Street Fighter Alpha 3/Sodom/Introduction

From SuperCombo Wiki

Introduction

Sodom. An American born kabuki fighter who has been obsessed with Japanese Culture since he was a child. Sodom considers himself Japanese to the core, even though his true lineage precludes it. Attempting to make a name for himself he joins the Mad Gear Gang and starts shooting up the ranks. He eventually meets his match in a guy fighter of ninja decent called Guy and is ultimately beaten.

Pros Cons
  • Maybe the most oppressive ground game in A3 next to Dhalsim
  • Slide is ridiculously safe with a silly hurtbox
  • b. FP has a ton of range and is incredibly difficult to whiff punish
  • Racks up a lot of guard damage very quickly
  • b. MP is a short range but very high priority normal that can be used to buffer fierce scrapes
  • Lots of great anti-air options
  • Good air grab that does full damage on tech
  • Gets great oki off successful slides
  • Jump jab is high priority and difficult to anti-air
  • Has a unique hop command grab that can be decent for catching more passive players
  • Daikyo burning is one of the most damaging punishes in the game with amazing corner carry
  • Strike invincible tengu glitch gives him a pseudo-reversal in certain situations
  • Backroll allows him to escape many pressure and oki setups after being knocked down
  • The single longest activate range in the entire game. Can whiff punish just about anything with activates. Don't ever throw a fireball at him if you're not Charlie.
  • Has a mid-screen V-ISM guard crush string that forces alpha counters
  • Has untechable infinite setups off all his customs
  • Big damage off successful crouch cancel juggles thanks to scrapes
  • Wake-up hop grab can be used to partially escape cross-ups
  • Scrapes have much worse frame data on block compared to A2 and should be used sparingly
  • No meterless reversal option in a lot of situations
  • Very tall/fat hurtbox, making him susceptible to a lot of standing combos and guard crush pressure. Can be difficult to get out of pressure without threat of activate.
  • Normals are awkward and take some getting used to
  • Moves that hop over lows can blow up his slide
  • No DP option-selects means he has to be more careful about when he activates
  • His counter is awful, and so is his fake tengu. Both overlap with his slide input, which can occasionally end up killing you.
  • Command grab strings are very risky against V-ISM characters. Use carefully.
  • Must be cognizant of spacing and distance to the corner when doing custom combos due to him having to side switch or immediately transition to CCs once he hits the corner
  • Infinite requires very tight crouch cancel execution and a re-activation string at 50%
  • Setup window for untechable infinite only has a few frames for error and can result in big punishes if you screw it up



Color Options

X-Ism A-Ism V-Ism
Sfa3 Sodom pxism.png Sfa3 Sodom kxism.png Sfa3 Sodom paism.png Sfa3 Sodom kaism.png Sfa3 Sodom pvism.png Sfa3 Sodom kvism.png
Punch Kick Punch Kick Punch Kick