@Protagonist_1, you have so many matches up now, lol. I have to go back and see the others. For now I decided to take a look at your set with Superman.
Need to use footsie buttons to push him back out when they get midrange
Remember that F22 is +2 on block. Condition player to block with d1. Once you condition them to block from d1, you can include throws/slower strings to keep them on their toes!
Practicing IAFB is important, but don't forget to set out trait/TA as other means for zoning. Sometimes when you try those failed 3 IAFB, the same time can go to trait/TA to shift their focus into taking more chip or punishing how they avoid it.
Ending combos into DB2 deals a lot of damage, but you may want to consider ending combos into DF2 for better offense/defense positioning.
Having Cyborg at complete fullscreen is one of his weakest areas, imo. Reason why is because both of his fireballs when angled cannot reach the enemy whether you are grounded and is trying to hit them when they neutral jump, or they are grounded and you do IAFB.MB. It ends up being a waste of meter and it's likely the best spot for the enemy to sit at to try and lame Cyborg out if they have better options to hit him from that distance. If enemy if walking back where you're that far away, walk them towards the corner while still keeping the space that you have.
At some point the enemy will be backed to a corner while you still can harass them with both angled zones of his fireball. And it gets stronger when you include TA/Trait for added chip damage/area denial.
Lastly, don't forget to use Push Block. It's so good for Cyborg since he builds so much meter zoning and especially since he doesn't have the best defensive options.