Street Fighter Alpha 2/Sodom: Difference between revisions

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[[File:sfz2sodom.gif|right]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
{{TOClimit}}
{{HiddenTOCHeader
|header= =Overview=}}
{{CharacterOverview-SFA2
|overview= Sodom (Katana in the SNES English version) is a self-proclaimed student of Japan and its culture. A former henchman of the Mad Gear Gang, Sodom aims to revive the crime ring and is consumed with revenge toward Guy.


'''Players to watch:''' [https://www.fightcade.com/id/shanebadoo shanebadoo], [https://www.fightcade.com/id/xQj xQj(aka zoo & yw10)]
<br><br>
<center>'''Moveset'''</center>
<center><div style="width:100%;max-width:450px;"><youtube>Eo6GoS3ebFU</youtube></div></center>
<br>
|playstyle=[[File:A2_Icon_Sodom.png|30px]] Sodom, is a character who has a pretty nice number of options from mid and close range. Using the Jigoku Scrape he can apply pressure at the middle range to get them blocking then go for big damage with his mix-up game.''
|pros=* Wide variety of normals with unique uses, including jitte normals
* Good set of supers
* Damaging mix-ups
* Very ambiguous cross-up that can combo into a knockdown that can be looped
* Great Alpha Counters that can setup his ambiguous cross-up loops
* Can damage in mid-range and through grappling
|cons=* Lacks reliable anti-airs against many characters
* Can struggle against fireball zoning
* CC damage is unreliable and only average damage.
|name=Sodom
|image=SFA2_Sodom_Portrait.png
|health=144
|rating=+1
|stun=46
|fSpeed=300
|bSpeed=200
|bJump=44f (5+39+0)
|nJump=44f (5+39+0)
|fJump=44f (5+39+0)
|wakeupNormal=41f
|wakeupQuick=26f
|throw=22
|colorsName=Sodom
|old=no
}}


= Introduction =
{{HiddenTOCHeader
|header= =Move List=}}
== Normal Moves ==
<center>{{FrameDataKey-SFA2
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], June 2025
}}</center>
===Standing===
{{MoveData-SFA2
|image=A2_Sodom_st.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>
|Stun= 3
|Startup= 7
|Active= 6
|Frame Adv= 0
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] 
}}
|description=
}}


Sodom is a character who has a pretty nice number of options from mid and close range. Using the Jigoku Scrape he can apply pressure at the middle range to get them blocking then go for big damage with his mixup game.
{{MoveData-SFA2
|image=A2_Sodom_st.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 10
|Active= 5
|Frame Adv= +5
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= This is a decent normal, mainly because it gives frame advantage. Can link into cr.{{lk}} xx {{hp}} scrape.
}}


{{MoveData-SFA2
|image=A2_Sodom_st.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 18<sup>[2]</sup>
|Stun= 8
|Startup= 16
|Active= 4
|Frame Adv= +7
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= Stabs high with both weapons, good damage. Whiffs against most crouching characters, but very helpful to zone characters that can't duck it (Zangief and Sagat). Good to hit fireballs too.
}}


''' The Basics '''
{{MoveData-SFA2
|image=A2_Sodom_st.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 7<sup>[0]</sup>
|Stun= 1
|Startup= 4
|Active= 6
|Frame Adv= +2
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= Kick to the shin, can walk up and repeatedly do these, but not too much if they have meter.
}}


Sodoms LP Jigoku Scrape is unpunishable from max range, so you can use it as a safe poke from that distance to cover the ground and air. Your opponent is well outside of their attack range from this distance so this will make it very hard to get in.
{{MoveData-SFA2
When you perform a max range LP Scrape, you can follow up with another LP Scrape, or a MP Scrape an early jump attempt or hesitate before throwing the 2nd LP Scrape. This allows you to bait reversal attempts and Alpha Counters once your opponent gets used to the timing.
|image=A2_Sodom_st.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|Stun= 4
|Startup= 8
|Active= 5
|Frame Adv= +3
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  }}
|description= Straight kick, good poke, decent range, cancellable too. Best whiff punisher, {{mk}} xx {{hp}} scrape. It is also his best meaty simply, and if you mess up, you are safe. If hit super meaty, you can link into cr.{{hp}} into combo finisher of choice: {{qcf}}+{{lp}} (safe on block), or cr.{{lk}} xx {{qcf}}+{{hp}}.
}}


Another solid option is his cr.HK slide, which has amazing range. Its useful for whiff punishing at mid range or catching opponents walking backwards. The catch is, you must do this move from max range as well to prevent punishment on block.
{{MoveData-SFA2
|image=A2_Sodom_st.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[2]</sup>
|Stun= 6
|Startup= 12
|Active= 6
|Frame Adv= -7
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= Decent poke, good range, but slow. You -will- be CC'd if you whiff. Kick straight out while moving forward slightly. Can be used as a meaty, but you get pushed too far away to link anything.
}}


Once you land cr.HK or any Jigoku Scrape lands on an airborne opponent, follow them with a HP Scrape. This will move Sodom into attack range while covering the possibility of a recovery roll from the opponent. Be aware that you will barely recover before they stand so it will be hard to perform some of his slower attack options on your opponents wakeup ( eg. cl st.MP).
{{MoveData-SFA2
|image=A2_Sodom_Taunt.png
|imageSize=250px
|caption=
|name=Taunt
|subtitle=
|input=(Start)
|data=
{{AttackData-SFA2
|Damage= 1<sup>[0]</sup>
|Stun= 0
|Startup= 17
|Active= 16
|Frame Adv= -11
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= *'''Punishable on hit.'''


}}


''' Basic Offense '''
===Crouching===
{{MoveData-SFA2
|image=A2_Sodom_cr.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 6
|Frame Adv= +3
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description=
}}


Sodom's Butsumetsu Buster has absolutely massive range, enabling you to grab your opponent from unexpected distances. Also, the slow start up time enables it to be cancelled into from light or medium attacks, in which case it grabs your opponent just as they recover from blockstun. This makes it fairly easy to setup tick Butsumetsus without having to agonize over timing too much.
{{MoveData-SFA2
|image=A2_Sodom_cr.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 6
|Frame Adv= -3
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= This is move is actually really bad. It's only useful for going under tatsu.
}}


When the opponent is hesitant to recovery roll after cr.HK (because of the possiblity of the HP Scrape follow-up), go for the cross-up j.LK. Perform the j.LK at different points during the jump-in to dictate whether it hits the enemy from the front or back ( before you pass over the enemies head to hit from the front, or after you pass for behind). If the cross-up hits, link cl st.LK xx HP Jigoku Scrape.
{{MoveData-SFA2
|image=A2_Sodom_cr.hp_1.png
|imageSize=250px
|image2=A2_Sodom_cr.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[2]</sup>, 9<sup>[0]</sup>
|Stun= 8, 6
|Startup= 6
|Active= 2(3)5
|Frame Adv= -11, -6
|Meter= 2/5+3/9
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= * Hits 1 time.
* First hit is cancelable.
*'''Punishable on hit.'''


Close st.MP is a strong attack opening if you have enough time to do it against a standing enemy. If it hits it's possible to link cr.LK xx HP Jigoku Scrape afterwards. If it doesn't hit use the frame advantage to follow up.
Uppercut. Decent anti-air, but not the greatest, will get beat by early jump-ins or Chun-Li.
}}


{{MoveData-SFA2
|image=A2_Sodom_cr.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 7<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 6
|Frame Adv= -2
|Meter= 0/1/2
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= OK range. Can be used to combo after a meaty st.{{mp}}.
}}


''' Defensive Notes '''
{{MoveData-SFA2
|image=A2_Sodom_cr.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 10
|Active= 6
|Frame Adv= 0
|Meter= 1/3/6
|Block=[[File:Low.png]]
|Properties= -
}}
|description= Slow, can't cancel. Decent meaty because it hits low, but all you can get off is cr.{{lk}} xx {{hp}} scrape. The link is relatively difficult.
}}


One of Sodom's biggest weaknesses is his lack of a consistent anti-air. Most times you can rely on cr.HP but its slow and unreliable against good jump in attacks. when you are having difficulty dealling with certain jump attacks the only other options are to CC or use his P Alpha Counter.
{{MoveData-SFA2
|image=A2_Sodom_cr.hk_1.png
|imageSize=250px
|image2=A2_Sodom_cr.hk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>, 11<sup>[0]</sup>
|Stun= 8 ,8
|Startup= 10
|Active= 11(0)2
|Frame Adv= -19 at worst<br>-7 at best
|Meter= 2/5/9
|Block=[[File:Low.png]]
|Properties=[[File:Softknockdown.png]]
}}
|description= * Hits 1 time.
* First hit is a soft knockdown.


== Move Analysis ==
If used wrong, this move will get you killed. Straight up free CC, sweep, etc. if not used right. This move is safe when use as anti-air, though a lot of times it gets blocked, but you are safe. Goes under fireballs, which is its best use. Use with caution, is a good move though.
}}


=== Normal Moves ===
===Neutral Jumping===
<br>
'''STANDING'''
<br>
'''s.LP -''' I don't use it really, just seems like a normal LP to me.


{{MoveData-SFA2
|image=A2_Sodom_nj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 9
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description= Seems to have a good disjointed hitbox on the blade, but there doesn't seem to be a good use for the move.
}}


[[File:SDMS.lp.png]]
{{MoveData-SFA2
|image=A2_Sodom_nj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 6
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description= Same as nj.{{lp}} but with more damage and stun.
}}


{{MoveData-SFA2
|image=A2_Sodom_nj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 9
|Active= 4
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= Slashes downward with both weapons, big wall of a hitbox. Great move and air-to-air. Best Neutral jump combo starter.
}}


{{MoveData-SFA2
|image=A2_Sodom_nj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description= Poor hitbox and no real use for the move. Best to avoid.
}}


{{MoveData-SFA2
|image=A2_Sodom_nj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 7
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description= Same as nj.{{lk}} but with better damage and stun. Best to avoid.
}}


'''s.MP -''' This is a decent normal, mainly because it gives frame advantage. It doesn't have too many hit frames but, even if you mess the meaty up, you still have enough frame advantage to link cr.LK xx HP Jigoku Scrape, meaty or not. Not special cancellable.
{{MoveData-SFA2
|image=A2_Sodom_nj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 7
|Active= 4
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= Dropkick. Good air-to-air and good hitbox, overall a good move.
}}


===Diagonal Jumping===


[[File:SDMS.mp.png]]
{{MoveData-SFA2
|image=A2_Sodom_dj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 9
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description= Hitbox is nowhere near as good as the neutral jump version, no real use since dj.{{lk}} and dj.{{mk}} have much better hitboxes on them, while dj.{{hp}} and dj.{{hk}} do better damage and stun. Best to avoid.
}}


{{MoveData-SFA2
|image=A2_Sodom_dj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 6
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description= Same as dj.{{lp}} but with slightly more damage and stun.
}}


'''s.HP -''' Stabs high with both weapons, good damage. Whiffs vs. most the cast, very helpful to zone characters that can't duck it. Use vs. Gief and Sagat, good to hit fireballs too.
{{MoveData-SFA2
|image=A2_Sodom_dj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 7
|Active= 2
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= Slashes downward with both weapons, good air-to-air, good to hit fireballers.
}}


{{MoveData-SFA2
|image=A2_Sodom_dj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=Cross-up
}}
|description= Good vertical range and hitbox. One of the best cross-ups in the game. Hard to block on wake up as it's very ambiguous. Leads to cr.{{lk}} xx {{hp}} scrape or throw for another knockdown and cross-up. Loop it.
}}


[[File:SDMS.hp.png]]
{{MoveData-SFA2
|image=A2_Sodom_dj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 7
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description= Looks similar to dj.{{lk}}, but with more damage and stun. The hitbox extends further in front of him compared with dj.{{lk}}, so it's a better jump-in if you know you won't cross-up.
}}


{{MoveData-SFA2
|image=A2_Sodom_dj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>
|Stun= 8
|Startup= 7
|Active= 4
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= Dropkick. Good air-to-air and good hitbox, overall a good move. If you use it to punish a fireball, you might get hit in the head by the fireball.
}}


== Normal Throws ==


'''s.LK -''' Kick to the shin, can walk up and repeatedly do these, but not too much if they have meter. Seems to give some frame advantage.
{{MoveData-SFA2
|image=A2_Sodom_ThrowRange.png
|imageSize=250px
|image2=A2_Sodom_Throw_1.png
|imageSize2=250px
|image3=A2_Sodom_Throw_2.png
|imageSize3=250px
|caption=
|name=Shogun Throw (Long)
|subtitle=Punch Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 19<sup>[0]</sup>
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 9 damage when opponent tech throws.
*Sodom has the best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).


Tosses the opponent way up and away, follow up with {{hp}} scrape to get close if not teched or walk up for a dj.{{lk}} cross-up.
}}


[[File:SDMS.lk.png]]
{{MoveData-SFA2
|image=A2_Sodom_ThrowRange.png
|imageSize=250px
|image2=A2_Sodom_Throw_1.png
|imageSize2=250px
|image3=A2_Sodom_Throw_2.png
|imageSize3=250px
|caption=
|name=Shogun Throw (Short)
|subtitle=Kick Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 3<sup>[0]</sup>
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 1 damage when opponent tech throws.
*Sodom has the best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).


Tosses the opponent low. Can juggle with any level scrape super, but stick to level 1. You miss a lot of hits at higher levels and it's a waste of meter. Good use of meter for the kill. Level 1 juggle for two hits, all on some characters (Bison).
}}


== Alpha Counters ==


'''s.MK -''' Straight kick, good poke, decent range, cancellable too. Best whiff punisher, s.MK xx HP slash. It is also his best meaty simply because it has a lot of hit frames, and if you mess up, you are safe. If hit super meaty, you can link a c.FP into combo finisher of choice. I would do qcf+LP, cause if you mess up you are safe. Other than that c.LK xx qcf+HP is your best bet.
{{MoveData-SFA2
|image=A2_Sodom_PAC.png
|imageSize=250px
|caption=
|name=Punch Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 4
|Frame Adv= +1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= It's basically his {{mp}} slash. Use only against jump-ins and fireballs, good AC.
}}


{{MoveData-SFA2
|image=A2_Sodom_KAC.png
|imageSize=250px
|caption=
|name=Kick Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 13
|Frame Adv= -2
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= His sweep, good for grounded moves and fireballs. Use to setup his ambiguous dj.{{lk}} cross-up.
}}


[[File:SDMSmk.png]]
== Special Moves ==


{{MoveData-SFA2
|image=A2_Sodom_Scrape_lp.png
|imageSize=250px
|image2=A2_Sodom_Scrape_mp.png
|imageSize2=250px
|image3=A2_Sodom_Scrape_hp_1.png
|imageSize3=250px
|image4=A2_Sodom_Scrape_hp_2.png
|imageSize4=250px
|caption=
|name=Jigoku Scrape
|subtitle=Scrape
|input=[[File:Qcf.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 11<sup>[7]</sup>
|Stun= 8
|Startup= 15
|Active= 8
|Frame Adv= -4 at worst<br>+3 at best
|Meter= 7/8/9
|Block=[[File:Mid.png]]
|Properties= -
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 14<sup>[8]</sup>
|Stun= 10
|Startup= 15
|Active= 8
|Frame Adv= -7 at worst<br>0 at best
|Meter= 7/8/9
|Block=[[File:Mid.png]]
|Properties= -
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 16<sup>[9]</sup>, 10<sup>[9]</sup>
|Stun= 9, 6
|Startup= 11
|Active= 4(0)8
|Frame Adv= -9 at worst<br>-2 at best
|Meter= 7/8+1/9
|Block=[[File:Mid.png]]
|Properties=[[File:Softknockdown.png]]
}}
|description=


-----
{{lp}} - ''[Hitboxes pictured 1st]''


* Combos from st.{{mk}} or cr.{{hp}}


'''s.HK -''' Decent poke, good range, but slow. You -will- be CC'd if you whiff. Kick straight out while moving forward slightly. It's a meaty, but you get pushed too far away to link anything.  
Sodom slashes forward with his jitte. Used right, this move will annoy your opponent. No one can crouch under it and it is safe on block at any distance. Hell, if you do this move at point blank and block, they can't punish you with a CC. When spaced right, you can land a sweep afterward if they try anything. Due to this move being safe on block you can try a number of things afterward and test how your opponent reacts. You can make the opponent scared to hit you with another Jigoku Slash, and once they're conditioned to block you can even go for a grab super (if in range), which is only escapable by DP/CC since this game allows you to grab pre-jump frames.


-----
{{mp}} - ''[Hitboxes pictured 2nd]''


[[File:SDMS.hk.png]]
* Combos from st.{{mk}} or cr.{{hp}}


Sodom slashes upward with his jitte. Use this move when you think they'll jump. It's a rather risky anti-air though because most characters can crouch under it. You should be safe if it's blocked, but if done point blank you can be punished by a CC. Zangief and Sagat can't crouch under this move.


<br>
-----
'''CROUCHING'''
{{hp}} - ''[Hitboxes pictured 3rd & 4th]''
<br>
*'''cr.LP -''' Crouching jab that hits mid. Is + on block and special cancellable.


* Hits 1 time.
* Combos from cr.{{lk}} or cr.{{hp}}


[[File:SDMScr.lp.png]]
This move is good in far combos because it knocks down. Always follow up with sweep, in case they tech roll. Beware: if blocked, free CC or combo. The move is safe if you only hit with the 2nd hit at range, but if the opponent blocks both hits the move is punishable.


}}


*'''cr.MP -''' A wierd attack. I've had alot of luck using this as a distance AA vs characters. Either that or everytime I used it they didn't attack.
{{MoveData-SFA2
|image=A2_Sodom_Buster_lp.png
|imageSize=250px
|image2=A2_Sodom_Buster_mp.png
|imageSize2=250px
|image3=A2_Sodom_Buster_hp.png
|imageSize3=250px
|caption=
|name=Butsumetsu Buster
|subtitle=
|input=[[File:r360.png]]/[[File:360.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 19<sup>[0]</sup>
|Stun= 0
|Startup= 26
|Active= 1
|Frame Adv= N/A
|Meter= 5/-/20
|Block=N/A
|Properties=[[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 22<sup>[0]</sup>
|Stun= 0
|Startup= 26
|Active= 1
|Frame Adv= N/A
|Meter= 5/-/20
|Block=N/A
|Properties=[[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 25<sup>[0]</sup>
|Stun= 0
|Startup= 26
|Active= 1
|Frame Adv= N/A
|Meter= 5/-/20
|Block=N/A
|Properties=[[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= Cancels and grabs from st.{{mk}} at any range in corner. Midscreen, point blank st.{{mk}}, cr.{{lk}} xx {{360}} + {{p}} will grab.


[[File:SDMScr.mp.PNG]]
-----
{{lp}} - ''[Hitboxes pictured top]''


*'''cr.HP -''' Uppercuts. Decent AA, but not the greatest, will get beat by early jump-ins or Chun.
Has the farthest grab range.
[[File:SDMScr.hp1.png]] [[File:SDMScr.hp4.png]]


-----
{{mp}} - ''[Hitboxes pictured middle]''


-----
{{hp}} - ''[Hitboxes pictured bottom]''


*'''cr.LK -''' Low and special cancellable, OK range. This is what I use to combo after a meaty.
Has the shortest grab range.


}}


[[File:SDMScr.lk.png]]
{{MoveData-SFA2
|image=A2_Sodom_Burning.png
|imageSize=250px
|caption=
|name=Daikyo Burning
|subtitle=
|input=[[File:r360.png]]/[[File:360.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lk.png]]
|Damage= 6<sup>[8]</sup>+4<sup>[0]</sup>x3+5<sup>[0]</sup>
|Stun= 1, 0x4
|Startup= 18
|Active= 27
|Frame Adv= -35 at worst<br>-12 at best
|Meter= 8/14/20
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mk.png]]
|Damage= 6<sup>[8]</sup>+4<sup>[0]</sup>x4+5<sup>[0]</sup>
|Stun= 1, 0x5
|Startup= 18
|Active= 35
|Frame Adv= -49 at worst<br>-18 at best
|Meter= 8/14/20
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hk.png]]
|Damage= 6<sup>[8]</sup>+4<sup>[0]</sup>x5+5<sup>[0]</sup>
|Stun= 1, 0x6
|Startup= 18
|Active= 43
|Frame Adv= -63 at worst<br>-25 at best
|Meter= 8/14/20
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
|description= * Will side switch if initial hit is close enough to the corner. The corner is just off screen at max range of the side switch.


This is what you want to combo into, because it hurts, a lot, and corner carries. Crazy priority, will grab any limb, even Dhalsim's from fullscreen. Combos only off a cr.{{hp}} midscreen and st.{{mk}} in the corner. This is his CC ender. If blocked, you are in trouble because it's very punishable.


dj.{{hp}}, cr.{{hp}} CC {{360}} + {{hk}} is the only combo you should be doing if the opponent is dizzy.


*'''cr.MK -''' Slow, can't cancel. Decent meaty because it hits low, but all you can get off is c.LK xx HP slash. The link is relatively difficult.
-----
{{lk}}


[[File:SDMScr.forward.png]]
* Travels about 1/2 screen.


-----
{{mk}}


* Travels about 3/4 screen.


*'''cr.HK -''' Used wrong, this move will get you killed. Straight up free CC, sweep, etc. if not used right. This move is safe when use as anti-air, though a lot of times it gets blocked, but you are safe. Goes under fireballs, which is its best use. Use with caution, is a good move though.
-----
{{hk}}


* Travels full-screen.


[[File:SDMScr.hk1.png]] [[File:SDMScr.hk2.png]]
}}


{{MoveData-SFA2
|image=A2_Sodom_Catch.png
|imageSize=250px
|caption=
|name=Shiraha Catch
|subtitle=Counter
|input=[[File:Dp.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lk.png]]
|Damage= 11<sup>[4]</sup>
|Stun= 0
|Startup= 7
|Active= 24
|Frame Adv= N/A
|Meter= 4/-/10
|Block=N/A
|Properties=[[File:Counter.png]][[File:Counterhit.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mk.png]]
|Damage= 12<sup>[4]</sup>
|Stun= 0
|Startup= 8
|Active= 26
|Frame Adv= N/A
|Meter= 4/-/10
|Block=N/A
|Properties=[[File:Counter.png]][[File:Counterhit.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hk.png]]
|Damage= 13<sup>[4]</sup>
|Stun= 0
|Startup= 9
|Active= 28
|Frame Adv= N/A
|Meter= 4/-/10
|Block=N/A
|Properties=[[File:Counter.png]][[File:Counterhit.png]]<br>[[File:Hardknockdown.png]]
}}
|description= * Big Counterbox: only counters grounded overheads if the opponent's hitbox hits it, no matter the distance.
* Small Counterbox: counters air attacks if the opponent's hitbox hits it and their pushbox is within range horizontally of it.
*'''Receives 150% damage when [[Street_Fighter_Alpha_2/System#Counter_Hits|counter hit]].'''


Also known as the move you use to get kicked in the face. Don't use it. Just don't.


<br>
-----
'''JUMPING'''
{{lk}}
<br>
Jumping [[File:U.png]]
*'''j.LP -''' This has good vertical range, but I haven't had much use for it, doesn't seem to have good priority either.
[[File:SDMSnj.lp.png]]
*'''j.MP -''' Same as j.LP but with more damage.
[[File:SDMSnj.mp.png]]
*'''j.HP -''' Slashes downward with both weapons. I love this move, good air-to-air, good to hit fireballers. Jump back HP is a great air to air.
[[File:SDMSnj.hp.png]]
*'''j.LK -''' I use this a bit, good vertical range and priority. I just don't use too much because people like to mash throw. BUT as a CROSSUP, it's awesome.
[[File:SDMSnj.lk.png]]
*'''j.MK -''' I believe same as j.LK, I don't use it.
[[File:SDMSnj.forward.png]]
*'''j.HK -''' Dropkick . Good air-to-air and god priority, overall a good move, but had the same problem as Gief, if you use it to punish a fireball, you might get hit in the head with it.
[[File:SDMSnj.HK.png]]


Jumping [[File:Ub.png]] [[File:Uf.png]]
-----
*'''j.LP -'''
{{mk}}
[[File:SDMSdj.lp.png]]
*'''j.MP -'''
[[File:SDMSdj.mp.png]]
*'''j.HP -'''
[[File:SDMSdj.hp.png]]
*'''j.LK -'''
[[File:SDMSdj.lk.png]]
*'''j.MK -'''
[[File:SDMSdj.forward.png]]
*'''j.HK -'''
[[File:SDMSdj.hk.png]]
<br>


=== Command Normals ===
-----
{{hk}}


=== Normal Throws ===
}}


'''f+hp -''' He tosses you way up and away, follow up with HP slash to get close if not teched.
{{MoveData-SFA2
|image=A2_Sodom_Tengu_1.png
|imageSize=250px
|image2=A2_Sodom_Tengu_2.png
|imageSize2=250px
|image3=A2_Sodom_Tengu_3.png
|imageSize3=250px
|caption=
|name=Tengu Walking
|subtitle=
|input=(while falling from a knockdown)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:K.png]]
|Damage= 6<sup>[5]</sup>x3
|Stun= 5x3
|Startup= 36
|Active= 4(8)4(8)3
|Frame Adv= 0
|Meter= 7/7/7+1 per hit
|Block=[[File:Mid.png]]
|Properties=
}}
|description= An alternative to tech rolling. Can be done even when tech rolling can't, like after a throw. Good to use from time to time, but can be thrown.


'''f+hk -''' He tosses you low. You can juggle with any level super, but stick to level 1. You miss a lot of hits at higher levels and it's a waste of meter. Good to kill off a mofo. Level 1 juggle for two hits, all on some (Bison)
}}


=== Alpha Counters ===
{{MoveData-SFA2
|image=A2_Sodom_Okiagari_1.png
|imageSize=250px
|image2=A2_Sodom_Okiagari_2.png
|imageSize2=250px
|image3=A2_Sodom_Okiagari_3.png
|imageSize3=250px
|caption=
|name=Kouten Okiagari
|subtitle=Backward Tech Roll
|input=(while falling from a knockdown)[[File:Qcdb.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:P.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block=N/A
|Properties= -
}}
|description= *Distance is not based on the strength of {{p}} used like normal forward tech rolling.
*Distance at the start of the round defaults to {{lp}} tech roll.
*Distance is then based on the most recent forward tech roll (Tengu Walking counts as {{mp}} tech roll).


'''qcd+P''' - It's basically his qcf+MK. Use only vs. jump-ins and fireballs, good AC.
A backwards tech roll.


'''qcd+K''' - His sweep, good for ground moves.
}}


=== Special Moves ===
== Super Moves ==
Startup Invulnerability Notes:
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
{{MoveData-SFA2
|image=A2_Sodom_ScrapeSuper_1.png
|imageSize=250px
|image2=A2_Sodom_ScrapeSuper_2.png
|imageSize2=250px
|image3=A2_Sodom_ScrapeSuper_3.png
|imageSize3=250px
|caption=
|name=Meido no Miyage
|subtitle=Scrape Super
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 13<sup>[13]</sup>, 11<sup>[13]</sup>, 8<sup>[13]</sup>
|Stun= 1x3
|Startup= 5+0
|Active= 16(8)16(8)16
|Frame Adv= -29(2nd hit),<br>-7(3rd hit)
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 11<sup>[13]</sup>, 8<sup>[13]</sup>, 9<sup>[13]</sup>, 5<sup>[13]</sup>, 5<sup>[13]</sup>, 4<sup>[13]</sup>
|Stun= 0x3, 1x3
|Startup= 5+0
|Active= 4(0)12(8)4(0)12(10)4(0)12
|Frame Adv= -29(5th hit),<br>-3(6th hit)
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 13<sup>[13]</sup>, 10<sup>[13]</sup>, 11<sup>[13]</sup>, 5<sup>[13]</sup>, 5<sup>[13]</sup>, 4<sup>[13]</sup>, 14<sup>[13]</sup>
|Stun= 0x4, 1x3
|Startup= 5+0
|Active= 4(0)12(8)4(0)12(10)4(0)12(32)4
|Frame Adv= -38(6th hit),<br>-4(7th hit)
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= Combos at all levels from any cancellable normal. Not the greatest super but can combo off of a cross-up dj.{{lk}}, cr.{{hp}} xx {{qcf}}{{qcf}} + {{p}} because it gets all hits. Safe if blocked, but comboed from a distance isn't too wise cause the last hit usually misses.


'''qcf + LP slash''' - Used right, this bitch is annoying. No one can duck it and is safe on block at any distance.
-----
{{AttackColor-SF
|strength=light
|content=Level 1}} - ''[Hitboxes pictured]''
*5 frames of startup hit invul.; 0 of which while active.
*7 frames of startup projectile invul.
*Hits 3 times.
*3rd hit is a hard knockdown.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*5 frames of startup hit invul.; 1 of which while active.
*8 frames of startup projectile invul.
*Hits 6 times.
*6th hit is a hard knockdown.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*5 frames of startup hit invul.; 1 of which while active.
*9 frames of startup projectile invul.
*Hits 7 times.
*6th & 7th hits are a hard knockdown.
*Last hit can be air-blocked.


Ok, this move is dope. Combos from s.MK or cr.HP. Completely safe. Hell, do point blank and block, they can't CC you. When distanced right, you can sweep. If they fireball, do it again, jump up, etc., play with their head. I've done this move like 5 times in a row because I had people scared to hit me. Once they get hesitant, you can even go for a grab super (if in range), which is only escapable by DP/CC since this game allows you to grab jumps.
Opponent has time in between the 6th and 7th hit to punish with an anti-air. Typically a poor use of meter.
}}


'''qcf + mp slash''' - Use when you believe someone will jump. It's risky though, because most characters can crouch this shit. I have not ever been punished when this was blocked, even though they tried. Characters who can't duck this have a very hard time (Gief, Sagat) because it will catch their jump. Used right you can lock them down. Use this instead of qcf+LP if they can't duck it. NOTE: If done too close it can be punished by CC, but it is safe 99% of the time.
{{MoveData-SFA2
|image=A2_Sodom_720.png
|imageSize=250px
|caption=
|name=Tenchu Satsu
|subtitle=720
|input=[[File:r360.png]][[File:r360.png]]/[[File:360.png]][[File:360.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 16<sup>[0]</sup>+20<sup>[0]</sup> = 36
|Stun= 0
|Startup= 1+4
|Active= 1
|Frame Adv= N/A
|Meter= 0/-/0
|Block=N/A
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 20<sup>[0]</sup>+28<sup>[0]</sup> = 48
|Stun= 0
|Startup= 1+4
|Active= 1
|Frame Adv= N/A
|Meter= 0/-/0
|Block=N/A
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 20<sup>[0]</sup>+28<sup>[0]</sup>+28<sup>[0]</sup> = 76
|Stun= 0
|Startup= 1+4
|Active= 1
|Frame Adv= N/A
|Meter= 0/-/0
|Block=N/A
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *A full 720 isn't required. Required inputs: {{f}}{{d}}{{b}}{{u}}{{f}}{{d}}{{b}}{{u}} + {{p}} starting with any direction.
*All versions travel the same distance.
*0 frames of startup hit invul.; 0 of which while active.
*3 frames of projectile invul.
*Characters with 3 pre-jump frames can hold up during the screen freeze for a [[Street_Fighter_Alpha_2/System#Throws_Against_Invincible_Moves_%26_Jumps|50% chance to escape the grab]].


'''qcf + hp slash''' - This move is good in far combo because it knocks down. Always follow up with sweep, in case they safe roll. Beware: if blocked, free CC or combo.
Best bet is dj.{{hp}} then super, or st.{{mk}} then super, but it's escapable by CC/DP and 50% chance for characters with a fast jump. This connects from max range st.{{mk}} or {{lp}} scrape. Against Zangief you can start the match with it.
}}


'''360 + P grab''' - Yay, I love this move. Cancels and grabs form s.mk at any range in corner. Midscreen, point blank s.mk, c.lk xx 360 will grab.
=The Basics=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Sodoms {{lp}} Jigoku Scrape is unpunishable from max range, so you can use it as a safe poke from that distance to cover the ground and air. Your opponent is well outside of their attack range from this distance so this will make it very hard to get in.
When you perform a max range {{lp}} Scrape, you can follow up with another {{lp}} Scrape, or a {{mp}} Scrape an early jump attempt or hesitate before throwing the 2nd {{lp}} Scrape. This allows you to bait reversal attempts and Alpha Counters once your opponent gets used to the timing.


'''360 + kick RUGBURN!!! -''' This is what you want to combo into, because it hurts. A lot. Crazy priority, will grab any limb, even Sim's from fullscreen. Also grabs yoga flames. Combos only off a cr.HP midscreen, s.MK in the corner will work. This is his CC ender. If blocked, you are fucked.
Another solid option is his cr.{{hk}} slide, which has amazing range. Its useful for whiff punishing at mid range or catching opponents walking backwards. The catch is, you must do this move from max range as well to prevent punishment on block.


j.HP, c.HP CC 360+HK is the only combo you should be doing if the opponent is dizzy.
Once you land cr.{{hk}} or any Jigoku Scrape lands on an airborne opponent, follow them with a {{hp}} Scrape. This will move Sodom into attack range while covering the possibility of a recovery roll from the opponent. Be aware that you will barely recover before they stand so it will be hard to perform some of his slower attack options on your opponents wakeup ( eg. st.{{mp}}).


'''DP + K Counter''' - Also known as the move you use to get kicked in the face. Don't use it. Just don't.


'''qcd + HK safe roll''' - Good to use time from time, can be thrown. 3 hits and safe on block.
''' Basic Offense '''


=== Super Moves ===
Sodom's Butsumetsu Buster has absolutely massive range, enabling you to grab your opponent from unexpected distances. Also, the slow start up time enables it to be cancelled into from light or medium attacks, in which case it grabs your opponent just as they recover from blockstun. This makes it fairly easy to setup tick Butsumetsus without having to agonize over timing too much.


'''qcf x 2 + P''' - Combos at all levels from any cancellable normal. Not the greatest super but I do combo off of a crossup c.FP xx super because it gets all hits. Safe if blocked, but comboed from a distance isn't too wise cause the last hit usually misses. Lvl 3 sodom does a jumping stab at the end, which can be ducked then punished.
When the opponent is hesitant to recovery roll after cr.{{hk}} (because of the possiblity of the {{hp}} Scrape follow-up), go for the cross-up dj.{{lk}}. Perform the dj.{{lk}} at different points during the jump-in to dictate whether it hits the enemy from the front or back ( before you pass over the enemies head to hit from the front, or after you pass for behind). If the cross-up hits, link st.{{lk}} xx {{hp}} Jigoku Scrape.


'''720 + P''' - His grab super. Best bet is j.HP then super, or s.MK then super, but it's escapable by CC/DP. This connects from max range mk or lp scrape, vs gief you can start the match with it. Not consistent tho, sometimes they can just jump. Wierd.
Close st.{{mp}} is a strong attack opening if you have enough time to do it against a standing enemy. If it hits it's possible to link cr.{{lk}} xx {{hp}} Jigoku Scrape afterwards. If it doesn't hit use the frame advantage to follow up.


== The Basics ==
'''MEATIES!!!!!'''


s.mk is his best simply because it has alot of hit frames, and if you mess up, you are safe. If hit super meaty, you can link a c.fp into combo finisher of choice, I would do qcf+lp, cause if you mess up you are safe. Other than that c.lk xx qcf+hp is your best bet.
''' Defensive Notes '''
 
c.mk is a decent meaty cause it hits low, but all you can get off is c.lk xx hp slash, but the link is so so, have to be sorta precise.
 
s.mp doesnt have too many hit frames, but if you mess the meaty up, you still have enough frame advantage to link c.lk xx hp slash, meaty or not.


meaty qcf+p, cc setup, safe if blocked or hit, cant combo after, but beats wake up cc blowout attemps.
One of Sodom's biggest weaknesses is his lack of a consistent anti-air. Most times you can rely on cr.{{hp}} but its slow and unreliable against good jump in attacks. when you are having difficulty dealling with certain jump attacks the only other options are to CC or use his Punch Alpha Counter.


s.hk is a meaty but you get pushed to far away to link anything, if you even could. But it is a meaty.


'''360 powerbomb set ups'''
'''360 powerbomb set ups'''
Line 207: Line 1,186:
Corner:
Corner:


# Meaty s.MK, c.LK xx 360+LP <br>
* Meaty st.{{mk}}, cr.{{lk}} xx {{360}}+{{lp}}
* s.LK, s.MK xx 360+LP (gotta CC/DP)<br>
* st.{{lk}}, st.{{mk}} xx {{360}}+{{lp}}
* walking s.LKs, cancel into 360+LP<br>
* walking st.{{lk}}s, xx into {{360}}+{{lp}}
* jump up, j.HP xx 360+LP<br>
* jump up, nj.{{hp}} xx {{360}}+{{lp}}


Midscreen:
Midscreen:


#Any tick into 360, qcf+HP to get close, grab on wake-up with 360+LP
*Any tick into 360, {{qcf}}+{{hp}} to get close, grab on wake-up with {{360}}+{{lp}}
#Any tick into 360, qcf+HP to get close, s.MK xx qcf+LP
*Any tick into 360, {{qcf}}+{{hp}} to get close, st.{{mk}} xx {{qcf}}+{{lp}}


You can mix it up however you want, just make sure they don't see the grab coming. Also if meaty s.MK hits, link cr.LK xx qcf+HP.
You can mix it up however you want, just make sure they don't see the grab coming. Also if meaty st.{{mk}} hits, link cr.{{lk}} xx {{qcf}}+{{hp}}.


'''Lp Scrape'''
'''LP Scrape'''


This is his best move, with good priority. The move sets up his ac and supers perfectly. There are alot of things he can do after this is hit or blocked.
This is his best move, with good priority. The move sets up his ac and supers perfectly. There are alot of things he can do after this is hit or blocked.


1. Wait to see it they jump, then mp scrape AA
1. Wait to see it they jump, then {{mp}} scrape AA


2. Slide if expecting a firebal
2. Slide if expecting a fireball


3. 720 grab super, make sure they have no meter cause this can be ccd
3. 720 grab super, make sure they have no meter cause this can be CC'd


4. Scrape super to punish jumpers for 2-3 hits juggle, and safe on block
4. Scrape super to punish jumpers for 2-3 hits juggle, and safe on block


5. another lp scrape
5. Another {{lp}} scrape


6. jump in fp
6. Jump in {{hp}}


7. Block then Alpha couter anything they do
7. Block then Alpha couter anything they do


== Advanced Strategy ==
}}
*****Knock'em down, keep'em down*****


Thats the rule of thumb, Sodom has a hard time getting to people, so when you got them down keep'em there. Sodom is good vs a cornered opponent. Several thing you can do after a knockdown:
=Advanced Strategy=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=-Knock'em down, keep'em down-
 
That's the rule of thumb, Sodom has a hard time getting to people, so when you got them down keep'em there. Sodom is good vs a cornered opponent.
 
Several thing you can do after a knockdown:


-Meaty into 360 tick (stated above in 360 section)
-Meaty into 360 tick (stated above in 360 section)
Line 266: Line 1,253:
You will stay in the corner after a 360 ticks, then mix up again with the above options.
You will stay in the corner after a 360 ticks, then mix up again with the above options.


-walking lks, s.mk xx qcf+lp which leads toooooooo:
Walking lks, s.mk xx qcf+lp which leads to:


1. Another qcf+lp
1. Another qcf+lp
Line 282: Line 1,269:
7. do nothing to bait cc, AC
7. do nothing to bait cc, AC


== Combos ==
}}
Anytime you get a opening you want to use hp scrape to get the knockdown and keep up pressure, for big opening use 360+k.
 
=Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Anytime you get a opening you want to use [[File:Qcf.png]][[File:Hp.png]] to get the knockdown and keep up pressure, for big opening use [[File:360.png]]+[[File:K.png]].
 
[[File:Mk.png]] xx [[File:Qcf.png]]+ [[File:P.png]]


s.mk xx any scrape
cr.[[File:Hp.png]] xx [[File:Qcf.png]]+ [[File:P.png]]


c.fp xx any scrape
cr.[[File:Hp.png]] xx [[File:360.png]]+[[File:Hk.png]]


c.fp xx 360+hk
cr.[[File:Lk.png]] xx [[File:Qcf.png]]+[[File:Hp.png]]


c.lk xx hp scrape
meaty [[File:Mk.png]], cr.[[File:Hp.png]] xx [[File:Qcf.png]] +[[File:P.png]]


meaty s.mk, c.fp xx any scrape
meaty [[File:Mk.png]], cr.[[File:Hp.png]] xx [[File:360.png]]+[[File:Hk.png]]


meaty s.mk, c.fp xx 360+hk
meaty [[File:Mk.png]], cr.[[File:Lk.png]] xx [[File:Qcf.png]]+[[File:Hp.png]]


meaty s.mk, c.lk xx hp scrape
[[File:Mp.png]], cr.[[File:Lk.png]] xx [[File:Qcf.png]]+[[File:Hp.png]]


s.mp, c.lk xx hp scrape
cr.[[File:Lk.png]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]]


c.lk xx super scrape
cr.[[File:Hp.png]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]]


c.fp xx super scrape
[[File:Mk.png]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]]


s.mk xx super scrape
}}


== Custom Combos ==
=Custom Combos=
Unfortunately, his good cc is if they are standing, so blow out ccs are great. Crouching opponents suck. gotta be precise.
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Unfortunately, his good cc is if they are standing, so blow out ccs are great. Crouching opponents suck. gotta be precise.


*Standing
*Standing
Line 321: Line 1,320:


Actually i been messing around a bit and for most cases you can just qcf+lp, end with 360+hk. No c.hp though, you will be too far. You CAN combo into his 360+p grab, but it does less than the combos above.
Actually i been messing around a bit and for most cases you can just qcf+lp, end with 360+hk. No c.hp though, you will be too far. You CAN combo into his 360+p grab, but it does less than the combos above.


.....but at higher levels (depending on distance) you get pushed away, so you have to trip and juggle with hp slash, which sucks, or you can mash random shit, then 360+hk to end. I usually have them standing, so idk lol.
.....but at higher levels (depending on distance) you get pushed away, so you have to trip and juggle with hp slash, which sucks, or you can mash random shit, then 360+hk to end. I usually have them standing, so idk lol.
Line 337: Line 1,334:


Ex. lvl 1 activate c.mk xxqcf+hp xx taunt
Ex. lvl 1 activate c.mk xxqcf+hp xx taunt
__________________


== Match-ups==
Sodom:
any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk
 
On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk
 
 
<youtube>mQb_XI84MEo</youtube>
 
}}
 
= Match-ups =
-----
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''
|content=This match up is mainly footsie and normals. Adon has no safe moves unless perfectly distanced and/or when Sodom has no meter. Any jaguar kick should be punished with custom combo or cr.{{lk}} xx {{hp}} scrape. Any jaguar tooth just jump up and come down with a jump attack, if you have meter it is a free custom from anywhere on the screen. If a Jaguar Tooth does manage to slip by and force you to block you can simply alpha counter. Punish Rising Jaguar as you would any reversal type dp.
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''
|content=Against jumping chun : chunli can either stick her legs out early or late when she jumps. Sodom can counter in 5 ways :
 
Jumping back roundhouse - this is just on reaction/prediction. Sodom has an above average air to air roundhouse.
Crouching fierce : against chunli who sticks leg out late
Throw : against chunli for sticks leg out early
Alpha counter : against chunli who sticks leg out early
His air catchy thingie : for fun :slight_smile:
Against crouching forward chun, try sticking out standing short and fierce at max range. You can also throw in a jab 360 every now and then and it WILL hit Chun from that range. If you have a level 2 or above meter jump straight up. From there you get multiple options
 
If Chun walks forward you do jumping forward.
If Chun tries to crouch forward + roundhouse you can 720 or do rush super.
If Chun jumps you block, then throw her ass when you both land.
Sodom’s effective range IMO is about 1 to 2 characters outside Chun’s crouching forward range. Mainly you have to use standing fierce and jab jitte scrap to keep her there. Build up that meter and AC anything she throws at you. Chunli can’t CC you from that range.


===Adon===
Another important thing to remember about Sodom is that he can recover roll BACKWARDS. Always always roll backwards whenever you hit the floor. This puts you in your ideal range and Chun has to work her way back in.
This match up is mainly footsie and normals. Adon has no safe moves unless perfectly distanced and/or when Sodom has no meter. Any jaguar kick should be punished with custom combo or c.lk xx hp scrape.  Any jaguar tooth just jump up and come down with a jump attack, if you have meter it is a free custom from anywhere on the screen. If a Jaguar Tooth does manage to slip by and force you to block you can simply alpha counter. Punish Rising Jaguar as you would any reversal type dp.


===Akuma===
Sodom has a solid ground game, but Chun’s j.lk is just insane. Although like you said, positioning is paramount. Sodom CAN counter it although you end up using many flimsy anti-airs depending on the situation. I end up just saving meter for the AC and just trying to stay out of the way of her jump.


===Birdie===
Sodom’s C.RH is great. It accents his ground game very well, and is his best mid-range move, IMO. Learn the range on it. His Standing strong and standing forward are also good, and you can cancel the forward into a jab Jitte Slash, then possibly follow it up with a Slide. His crouching short is also important, and every so often I buffer it into his 360+P. This is effective but should be done no more than like, twice a match because it is not a tick and you can be jabbed out of it on reaction. Sometimes I’ll use a standing strong after a crouching short, because it will whack people jumping away expecting the 360. More later.
}}


===Charlie===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''
|content=[Loading match-up info...]
}}


===Chun-Li===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''
|content=Pretty tough match up if Sim is good. Good thing in this match up is fp scrape and 360+lk score knockdownson his limbs. 360+lk is to be used from full screen when Sim can only slightly punish. Use to grab a limb from fullscreen and score a knockdown, but only as a last resort (the sim is really keeping you out and you desperately need in).
}}


===Dan===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:'''
|content=[Loading match-up info...]
}}


===Dhalsim===
{{MatchUp-SFA2
Pretty tough match up if Sim is good. Good thing in this match up is fp scrape and 360+lk score knockdownson his limbs. 360+lk is to be used from full screen when Sim can only slightly punish. Use to grab a limb from fullscreen and score a knockdown, but only as a last resort (the sim is really keeping you out and you desperately need in).
|padding=yes
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''
|content=[Loading match-up info...]
}}


===Gen===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''
|content=[Loading match-up info...]
}}


===Guy===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''
|content=Against Ken’s alpna counter, he can 720k back even though he gets HIT by the counter (must be on the ground of course). He ticks very well and his c.SP and c.FP has very good range and priority. His counter has very long range and his slide is excellent as well.
}}


===Ken===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''
|content=[Loading match-up info...]
}}


===M. Bison (dictator)===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''
|content=[Loading match-up info...]
}}


===Rolento===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:'''
|content=[Loading match-up info...]
}}


===Rose===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''
|content=[Loading match-up info...]
}}


===Ryu===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''
|content=[Loading match-up info...]
}}


===Sagat===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''
|content=[Loading match-up info...]
}}


===Sakura===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''
|content=[Loading match-up info...]
}}


===Sodom (self)===
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''
|content=Heavily in Sodom's favor due to the insane range of s.fp and mp scrape. This is the most difficult match up for Zangief and easiest for Sodom when played right. Abuse mp scrape and s.fp. Mp scrape and s.fp beat anything Zangief does except df+rh and df+mk. S.fp will lose to PPP, but mp scrape beats PPP and KKK. If Zangief is spamming df+hk you can get free jump ins. You should save all meter for alpha counters only, when Zangief does get in simply alpha counter (which is mp scrape) and you are back to zoning. If you get knocked down or grabbed with no meter Gief can win the match fairly quick, so don't let Gief get in. Keep in mind that Sodom cannot anti air Gief and cannot contest command throws.
}}


===Zangief===
=Miscellaneous=
Heavily in Sodom's favor due to the insane range of s.fp and mp scrape. This is the most difficult match up for Zangief and easiest for Sodom when played right. Abuse mp scrape and s.fp. Mp scrape and s.fp beat anything Zangief does except df+rh and df+mk. S.fp will lose to PPP, but mp scrape beats PPP and KKK. If Zangief is spamming df+hk you can get free jump ins. You should save all meter for alpha counters only, when Zangief does get in simply alpha counter (which is mp scrape) and you are back to zoning. If you get knocked down or grabbed with no meter Gief can win the match fairly quick, so don't let Gief get in.
-----
{{Content Box-SFA2
|padding=yes
|header=
|content= ===Tengu Walk Glitch===
<youtube>o_dR7hBLdVE</youtube>
If Sodom does his Tengu Walk (412+K) while falling, it gives him his throwbox back on the way down and he can be air thrown before hitting the ground.<br>
--[[User:Veri7as|Veri7as]] September 2021
}}


{{Street Fighter Alpha 2 characters}}
{{Navbox-SFA2}}
[[Category:Sodom]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]
[[Category:Street Fighter Alpha 2]]

Latest revision as of 16:03, 3 June 2025

Overview

Sodom
SFA2 Sodom Portrait.png
Health: 144
Defensive Rating: +1
Stun: 46
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 44f (5+39+0)
Neutral Backward: 44f (5+39+0)
Jump Forward: 44f (5+39+0)
Wake-Up: 41f
Quick Rise: 26f
Throw Range: 22
Colors
Punch 2 Punches Punch(Auto)
A2 Sodom Color1.png A2 Sodom Color3.png A2 Sodom ColorAuto1.png
A2 Sodom Color2.png A2 Sodom Color4.png A2 Sodom ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

Sodom (Katana in the SNES English version) is a self-proclaimed student of Japan and its culture. A former henchman of the Mad Gear Gang, Sodom aims to revive the crime ring and is consumed with revenge toward Guy.

Players to watch: shanebadoo, xQj(aka zoo & yw10)

Moveset


Playstyle

A2 Icon Sodom.png Sodom, is a character who has a pretty nice number of options from mid and close range. Using the Jigoku Scrape he can apply pressure at the middle range to get them blocking then go for big damage with his mix-up game.

Strengths Weaknesses
  • Wide variety of normals with unique uses, including jitte normals
  • Good set of supers
  • Damaging mix-ups
  • Very ambiguous cross-up that can combo into a knockdown that can be looped
  • Great Alpha Counters that can setup his ambiguous cross-up loops
  • Can damage in mid-range and through grappling
  • Lacks reliable anti-airs against many characters
  • Can struggle against fireball zoning
  • CC damage is unreliable and only average damage.

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
  • Purple: Counterbox - hittable area that triggers a counter attack.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, June 2025

Standing

st.Lp.png

A2 Sodom st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 7 6 0 0/1/2 Mid.png Specialcancel.png
Supercancel.png

st.Mp.png

A2 Sodom st.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 10 5 +5 1/3/6 Mid.png -

This is a decent normal, mainly because it gives frame advantage. Can link into cr.Lk.png xx Hp.png scrape.

st.Hp.png

A2 Sodom st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[2] 8 16 4 +7 2/5/9 Mid.png -

Stabs high with both weapons, good damage. Whiffs against most crouching characters, but very helpful to zone characters that can't duck it (Zangief and Sagat). Good to hit fireballs too.

st.Lk.png

A2 Sodom st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 1 4 6 +2 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Kick to the shin, can walk up and repeatedly do these, but not too much if they have meter.

st.Mk.png

A2 Sodom st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 4 8 5 +3 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Straight kick, good poke, decent range, cancellable too. Best whiff punisher, Mk.png xx Hp.png scrape. It is also his best meaty simply, and if you mess up, you are safe. If hit super meaty, you can link into cr.Hp.png into combo finisher of choice: Qcf.png+Lp.png (safe on block), or cr.Lk.png xx Qcf.png+Hp.png.

st.Hk.png

A2 Sodom st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2] 6 12 6 -7 2/5/9 Mid.png -

Decent poke, good range, but slow. You -will- be CC'd if you whiff. Kick straight out while moving forward slightly. Can be used as a meaty, but you get pushed too far away to link anything.

Taunt
(Start)

A2 Sodom Taunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
1[0] 0 17 16 -11 0/0/0 Mid.png -
  • Punishable on hit.

Crouching

cr.Lp.png

A2 Sodom cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 5 6 +3 0/1/2 Mid.png Specialcancel.png
Supercancel.png

cr.Mp.png

A2 Sodom cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 9 6 -3 1/3/6 Mid.png -

This is move is actually really bad. It's only useful for going under tatsu.

cr.Hp.png

A2 Sodom cr.hp 1.png
A2 Sodom cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2], 9[0] 8, 6 6 2(3)5 -11, -6 2/5+3/9 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • First hit is cancelable.
  • Punishable on hit.

Uppercut. Decent anti-air, but not the greatest, will get beat by early jump-ins or Chun-Li.

cr.Lk.png

A2 Sodom cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 5 6 -2 0/1/2 Low.png Specialcancel.png
Supercancel.png

OK range. Can be used to combo after a meaty st.Mp.png.

cr.Mk.png

A2 Sodom cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 10 6 0 1/3/6 Low.png -

Slow, can't cancel. Decent meaty because it hits low, but all you can get off is cr.Lk.png xx Hp.png scrape. The link is relatively difficult.

cr.Hk.png

A2 Sodom cr.hk 1.png
A2 Sodom cr.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2], 11[0] 8 ,8 10 11(0)2 -19 at worst
-7 at best
2/5/9 Low.png Softknockdown.png
  • Hits 1 time.
  • First hit is a soft knockdown.

If used wrong, this move will get you killed. Straight up free CC, sweep, etc. if not used right. This move is safe when use as anti-air, though a lot of times it gets blocked, but you are safe. Goes under fireballs, which is its best use. Use with caution, is a good move though.

Neutral Jumping

nj.Lp.png

A2 Sodom nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 9 10 - 0/1/2 High.png -

Seems to have a good disjointed hitbox on the blade, but there doesn't seem to be a good use for the move.

nj.Mp.png

A2 Sodom nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 9 6 - 1/3/6 High.png -

Same as nj.Lp.png but with more damage and stun.

nj.Hp.png

A2 Sodom nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 9 4 - 2/5/9 High.png -

Slashes downward with both weapons, big wall of a hitbox. Great move and air-to-air. Best Neutral jump combo starter.

nj.Lk.png

A2 Sodom nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png -

Poor hitbox and no real use for the move. Best to avoid.

nj.Mk.png

A2 Sodom nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 7 8 - 1/3/6 High.png -

Same as nj.Lk.png but with better damage and stun. Best to avoid.

nj.Hk.png

A2 Sodom nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 4 - 2/5/9 High.png -

Dropkick. Good air-to-air and good hitbox, overall a good move.

Diagonal Jumping

dj.Lp.png

A2 Sodom dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 9 10 - 0/1/2 High.png -

Hitbox is nowhere near as good as the neutral jump version, no real use since dj.Lk.png and dj.Mk.png have much better hitboxes on them, while dj.Hp.png and dj.Hk.png do better damage and stun. Best to avoid.

dj.Mp.png

A2 Sodom dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 9 6 - 1/3/6 High.png -

Same as dj.Lp.png but with slightly more damage and stun.

dj.Hp.png

A2 Sodom dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 2 - 2/5/9 High.png -

Slashes downward with both weapons, good air-to-air, good to hit fireballers.

dj.Lk.png

A2 Sodom dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png Cross-up

Good vertical range and hitbox. One of the best cross-ups in the game. Hard to block on wake up as it's very ambiguous. Leads to cr.Lk.png xx Hp.png scrape or throw for another knockdown and cross-up. Loop it.

dj.Mk.png

A2 Sodom dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 7 8 - 1/3/6 High.png -

Looks similar to dj.Lk.png, but with more damage and stun. The hitbox extends further in front of him compared with dj.Lk.png, so it's a better jump-in if you know you won't cross-up.

dj.Hk.png

A2 Sodom dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 7 4 - 2/5/9 High.png -

Dropkick. Good air-to-air and good hitbox, overall a good move. If you use it to punish a fireball, you might get hit in the head by the fireball.

Normal Throws

Shogun Throw (Long)
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Sodom ThrowRange.png
A2 Sodom Throw 1.png
A2 Sodom Throw 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Sodom has the best throw range in the game (Alpha2ThrowRanges).

Tosses the opponent way up and away, follow up with Hp.png scrape to get close if not teched or walk up for a dj.Lk.png cross-up.

Shogun Throw (Short)
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 Sodom ThrowRange.png
A2 Sodom Throw 1.png
A2 Sodom Throw 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
3[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 1 damage when opponent tech throws.
  • Sodom has the best throw range in the game (Alpha2ThrowRanges).

Tosses the opponent low. Can juggle with any level scrape super, but stick to level 1. You miss a lot of hits at higher levels and it's a waste of meter. Good use of meter for the kill. Level 1 juggle for two hits, all on some characters (Bison).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Sodom PAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[1] 8 4 4 +1 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

It's basically his Mp.png slash. Use only against jump-ins and fireballs, good AC.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Sodom KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[1] 8 4 13 -2 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

His sweep, good for grounded moves and fireballs. Use to setup his ambiguous dj.Lk.png cross-up.

Special Moves

Jigoku Scrape
Scrape
Qcf.png + P.png

A2 Sodom Scrape lp.png
A2 Sodom Scrape mp.png
A2 Sodom Scrape hp 1.png
A2 Sodom Scrape hp 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 11[7] 8 15 8 -4 at worst
+3 at best
7/8/9 Mid.png -
Mp.png 14[8] 10 15 8 -7 at worst
0 at best
7/8/9 Mid.png -
Hp.png 16[9], 10[9] 9, 6 11 4(0)8 -9 at worst
-2 at best
7/8+1/9 Mid.png Softknockdown.png

Lp.png - [Hitboxes pictured 1st]

  • Combos from st.Mk.png or cr.Hp.png

Sodom slashes forward with his jitte. Used right, this move will annoy your opponent. No one can crouch under it and it is safe on block at any distance. Hell, if you do this move at point blank and block, they can't punish you with a CC. When spaced right, you can land a sweep afterward if they try anything. Due to this move being safe on block you can try a number of things afterward and test how your opponent reacts. You can make the opponent scared to hit you with another Jigoku Slash, and once they're conditioned to block you can even go for a grab super (if in range), which is only escapable by DP/CC since this game allows you to grab pre-jump frames.


Mp.png - [Hitboxes pictured 2nd]

  • Combos from st.Mk.png or cr.Hp.png

Sodom slashes upward with his jitte. Use this move when you think they'll jump. It's a rather risky anti-air though because most characters can crouch under it. You should be safe if it's blocked, but if done point blank you can be punished by a CC. Zangief and Sagat can't crouch under this move.


Hp.png - [Hitboxes pictured 3rd & 4th]

  • Hits 1 time.
  • Combos from cr.Lk.png or cr.Hp.png

This move is good in far combos because it knocks down. Always follow up with sweep, in case they tech roll. Beware: if blocked, free CC or combo. The move is safe if you only hit with the 2nd hit at range, but if the opponent blocks both hits the move is punishable.

Butsumetsu Buster
R360.png/360.png + P.png

A2 Sodom Buster lp.png
A2 Sodom Buster mp.png
A2 Sodom Buster hp.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 19[0] 0 26 1 N/A 5/-/20 N/A Throw.png
Hardknockdown.png
Mp.png 22[0] 0 26 1 N/A 5/-/20 N/A Throw.png
Hardknockdown.png
Hp.png 25[0] 0 26 1 N/A 5/-/20 N/A Throw.png
Hardknockdown.png

Cancels and grabs from st.Mk.png at any range in corner. Midscreen, point blank st.Mk.png, cr.Lk.png xx 360.png + P.png will grab.


Lp.png - [Hitboxes pictured top]

Has the farthest grab range.


Mp.png - [Hitboxes pictured middle]


Hp.png - [Hitboxes pictured bottom]

Has the shortest grab range.

Daikyo Burning
R360.png/360.png + K.png

A2 Sodom Burning.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 6[8]+4[0]x3+5[0] 1, 0x4 18 27 -35 at worst
-12 at best
8/14/20 Mid.png Hardknockdown.png
Mk.png 6[8]+4[0]x4+5[0] 1, 0x5 18 35 -49 at worst
-18 at best
8/14/20 Mid.png Hardknockdown.png
Hk.png 6[8]+4[0]x5+5[0] 1, 0x6 18 43 -63 at worst
-25 at best
8/14/20 Mid.png Hardknockdown.png
  • Will side switch if initial hit is close enough to the corner. The corner is just off screen at max range of the side switch.

This is what you want to combo into, because it hurts, a lot, and corner carries. Crazy priority, will grab any limb, even Dhalsim's from fullscreen. Combos only off a cr.Hp.png midscreen and st.Mk.png in the corner. This is his CC ender. If blocked, you are in trouble because it's very punishable.

dj.Hp.png, cr.Hp.png CC 360.png + Hk.png is the only combo you should be doing if the opponent is dizzy.


Lk.png

  • Travels about 1/2 screen.

Mk.png

  • Travels about 3/4 screen.

Hk.png

  • Travels full-screen.

Shiraha Catch
Counter
Dp.png + K.png

A2 Sodom Catch.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 11[4] 0 7 24 N/A 4/-/10 N/A Counter.pngCounterhit.png
Hardknockdown.png
Mk.png 12[4] 0 8 26 N/A 4/-/10 N/A Counter.pngCounterhit.png
Hardknockdown.png
Hk.png 13[4] 0 9 28 N/A 4/-/10 N/A Counter.pngCounterhit.png
Hardknockdown.png
  • Big Counterbox: only counters grounded overheads if the opponent's hitbox hits it, no matter the distance.
  • Small Counterbox: counters air attacks if the opponent's hitbox hits it and their pushbox is within range horizontally of it.
  • Receives 150% damage when counter hit.

Also known as the move you use to get kicked in the face. Don't use it. Just don't.


Lk.png


Mk.png


Hk.png

Tengu Walking
(while falling from a knockdown)Qcd.png+ K.png

A2 Sodom Tengu 1.png
A2 Sodom Tengu 2.png
A2 Sodom Tengu 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
K.png 6[5]x3 5x3 36 4(8)4(8)3 0 7/7/7+1 per hit Mid.png -

An alternative to tech rolling. Can be done even when tech rolling can't, like after a throw. Good to use from time to time, but can be thrown.

Kouten Okiagari
Backward Tech Roll
(while falling from a knockdown)Qcdb.png+ P.png

A2 Sodom Okiagari 1.png
A2 Sodom Okiagari 2.png
A2 Sodom Okiagari 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
P.png N/A N/A N/A N/A N/A 0/-/- N/A -
  • Distance is not based on the strength of P.png used like normal forward tech rolling.
  • Distance at the start of the round defaults to Lp.png tech roll.
  • Distance is then based on the most recent forward tech roll (Tengu Walking counts as Mp.png tech roll).

A backwards tech roll.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Meido no Miyage
Scrape Super
Qcf.pngQcf.png + P.png

A2 Sodom ScrapeSuper 1.png
A2 Sodom ScrapeSuper 2.png
A2 Sodom ScrapeSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
13[13], 11[13], 8[13] 1x3 5+0 16(8)16(8)16 -29(2nd hit),
-7(3rd hit)
0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
P.pngP.png
11[13], 8[13], 9[13], 5[13], 5[13], 4[13] 0x3, 1x3 5+0 4(0)12(8)4(0)12(10)4(0)12 -29(5th hit),
-3(6th hit)
0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3p.png
13[13], 10[13], 11[13], 5[13], 5[13], 4[13], 14[13] 0x4, 1x3 5+0 4(0)12(8)4(0)12(10)4(0)12(32)4 -38(6th hit),
-4(7th hit)
0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Combos at all levels from any cancellable normal. Not the greatest super but can combo off of a cross-up dj.Lk.png, cr.Hp.png xx Qcf.pngQcf.png + P.png because it gets all hits. Safe if blocked, but comboed from a distance isn't too wise cause the last hit usually misses.


Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 3 times.
  • 3rd hit is a hard knockdown.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 8 frames of startup projectile invul.
  • Hits 6 times.
  • 6th hit is a hard knockdown.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 7 times.
  • 6th & 7th hits are a hard knockdown.
  • Last hit can be air-blocked.

Opponent has time in between the 6th and 7th hit to punish with an anti-air. Typically a poor use of meter.

Tenchu Satsu
720
R360.pngR360.png/360.png360.png + P.png

A2 Sodom 720.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
16[0]+20[0] = 36 0 1+4 1 N/A 0/-/0 N/A Startupinv.pngThrow.png
Hardknockdown.png
Level 2
P.pngP.png
20[0]+28[0] = 48 0 1+4 1 N/A 0/-/0 N/A Startupinv.pngThrow.png
Hardknockdown.png
Level 3
3p.png
20[0]+28[0]+28[0] = 76 0 1+4 1 N/A 0/-/0 N/A Startupinv.pngThrow.png
Hardknockdown.png
  • A full 720 isn't required. Required inputs: F.pngD.pngB.pngU.pngF.pngD.pngB.pngU.png + P.png starting with any direction.
  • All versions travel the same distance.
  • 0 frames of startup hit invul.; 0 of which while active.
  • 3 frames of projectile invul.
  • Characters with 3 pre-jump frames can hold up during the screen freeze for a 50% chance to escape the grab.

Best bet is dj.Hp.png then super, or st.Mk.png then super, but it's escapable by CC/DP and 50% chance for characters with a fast jump. This connects from max range st.Mk.png or Lp.png scrape. Against Zangief you can start the match with it.

The Basics


Sodoms Lp.png Jigoku Scrape is unpunishable from max range, so you can use it as a safe poke from that distance to cover the ground and air. Your opponent is well outside of their attack range from this distance so this will make it very hard to get in. When you perform a max range Lp.png Scrape, you can follow up with another Lp.png Scrape, or a Mp.png Scrape an early jump attempt or hesitate before throwing the 2nd Lp.png Scrape. This allows you to bait reversal attempts and Alpha Counters once your opponent gets used to the timing.

Another solid option is his cr.Hk.png slide, which has amazing range. Its useful for whiff punishing at mid range or catching opponents walking backwards. The catch is, you must do this move from max range as well to prevent punishment on block.

Once you land cr.Hk.png or any Jigoku Scrape lands on an airborne opponent, follow them with a Hp.png Scrape. This will move Sodom into attack range while covering the possibility of a recovery roll from the opponent. Be aware that you will barely recover before they stand so it will be hard to perform some of his slower attack options on your opponents wakeup ( eg. st.Mp.png).


Basic Offense

Sodom's Butsumetsu Buster has absolutely massive range, enabling you to grab your opponent from unexpected distances. Also, the slow start up time enables it to be cancelled into from light or medium attacks, in which case it grabs your opponent just as they recover from blockstun. This makes it fairly easy to setup tick Butsumetsus without having to agonize over timing too much.

When the opponent is hesitant to recovery roll after cr.Hk.png (because of the possiblity of the Hp.png Scrape follow-up), go for the cross-up dj.Lk.png. Perform the dj.Lk.png at different points during the jump-in to dictate whether it hits the enemy from the front or back ( before you pass over the enemies head to hit from the front, or after you pass for behind). If the cross-up hits, link st.Lk.png xx Hp.png Jigoku Scrape.

Close st.Mp.png is a strong attack opening if you have enough time to do it against a standing enemy. If it hits it's possible to link cr.Lk.png xx Hp.png Jigoku Scrape afterwards. If it doesn't hit use the frame advantage to follow up.


Defensive Notes

One of Sodom's biggest weaknesses is his lack of a consistent anti-air. Most times you can rely on cr.Hp.png but its slow and unreliable against good jump in attacks. when you are having difficulty dealling with certain jump attacks the only other options are to CC or use his Punch Alpha Counter.


360 powerbomb set ups

SETUPS

Corner:

  • Meaty st.Mk.png, cr.Lk.png xx 360.png+Lp.png
  • st.Lk.png, st.Mk.png xx 360.png+Lp.png
  • walking st.Lk.pngs, xx into 360.png+Lp.png
  • jump up, nj.Hp.png xx 360.png+Lp.png

Midscreen:

  • Any tick into 360, Qcf.png+Hp.png to get close, grab on wake-up with 360.png+Lp.png
  • Any tick into 360, Qcf.png+Hp.png to get close, st.Mk.png xx Qcf.png+Lp.png

You can mix it up however you want, just make sure they don't see the grab coming. Also if meaty st.Mk.png hits, link cr.Lk.png xx Qcf.png+Hp.png.

LP Scrape

This is his best move, with good priority. The move sets up his ac and supers perfectly. There are alot of things he can do after this is hit or blocked.

1. Wait to see it they jump, then Mp.png scrape AA

2. Slide if expecting a fireball

3. 720 grab super, make sure they have no meter cause this can be CC'd

4. Scrape super to punish jumpers for 2-3 hits juggle, and safe on block

5. Another Lp.png scrape

6. Jump in Hp.png

7. Block then Alpha couter anything they do

Advanced Strategy


-Knock'em down, keep'em down-

That's the rule of thumb, Sodom has a hard time getting to people, so when you got them down keep'em there. Sodom is good vs a cornered opponent.

Several thing you can do after a knockdown:

-Meaty into 360 tick (stated above in 360 section)

- Throw

-Jump up, do nothing, throw

-Go for a meaty combo ex. s.mk, c.lk xx hp slash

-Jump up come down with fp, tick into super/360

-Jump up, come down with hp, 360+lp

-Walking lks into hp throw

-Meaty s.mk, s.mk xx 360+lp

-Walking lks, s.mk xx 360+lp

-meaty s.mk, walk up throw

-block if you think they will cc

You will stay in the corner after a 360 ticks, then mix up again with the above options.

Walking lks, s.mk xx qcf+lp which leads to:

1. Another qcf+lp

2. If you have opponent hesitant to attack 360/720 (if in distance)

3. qcf+mp if you think they will jump, (knocks down, refer to knockdowns)

4. jump in fp

5. Super if the chip/trade will kill them

6. c.rh if in c.rh sweet spot

7. do nothing to bait cc, AC

Combos


Anytime you get a opening you want to use Qcf.pngHp.png to get the knockdown and keep up pressure, for big opening use 360.png+K.png.

Mk.png xx Qcf.png+ P.png

cr.Hp.png xx Qcf.png+ P.png

cr.Hp.png xx 360.png+Hk.png

cr.Lk.png xx Qcf.png+Hp.png

meaty Mk.png, cr.Hp.png xx Qcf.png +P.png

meaty Mk.png, cr.Hp.png xx 360.png+Hk.png

meaty Mk.png, cr.Lk.png xx Qcf.png+Hp.png

Mp.png, cr.Lk.png xx Qcf.png+Hp.png

cr.Lk.png xx Qcf.pngQcf.png+P.png

cr.Hp.png xx Qcf.pngQcf.png+P.png

Mk.png xx Qcf.pngQcf.png+P.png

Custom Combos


Unfortunately, his good cc is if they are standing, so blow out ccs are great. Crouching opponents suck. gotta be precise.

  • Standing

Lvl 1 c.mk xx qcf++mp x2, c.hp xx 360+hk

This cc does about 45%, which is awesome for a lvl one. Higher lvls just add more qcf+mps, end with c.hp xx 360+hk for max damage. I think lvl 3 you can get 7 slashes.

  • Crouching

c.mk, qcf+lp, qcf+lp, 360+hk

Actually i been messing around a bit and for most cases you can just qcf+lp, end with 360+hk. No c.hp though, you will be too far. You CAN combo into his 360+p grab, but it does less than the combos above.

.....but at higher levels (depending on distance) you get pushed away, so you have to trip and juggle with hp slash, which sucks, or you can mash random shit, then 360+hk to end. I usually have them standing, so idk lol.

  • AA CC

activate, c.hp, then start juggling with qcf+mp or hp.

Ive had limited success with s.lp into mp scrapes

I'll add more as time goes on, this is just basic shit.

  • Taunt CC

End any CC with qcf+hp, and then hit taunt.

Ex. lvl 1 activate c.mk xxqcf+hp xx taunt

Sodom: any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk

On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk


Match-ups


A2 Icon Adon.png Vs. Adon:

This match up is mainly footsie and normals. Adon has no safe moves unless perfectly distanced and/or when Sodom has no meter. Any jaguar kick should be punished with custom combo or cr.Lk.png xx Hp.png scrape. Any jaguar tooth just jump up and come down with a jump attack, if you have meter it is a free custom from anywhere on the screen. If a Jaguar Tooth does manage to slip by and force you to block you can simply alpha counter. Punish Rising Jaguar as you would any reversal type dp.

A2 Icon Akuma.png Vs. Akuma:

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie:

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash:

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li:

Against jumping chun : chunli can either stick her legs out early or late when she jumps. Sodom can counter in 5 ways :

Jumping back roundhouse - this is just on reaction/prediction. Sodom has an above average air to air roundhouse. Crouching fierce : against chunli who sticks leg out late Throw : against chunli for sticks leg out early Alpha counter : against chunli who sticks leg out early His air catchy thingie : for fun :slight_smile: Against crouching forward chun, try sticking out standing short and fierce at max range. You can also throw in a jab 360 every now and then and it WILL hit Chun from that range. If you have a level 2 or above meter jump straight up. From there you get multiple options

If Chun walks forward you do jumping forward. If Chun tries to crouch forward + roundhouse you can 720 or do rush super. If Chun jumps you block, then throw her ass when you both land. Sodom’s effective range IMO is about 1 to 2 characters outside Chun’s crouching forward range. Mainly you have to use standing fierce and jab jitte scrap to keep her there. Build up that meter and AC anything she throws at you. Chunli can’t CC you from that range.

Another important thing to remember about Sodom is that he can recover roll BACKWARDS. Always always roll backwards whenever you hit the floor. This puts you in your ideal range and Chun has to work her way back in.

Sodom has a solid ground game, but Chun’s j.lk is just insane. Although like you said, positioning is paramount. Sodom CAN counter it although you end up using many flimsy anti-airs depending on the situation. I end up just saving meter for the AC and just trying to stay out of the way of her jump.

Sodom’s C.RH is great. It accents his ground game very well, and is his best mid-range move, IMO. Learn the range on it. His Standing strong and standing forward are also good, and you can cancel the forward into a jab Jitte Slash, then possibly follow it up with a Slide. His crouching short is also important, and every so often I buffer it into his 360+P. This is effective but should be done no more than like, twice a match because it is not a tick and you can be jabbed out of it on reaction. Sometimes I’ll use a standing strong after a crouching short, because it will whack people jumping away expecting the 360. More later.

A2 Icon Dan.png Vs. Dan:

[Loading match-up info...]

A2 Icon Dhalsim.png Vs. Dhalsim:

Pretty tough match up if Sim is good. Good thing in this match up is fp scrape and 360+lk score knockdownson his limbs. 360+lk is to be used from full screen when Sim can only slightly punish. Use to grab a limb from fullscreen and score a knockdown, but only as a last resort (the sim is really keeping you out and you desperately need in).

A2 Icon Akuma.png Vs. Evil Ryu:

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen:

[Loading match-up info...]

A2 Icon Guy.png Vs. Guy:

[Loading match-up info...]

A2 Icon Ken.png Vs. Ken:

Against Ken’s alpna counter, he can 720k back even though he gets HIT by the counter (must be on the ground of course). He ticks very well and his c.SP and c.FP has very good range and priority. His counter has very long range and his slide is excellent as well.

A2 Icon Bison.png Vs. M. Bison (dictator):

[Loading match-up info...]

A2 Icon Rolento.png Vs. Rolento:

[Loading match-up info...]

A2 Icon Rose.png Vs. Rose:

[Loading match-up info...]

A2 Icon Ryu.png Vs. Ryu:

[Loading match-up info...]

A2 Icon Sagat.png Vs. Sagat:

[Loading match-up info...]

A2 Icon Sakura.png Vs. Sakura:

[Loading match-up info...]

A2 Icon Sodom.png Vs. Sodom:

[Loading match-up info...]

A2 Icon Zangief.png Vs. Zangief:

Heavily in Sodom's favor due to the insane range of s.fp and mp scrape. This is the most difficult match up for Zangief and easiest for Sodom when played right. Abuse mp scrape and s.fp. Mp scrape and s.fp beat anything Zangief does except df+rh and df+mk. S.fp will lose to PPP, but mp scrape beats PPP and KKK. If Zangief is spamming df+hk you can get free jump ins. You should save all meter for alpha counters only, when Zangief does get in simply alpha counter (which is mp scrape) and you are back to zoning. If you get knocked down or grabbed with no meter Gief can win the match fairly quick, so don't let Gief get in. Keep in mind that Sodom cannot anti air Gief and cannot contest command throws.

Miscellaneous


Tengu Walk Glitch

If Sodom does his Tengu Walk (412+K) while falling, it gives him his throwbox back on the way down and he can be air thrown before hitting the ground.
--Veri7as September 2021

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief