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
Gallery
Normals
Commands
Specials
Supers
Alsion III is a mid-range zoning character that suffers from slow movement and limited defensive options. He relies on taking risks and using gimmicks to create openings. Without a meter, he lacks a reliable reversal, making him vulnerable to offensive playstyles.
Offense
Alsion has an overhead that can be confirmed with normals or the super (214214P). To close the gap, use "Dash Knee" (236K), it can be confirmed from 2B or 4A and is safe at max range (except against Saizo’s super). Dash knee can also be used in the air after jA.
Deadly Claw (214K) is a teleport attack usable on the ground or in the air; at close range, 214B keeps Alsion in front while 214D crosses behind. It can be followed by any Super on hit, but is unsafe on block.
Defense
5D is your main anti-air; on airborne hit it causes a ground bounce, enabling corner juggles into super. Back jump C is an effective air-to-air due to its long range.
2C hits low from mid-range and it's also a low profile, allowing you to slip under projectiles
Poison Fog (41236P) is a short-range attack that builds meter and absorbs most projectiles, except Saizo’s kunai.
Supers
Anubis Hug (236236P) is 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) is safe on block depending on the matchup and can be confirmed from back+B or Overhead (A+C).
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.
Replays
- boogerboo9x0 (Alsion) vs WaterTemple (Tia)
- boogerboo9x0 (Alsion/Tia) vs arcadeshock (Saizo)
- Ink-Dood (Alsion/Sho) vs SER SEM LUZ (Sho)
- Nikolaeye (Alsion) vs Joe Gillian (Rila)
Ressources
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