Alsion III
Alsion III is an undead ancient Egyptian. His alter-ego, Atoum, is a mummy-dressed fan of ancient civilizations and a descendant of Alsion III who can use "Pharaoh Taijutsu" techniques.
Colors
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Gallery



Commands
Specials
Supers
Normals
Commands
1st hit cancelable, 2nd overhead
Specials
Supers
Overview
Alsion III is a long range zoning character suffering from slow movement and limited defensive options. He relies on risks and gimmicks to create openings. Without meter, he has no reliable reversal, leaving him vulnerable to offensive playstyle.
Offense
Overhead (A+C): A slow overhead that can be confirmed with normals (breakable) or super (214214P)
Dash knee (236K): Be cautious ! light version lacks knockdown properties. Confirm 236D from 2B or 4A. Safe on block if used at max range except against Saizo's super. Usable in the air with jA > 236K.
Deadly Claw (214K): Usable on the ground and in the air with its ambiguous landing. Up close, use 214B to stay in front, and 214D to go behind. Follow up with any Super on hit. Unsafe on block.
Defense
2C: Low profile. You can use it to pass below projectiles.
Poison Fog (41236P): Short-range attack that builds meter and absorbs most projectiles (except Saizo's kunai).
Back jump C: Effective against long and mid range jumps thanks to its long range
5D: When 5D hits an airborne opponent, they bounce on the ground, allowing a corner juggle into 214214P thanks to its fast startup.
Supers
Anubis Hug (236236P): Usable after as a follow up after Deadly Claw. If it connects, it turns into a grab (up to 12 hits), but the opponent can mash to reduce damage.
Pharaoh Dance (214214P): Alsion performs a quick combo with startup invincibility. It’s safe on block depending on the matchup and can be confirmed from b+LK or Overhead.
Break
Pharaoh Dance (214214P) is his main break option with invincible startup, fast hits, and juggle potential. Deadly Claw (214K) can also break, but use it sparingly as it’s highly punishable.
Ressources
Replays
Meterless combos
- 2B > 236D
- 4A > 4B > 236D
- 4A > 4C > 236B
- 5A > 236D
- A+C > 4D
- 4C > 41236C
- jB > 4C > 236D
Metered combos
- 214K > Super
- 41236C > Super (214214P)
- corner: jB > 4C > 236D > Super (236236P)
Breakable combos
- A+C ❌ 4C / 4A / 4B
- A+C ❌ 5A / 2B
Anti-air
- corner: 5B > Super (214214P)
- corner: 5D > Super (214214P)
Air-to-air
- jA > 236D
- j2A > 236D
- 214K > Super
- jA > 236D > Super