Superman is always floating slightly above the ground when walking or dashing, and he does have temporary bursts of flight he can do when airborne, but, although he’s one of the most powerful well-known characters out there, we don’t want to make him broken. He pulls his punches a lot, anyways. So, for the overall play style, I think he has great mobility, can get people out from long range, and generally acts to get the foe off the stage quickly, but isn’t necessarily looking to devastate them, unless you feel you have to and you build it up.
Neutral Special: Heat Vision. It’s a long, thin, concentrated laser beam that can be slowly angled while in use. This can rack up multiple hits of damage, and slightly stuns after use, but can only be used while standing still, and while it can be used to set up for another attack, it will also leave Superman open to some damage himself. If you hold it down and charge it up, you can release a massive burst of heat vision, like ROB, which deals even heavier damage and a good amount of knockback, but you’ll have a slight cool down period afterwards. Don’t worry too much about leaving yourself open, Superman is strong and pretty hard to get rid of.
Up Special: Guided Flight and Glide.
Superman will fly upwards in any direction you tilt the control stick. After which, he’ll have a descent in the air, floating somewhat slowly downwards. What’s interesting about this, however, is that you can connect this to aerial attacks, leading to aerial combos rather than the descent.
B Forward: Super Breath
Superman lets out a big gust of wind from his mouth, which pushes foes, and even items away, much like the Gust Bellows item in Smash. However, if you charge this, you can turn it into ice breath, which will freeze a foe in place, as well as dealing a bit of damage.
B Down: Whirlwind.
Superman flies around in circles for a bit before sending out a small scale tornado, which can draw in foes, projectiles, or even items, and send them spinning, then flying outwards as the tornado dissipates.
Shield Special: The S Shield.
This is pretty great. In Superman II, Superman just randomly throws a cellophane shield that can temporarily trap foes. Now, Superman is bulletproof, and pretty-much-everything-that-isn’t-Kryptonite-or-a-red-sun-or-magic-proof, but we can’t have him be immune to everything in this game, but he does have a tool to defend and capture from projectiles. While he can throw the S shield temporarily capture foes, setting them up for a follow-up, Superman can also throw this to stop an oncoming projectile. However, while this is out, you can’t toss out another one until it has faded away.
Supers
Level 1 is the X-Ray Combo. Superman briefly scans a foe with his X-Ray Vision, then comes at them with a flurry of punches and kicks that attack their pressure points/weak points that he found.
Level 2 is the Infinite Mass Punch. Basically Superman is shown lifting off from the stage, then flying quickly around the world, before he comes back into the stage and flies into a foe, dealing heavy damage and knockback to a foe, pretty much guaranteed to KO at high percentages.
Level 3 is Superman Prime. Superman flies up into space and dips in the sun for a brief period of time, then comes back down to Earth glowing and golden. For a brief period of time, Superman’s attacks will be even faster, stronger, and charged up with extra energy behind them. Heat Vision and Super Breath will always be super-charged, though in this case, his breath will be fiery. His Whirlwinds will be larger and stronger, and his Guided Flight will be longer. Eventually this will wear off and Superman will be back to normal.