Moves List
Ground Normals
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/6/9
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
0/+5
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
6/5/12
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
8/4/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(X,V)
|
Frame Count |
15/4/13
|
Block Stun |
+6
|
Hit Stun/Counter Hit |
+7/launch
|
Damage |
18 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)/6(X,V)
|
Frame Count |
18/4/11
|
Block Stun |
+8
|
Hit Stun/Counter Hit |
+9/launch
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/9
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+7
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)4(X,V)
|
Frame Count |
7/4/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
3/+7
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(X,V)
|
Frame Count |
11/5/25
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/launch
|
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/8
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+8
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Chain Cancel |
No
|
Chain Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(X,V)
|
Frame Count (A,V) |
9/4/17
|
Frame Count (X) |
8/6/17
|
Block Stun |
-2(Z,V) -4(X)
|
Hit Stun/Counter Hit |
-1/+3(A,V) -3/+1(X)
|
Damage |
13,15 |
 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/4(A)6(X,V)
|
Frame Count |
7/2/32
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-10/Launch
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/6/7
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+7
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)4(X,V)
|
Frame Count |
9/6/14
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
0/+4
|
Damage |
15,13 |
 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(X,V)
|
Frame Count |
9/13/21
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-/-
|
Air Normals
Damage |
7 |
|
Stun |
1
|
Meter on whiff/hit |
1/0
|
Frame Count |
8/10/12
|
Damage |
7 |
|
Stun |
1
|
Meter on whiff/hit |
1/0
|
Frame Count |
8/10/12
|
Damage |
12 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)6(XV)
|
Frame Count |
8/6/11
|
Damage |
12 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)6(XV)
|
Frame Count |
8/6/11
|
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
8/4/21
|
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
6/2/21
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/9
|
Damage |
5,7 |
 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/9
|
Damage |
11 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
6/8/9
|
Damage |
11 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
6/8/9
|
- Neutral/Diagonal Jump Roundhouse:
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
6/4/11
|
Special Moves
Jigoku Scrape
+
Damage |
11 |
 |
 |
 |
 |
 |
|
Stun |
8
|
Meter on whiff |
4(A)7(XV)
|
Meter on Hit |
3(A)4(XV)
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-6/-
|
Frame Count |
14 |
4 |
26
|
Damage |
12 |
 |
 |
 |
 |
 |
|
Stun |
8
|
Meter on whiff |
4(A)7(XV)
|
Meter on Hit |
3(A)4(XV)
|
Block Stun |
-14
|
Hit Stun/Counter Hit |
-9/-
|
Frame Count |
14 |
6 |
27
|
Damage |
13,11 |
 |
 |
 |
 |
 |
 |
|
Stun |
8,4
|
Meter on whiff |
4(A)7(XV)
|
Meter on Hit |
3(A)4(XV)
|
Block Stun |
-16
|
Hit Stun |
-
|
Frame Count |
14 |
6 |
29
|
Sodom will slide forward, swinging his jitte/katana. The strength of the punch button used determines the angle of the attack.
Butsumetsu Buster
+
|
Jab |
Strong |
Fierce |
Jab |
Strong |
Fierce
|
Damage |
20 |
23 |
26 |
 |
 |
|
Stun |
0
|
Meter on whiff |
3(A)4(XV)
|
Meter on hit |
10(A)16(XV)
|
Frame Count |
1
|
Sodom lunges forward, grabs the opponent, jumps up, then slams them to the ground. The strength of the punch button determines the height and damage. Jab version has the most reach. Fierce the least.
Daikyou Burning
+
|
Short |
Forward |
Roundhouse
|
Damage |
16+4x4 |
16+4x4+3 |
16+4x5 |
 |
 |
 |
 |
 |
 |
|
Stun |
0
|
Meter on whiff |
6(A)9(XV)
|
Meter on Hit |
3(A)4(XV)
|
Block Stun |
-36 |
-50 |
-64
|
Hit Stun/Counter Hit |
-
|
Frame Count (Short) |
17 |
27 |
23
|
Frame Count (Forward) |
17 |
35 |
29
|
Frame Count (Roundhouse) |
17 |
43 |
35
|
Sodom runs forward, both weapons held in front of him. If he makes contact he will pin the opponent with the weapons, dragging them on the ground. After awhile they will catch fire, at which point Sodom releases them. Kick button strength used determines damage, how long Sodom runs and number of hits.
Shirraha Catch
+
|
Short |
Forward |
Roundhouse
|
Damage |
18 |
19 |
20 |
 |
 |
 |
 |
 |
|
Stun |
0
|
Meter on whiff |
3(A)4(XV)
|
Meter on Hit |
4(A)6(XV)
|
Frame Count (Short) |
6 |
24 |
34
|
Frame Count (Forward) |
7 |
26 |
40
|
Frame Count (Roundhouse) |
8 |
28 |
46
|
This counter is very specific as it only works on overheads, avoid using this move.
Tengu Walking
+
Damage |
4x3 |
 |
 |
 |
 |
 |
|
Stun |
2x3
|
Meter on whiff |
4(A)7(XV)
|
Meter on hit |
1x3
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
0/-
|
Frame Count |
15 |
22 |
4
|
Done just before landing after getting knocked down or air reset.
- Reversal Version
- Short Version
Damage |
4x2 |
 |
 |
 |
 |
 |
 |
|
Stun |
2x1
|
Meter on whiff |
4(A)7(XV)
|
Meter on hit |
1x2
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-12/-
|
Frame Count |
23 |
4 |
8
|
Damage |
4x3 |
 |
 |
 |
 |
 |
 |
|
Stun |
2x3
|
Meter on whiff |
4(A)7(XV)
|
Meter on hit |
1x3
|
Block Stun |
-7
|
Hit Stun/Counter Hit |
-6/-
|
Frame Count |
23 |
4 |
8
|
Damage |
4x4 |
 |
 |
 |
 |
 |
 |
|
Stun |
2x4
|
Meter on whiff |
4(A)7(XV)
|
Meter on hit |
1x3
|
Block Stun |
-3
|
Hit Stun/Counter Hit |
-2/-
|
Frame Count |
23 |
4 |
8
|
Reversal only move, unlike the other version there is no invulnerability at the start, button strength determines how many times it hits, slightly faster but the short and forward versions are unsafe only the roundhouse version is safe and it shares the same hit/hurt boxes.
Yagura Reverse
+
Damage |
16 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
0
|
Meter on whiff/hit |
1/0
|
Frame Count |
12 |
4 |
33
|
Basically a standing Tengu Walking, pretty good priority but has limited uses.
Kouten Okiagari
+
Evasive back roll, highly recommended move that very few characters can punish giving Sodom the option to take away oki from alot of the cast.
Super Combos
Ten Chuu Satsu [ A,]:

+
|
Lvl 1 |
Lvl 2 |
Lvl 3 |
 |
 |
 |
 |
 |
 |
|
Damage |
8x2 |
18+36 |
18+36+16
|
Stun |
0
|
Invincibility |
0-4
|
Frame Count |
15 |
1 |
32
|
Meido no Miyage [ A,X]:

+
Damage |
20+14+8 |
 |
 |
 |
 |
 |
|
Invincibility |
0~9
|
Block Stun |
+12
|
Frame Count |
9 |
16 |
8
|
Damage |
16+10+14+8+12+6 |
 |
 |
 |
 |
 |
|
Invincibility |
0~13
|
Block Stun |
-12
|
Frame Count |
9 |
4 |
12 |
8 |
4
|
|
 |
 |
 |
 |
 |
 |
|
Frame Count |
12 |
10 |
4 |
12 |
23
|
Damage |
18+12+14+10+4+26 |
 |
 |
 |
 |
 |
|
Invincibility |
0~24
|
Block Stun |
-5
|
Frame Count |
9 |
4 |
12 |
8 |
4
|
Sodom lashes forward with his weapon of choice in a supersized version of his Jigoku Scrape manuever.
The Basics
Which Ism?
A-Ism
Gains a great level 1 super, but loses too many good normals and is missing his god tier customs.
V-Ism
V-ISM is what takes Sodom from mid tier to top tier. Having access to some of the best customs in the game with the longest activation range changes his threat in neutral significantly.
Also gains access to b. FP and b. MP, which are amazing normals.
X-Ism
His Sais are replaced by Katanas that accentuate some of his pokes. Gets a dope X-ISM exclusive BGM, but never really worth running over A or V Sodom.