TMNTxJL_Superman_StLP.png|link]]&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CometPunch.png&amp;diff=3976</id>
		<title>File:TMNTxJL Superman CometPunch.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CometPunch.png&amp;diff=3976"/>
		<updated>2019-06-05T19:55:14Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StLP.png&amp;diff=3975</id>
		<title>File:TMNTxJL Superman StLP.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StLP.png&amp;diff=3975"/>
		<updated>2019-06-05T19:54:50Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StLK.png&amp;diff=3974</id>
		<title>File:TMNTxJL Superman StLK.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StLK.png&amp;diff=3974"/>
		<updated>2019-06-05T19:54:33Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_HeatVision.png&amp;diff=3973</id>
		<title>File:TMNTxJL Superman HeatVision.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_HeatVision.png&amp;diff=3973"/>
		<updated>2019-06-05T19:54:11Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_jP.png&amp;diff=3972</id>
		<title>File:TMNTxJL Superman jP.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_jP.png&amp;diff=3972"/>
		<updated>2019-06-05T19:53:53Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_jK.png&amp;diff=3971</id>
		<title>File:TMNTxJL Superman jK.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_jK.png&amp;diff=3971"/>
		<updated>2019-06-05T19:53:30Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_IceBreath.png&amp;diff=3970</id>
		<title>File:TMNTxJL Superman IceBreath.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_IceBreath.png&amp;diff=3970"/>
		<updated>2019-06-05T19:53:11Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StHP.png&amp;diff=3969</id>
		<title>File:TMNTxJL Superman StHP.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StHP.png&amp;diff=3969"/>
		<updated>2019-06-05T19:52:53Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StHK.png&amp;diff=3968</id>
		<title>File:TMNTxJL Superman StHK.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_StHK.png&amp;diff=3968"/>
		<updated>2019-06-05T19:52:34Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_SuperFlight.png&amp;diff=3967</id>
		<title>File:TMNTxJL Superman SuperFlight.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_SuperFlight.png&amp;diff=3967"/>
		<updated>2019-06-05T19:52:06Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_DashPunch.png&amp;diff=3966</id>
		<title>File:TMNTxJL Superman DashPunch.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_DashPunch.png&amp;diff=3966"/>
		<updated>2019-06-05T19:51:39Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrLP.png&amp;diff=3965</id>
		<title>File:TMNTxJL Superman CrLP.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrLP.png&amp;diff=3965"/>
		<updated>2019-06-05T19:51:21Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrLK.png&amp;diff=3964</id>
		<title>File:TMNTxJL Superman CrLK.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrLK.png&amp;diff=3964"/>
		<updated>2019-06-05T19:51:01Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrHP.png&amp;diff=3963</id>
		<title>File:TMNTxJL Superman CrHP.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrHP.png&amp;diff=3963"/>
		<updated>2019-06-05T19:50:39Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrHK.png&amp;diff=3962</id>
		<title>File:TMNTxJL Superman CrHK.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CrHK.png&amp;diff=3962"/>
		<updated>2019-06-05T19:50:16Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CmdGrab.png&amp;diff=3961</id>
		<title>File:TMNTxJL Superman CmdGrab.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:TMNTxJL_Superman_CmdGrab.png&amp;diff=3961"/>
		<updated>2019-06-05T19:49:23Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3959</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3959"/>
		<updated>2019-06-05T19:37:04Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Character Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
*- Strong zoning.&lt;br /&gt;
*- Well rounded set of normals.&lt;br /&gt;
*- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
*- Very high damage.&lt;br /&gt;
*- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
*&lt;br /&gt;
Weaknesses:&lt;br /&gt;
*- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
*- Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.&lt;br /&gt;
*- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3958</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3958"/>
		<updated>2019-06-05T19:29:37Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can attack on Frame 6)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3957</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3957"/>
		<updated>2019-06-05T19:27:07Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3956</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3956"/>
		<updated>2019-06-05T19:26:29Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3955</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3955"/>
		<updated>2019-06-05T19:24:47Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Ultimate Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Man of Steel (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=38ish. hard to tell, less than Ice Breath but comparable&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD (Super)/-31&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That&#039;s it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3954</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3954"/>
		<updated>2019-06-05T19:19:40Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Mighty Blow&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=Grab!&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=Wallbounce&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitadvan=-1/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=25&lt;br /&gt;
 |hitadvan=3/0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Heat Vision (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=11&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=18&lt;br /&gt;
 |hitadvan=+10/+7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitadvan=KD/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
One of Superman&#039;s standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it&#039;s commonly used at the END of BnB combos, to finish Superman&#039;s juggles.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dashing Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman&#039;s best escape option, as well as a great way to fly across the screen and attack.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=18&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very good anti air move. Will almost always trade or win against jump-ins that aren&#039;t directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Strong)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=27&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=Freeze/-20&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Ice Breath variation that is most commonly used to meaty, as such it&#039;s incredibly slow and if you anti air with it, you&#039;re a genius. The freeze on this one gives considerably more frame advantage than the light version!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ice Breath (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=20&lt;br /&gt;
 |active=58 (Maybe?)&lt;br /&gt;
 |recovery-whiff=3&lt;br /&gt;
 |hitadvan=Freeze/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
This is Superman&#039;s primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 5, as well as Comet Punch, a unique move, more info below.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Super Flight (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=This isn&#039;t an attack&lt;br /&gt;
 |startup=15 (can cancel on Frame 5)&lt;br /&gt;
 |active=no&lt;br /&gt;
 |recovery-whiff=no&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=18 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Comet Punch (Omega)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=14&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=15 (Landing Frames)&lt;br /&gt;
 |hitadvan=KD/Air attack so variable&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don&#039;t need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3953</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3953"/>
		<updated>2019-06-05T18:35:48Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3952</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3952"/>
		<updated>2019-06-05T18:34:34Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3951</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3951"/>
		<updated>2019-06-05T18:33:29Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman extends his super arm and punches. Good pre-emptive air to air, as it&#039;s faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Useful out of Super Flight.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s highest reward jump in. Good for use out of Super Flight if you&#039;re low to the ground for tick throw setups and just general damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3950</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3950"/>
		<updated>2019-06-05T18:21:13Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Mash this. This is the one. Commonly used light normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=-3/-6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitadvan=KD/-5&lt;br /&gt;
 |cancelable=It&#039;s Not&lt;br /&gt;
 |description=&lt;br /&gt;
His sweep. Important because it&#039;s his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3949</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3949"/>
		<updated>2019-06-05T18:15:58Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3948</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3948"/>
		<updated>2019-06-05T18:14:51Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Normal Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Standard frame 4 light normal. Can sometimes be crouched. Superman&#039;s main mashable standing option.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=0/-2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
It&#039;s one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=0/-3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
Superman&#039;s primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=9&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitadvan=-7/-10&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
An uppercut. This is Superman&#039;s primary anti-air that isn&#039;t Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3947</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3947"/>
		<updated>2019-06-05T18:03:34Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Character Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Strong zoning.&lt;br /&gt;
- Well rounded set of normals.&lt;br /&gt;
- Flight is incredibly good, easily the best flight in the game.&lt;br /&gt;
- Very high damage.&lt;br /&gt;
- Can do some REALLY unreasonably difficult cool looking combos. If you like that, you&#039;re at home here.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
- Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.&lt;br /&gt;
- Very poor reversal options, if you get on top of him he is mostly likely going to struggle. &lt;br /&gt;
- His super is pretty mediocre.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This attack only combos in normal speed on P1 side due to hitstun differences.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Your go-to poke move up close. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Same as the far version, but a low.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=8&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It works to stuff some projectiles, but it&#039;s decent as a semi-random poke. The distance makes it safe in any situation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=21&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
The proximity required for this move is extremely lenient. From max distance combo options are limited.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-3/-0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
A working anti-air that every turtle has.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3946</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3946"/>
		<updated>2019-06-05T17:56:56Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: /* Data Arsenal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  3 frames&lt;br /&gt;
 Stun                                  :  680 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This attack only combos in normal speed on P1 side due to hitstun differences.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Your go-to poke move up close. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Same as the far version, but a low.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=8&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It works to stuff some projectiles, but it&#039;s decent as a semi-random poke. The distance makes it safe in any situation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=21&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
The proximity required for this move is extremely lenient. From max distance combo options are limited.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-3/-0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
A working anti-air that every turtle has.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3945</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3945"/>
		<updated>2019-06-05T17:54:44Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.&lt;br /&gt;
&lt;br /&gt;
The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark&#039;s true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark&#039;s adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.&lt;br /&gt;
&lt;br /&gt;
== Character Strengths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This attack only combos in normal speed on P1 side due to hitstun differences.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Your go-to poke move up close. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Same as the far version, but a low.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=8&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It works to stuff some projectiles, but it&#039;s decent as a semi-random poke. The distance makes it safe in any situation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=21&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
The proximity required for this move is extremely lenient. From max distance combo options are limited.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-3/-0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
A working anti-air that every turtle has.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3944</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3944"/>
		<updated>2019-06-05T17:50:54Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Writing for the Daily Planet, spending time with Lois Lane.&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Leonardo is the traditional shoto character of the game. He possesses quite a rounded moveset, but is slightly on the slow side. He has decent combo ability yet he works best when played carefully. Knowing when to throw his powerful projectiles (and learning not to use Endless Screw so much in neutral) is critical. HP button is a really good overall button except for possibly his crouching punch. His Far HP is a great poke, Close HP has a lot of range and can combo, Jumping HP is great for air-to-air, but Crouch HP is quite slow as an anti-air despite having some priority.&lt;br /&gt;
Leo is the worst turtle of the four. He is not a fully-flawed character, but compared to Raphael he certainly becomes overshadowed. What Leo lacks in offense (and defense, to some degree) he has in tremendous space coverage. Far HP can be used to stuff projectiles before coming out. His DP can be used in just about any situation. A successful jump-in can lead to a dizzy. Playing Leo requires a great understanding of the neutral game and knowledge of pressure strings. Mixing up block strings helps keep the opponent on their toes, or you can turn a combo into a string with close HP not comboing. Throw it out after a few kicks, and see if they try to jump your projectile or block your DP. Depending on the spacing, sometimes you can catch their jump with Shining Cutter. In any case, the pushback of a heavy hit can be combined with a backflip to quickly create space. Raphael can get in relatively free compared to Leonardo. Despite Leo&#039;s lower damage output, once he gets in he can become just as scary.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This attack only combos in normal speed on P1 side due to hitstun differences.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Your go-to poke move up close. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Same as the far version, but a low.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=8&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It works to stuff some projectiles, but it&#039;s decent as a semi-random poke. The distance makes it safe in any situation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=21&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
The proximity required for this move is extremely lenient. From max distance combo options are limited.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-3/-0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
A working anti-air that every turtle has.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3943</id>
		<title>Teenage Mutant Ninja Turtles x Justice League Turbo/Superman</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_x_Justice_League_Turbo/Superman&amp;diff=3943"/>
		<updated>2019-06-05T17:50:21Z</updated>

		<summary type="html">&lt;p&gt;TTTTTsd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|needs=pictures, colors, and a bit more gameplay information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Superman&lt;br /&gt;
|charheight=6&#039;3&amp;quot;&lt;br /&gt;
|charweight=235 lbs.&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|age=25 (in people years)&lt;br /&gt;
|birthplace=Kryptonopolis, Krypton&lt;br /&gt;
|weapons=Himself&lt;br /&gt;
|activities=Saving planet Earth, being Superman!&lt;br /&gt;
|goals=To live life undisturbed on Earth, while being its savior&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Leonardo is the traditional shoto character of the game. He possesses quite a rounded moveset, but is slightly on the slow side. He has decent combo ability yet he works best when played carefully. Knowing when to throw his powerful projectiles (and learning not to use Endless Screw so much in neutral) is critical. HP button is a really good overall button except for possibly his crouching punch. His Far HP is a great poke, Close HP has a lot of range and can combo, Jumping HP is great for air-to-air, but Crouch HP is quite slow as an anti-air despite having some priority.&lt;br /&gt;
Leo is the worst turtle of the four. He is not a fully-flawed character, but compared to Raphael he certainly becomes overshadowed. What Leo lacks in offense (and defense, to some degree) he has in tremendous space coverage. Far HP can be used to stuff projectiles before coming out. His DP can be used in just about any situation. A successful jump-in can lead to a dizzy. Playing Leo requires a great understanding of the neutral game and knowledge of pressure strings. Mixing up block strings helps keep the opponent on their toes, or you can turn a combo into a string with close HP not comboing. Throw it out after a few kicks, and see if they try to jump your projectile or block your DP. Depending on the spacing, sometimes you can catch their jump with Shining Cutter. In any case, the pushback of a heavy hit can be combined with a backflip to quickly create space. Raphael can get in relatively free compared to Leonardo. Despite Leo&#039;s lower damage output, once he gets in he can become just as scary.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
This attack only combos in normal speed on P1 side due to hitstun differences.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Your go-to poke move up close. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=&lt;br /&gt;
Same as the far version, but a low.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=8&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It works to stuff some projectiles, but it&#039;s decent as a semi-random poke. The distance makes it safe in any situation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=21&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
The proximity required for this move is extremely lenient. From max distance combo options are limited.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitadvan=-3/-0&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
A working anti-air that every turtle has.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Another anti-air. Slightly worse, but with better recovery.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitadvan=-7/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
It is possible to chain into this attack, but its startup stops this from comboing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=&lt;br /&gt;
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward &#039;&#039;before&#039;&#039; going into this move.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The sword itself doesn&#039;t hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
(none)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Great for crossups, and has better stun than jHP. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Use this one over heavy in most cases as it&#039;s faster to recover. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Shining Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Endless Screw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[12]... 1[2](repeat)&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=30&lt;br /&gt;
 |hitadvan=KD/-10&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you should use in most situations. It may not reach up as high, but it goes slightly further.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Roto Cutter (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=38&lt;br /&gt;
 |hitadvan=KD/-18&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
The DP you &#039;&#039;shouldn&#039;t&#039;&#039; use in any situation. Less horizontal reach, and with no extra damage to compensate.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Thousand Flurry&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TTTTTsd</name></author>
	</entry>
</feed>