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
  • s. FP does a ton of guard damage
  • 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 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 are generally not great 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, so be careful
  • 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.
  • c. FP must be done fairly early as anti-air, or it will get beat out by high priority jump-ins
  • Must be cognizant of spacing and distance to the corner when doing custom combos
  • 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