Sodom. An American born kabuki fighter who has been obsessed with Japanese Culture since he was a child. Sodom considers himself Japanese to the core, even though his true lineage precludes it. Attempting to make a name for himself he joins the Mad Gear Gang and starts shooting up the ranks. He eventually meets his match in a guy fighter of ninja decent called Guy and is ultimately beaten.
Pros
Cons
Maybe the most oppressive ground game in A3 next to Dhalsim
Slide is ridiculously safe with a silly hurtbox
b. FP has a ton of range and is incredibly difficult to whiff punish
Racks up a lot of guard damage very quickly
b. MP is a short range but very high priority normal that can be used to buffer fierce scrapes
Lots of great anti-air options
Good air grab that does full damage on tech
Gets great oki off successful slides
Jump jab is high priority and difficult to anti-air
Has a unique hop command grab that can be decent for catching more passive players
Daikyo burning is one of the most damaging punishes in the game with amazing corner carry
Strike invincible tengu glitch gives him a pseudo-reversal in certain situations
Backroll allows him to escape many pressure and oki setups after being knocked down
The single longest activate range in the entire game. Can whiff punish just about anything with activates. Don't ever throw a fireball at him if you're not Charlie.
Has a mid-screen V-ISM guard crush string that forces alpha counters
Has untechable infinite setups off all his customs
Big damage off successful crouch cancel juggles thanks to scrapes
Wake-up hop grab can be used to partially escape cross-ups
Scrapes have much worse frame data on block compared to A2 and should be used sparingly
No meterless reversal option in a lot of situations
Very tall/fat hurtbox, making him susceptible to a lot of standing combos and guard crush pressure. Can be difficult to get out of pressure without threat of activate.
Normals are awkward and take some getting used to
Moves that hop over lows can blow up his slide
No DP option-selects means he has to be more careful about when he activates
His counter is awful, and so is his fake tengu. Both overlap with his slide input, which can occasionally end up killing you.
Command grab strings are very risky against V-ISM characters. Use carefully.
Must be cognizant of spacing and distance to the corner when doing custom combos due to him having to side switch or immediately transition to CCs once he hits the corner
Infinite requires very tight crouch cancel execution and a re-activation string at 50%
Setup window for untechable infinite only has a few frames for error and can result in big punishes if you screw it up
Sodom will slide forward, swinging his jitte/katana. The strength of the punch button used determines the angle of the attack.
Butsumetsu Buster : +
Startup:
Frame Count
25
Active:
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
Recovery:
Frame Count
32
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 : +
Recovery Version:
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
Frame Count
8
4
8
3
Frame Count
20
Done 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
Frame Count
4
21
Forward Version:
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
Frame Count
4
8
4
Frame Count
21
Roundhouse Version:
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
Frame Count
4
8
4
8
Frame Count
4
21
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 : +
Frame Count
49
Done before landing after getting knocked down or air reset.
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 :+
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 : +
Level 1:
Damage
20+14+8
Invincibility
0~9
Block Stun
+12
Frame Count
9
16
8
Frame Count
16
8
16
15
Level 2:
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
Level 3:
Damage
18+12+14+10+4+26
Invincibility
0~24
Block Stun
-5
Frame Count
9
4
12
8
4
Frame Count
12
10
4
12
8
Frame Count
25
4
24
Sodom lashes forward with his weapon of choice in a supersized version of his Jigoku Scrape manuever.
Miscellaneous
Invincible Tengu Walking:
There is a small window when doing the tengu walk during an air reset where a bug occurs that gives you strike invincibility throughout the entire duration of the move.
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.