Introduction
Sisca
Sisca instills fear into the opponent when in close range. Until then, she can play evasive and reactionary with her 236B/C command jump along with her unique backdash attributes. She has fast lows with little to no recovery, great air to airs, and multiple defensive moves with rewarding counter hit properties. She's slower on the ground than the rest of the cast, but once she gets a knockdown? That's where the fun begins.
A forward dash that passes through opponents. Eight different followup moves from her command jump. She can choose to land on either side as well. And lastly her 236A; a double slash attack that knocks down and creates a seal on top of the opponent. The seal detonates right as they wake up, forcing them to block. All of this pieced together makes Sisca a menace to the opponent once she gets going.
Strengths
|
Weaknesses
|
- Loopable oki with her seal projectile and left/right mixup potential.
- Versatile command jump/backdash with many different followups.
- Certain specials can be special canceled.
- Meterless reversal on top of a plus on block metered reversal.
|
- Limited ground mobility with the inability to run.
- Most command jump followups can be reliably anti-aired.
- Mid-range conversions require meter to get damage + knockdown.
- Requires constant command jump/backdash movement, otherwise the opponent gets in for free.
|
Character Information
Health
|
10000
|
Backdash
|
37 Frames (2-22 Invincible), Cancelable on frame 16
|
Forward Dash
|
11 Frames
|
Walk Speed
|
6th
|
Run Speed
|
N/A
|
Prejump
|
3 Frames (7 for High Jump)
|
Forward Dash
Sisca cannot run, but instead forward dashes. Sisca's forward dash can pass through opponents, even when they're knocked down. She can also jump cancel or block during her forward dash. The forward momentum of the dash will carry over to the next immediate action.
Back Dash
When Sisca back dashes, she flips backwards into the air and can perform aerial actions. Sisca can also do 236B/C followup moves during the end of the back dash. Many of her grounded normals can be canceled into back dash.
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
460
|
Low
|
4
|
5
|
11
|
+2
|
+2
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: c.B, f.B, 5C, 5D, 6B, 6C, 6D, 2A, 2B, 2C, 2D, Special, Jump, Back Dash
- Quick low kick of the leg.
|
|
c.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
662
|
Mid
|
6
|
6
|
15
|
+3
|
0
|
Throw Invincible
|
Chain/Cancel Options: f.B, 5C, 5D, 6B, 6C, 6D, 2B, 2C, 2D, Special, Jump, Back Dash
|
|
f.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
663
|
Mid
|
8
|
4
|
10
|
0
|
0
|
-
|
Chain/Cancel Options: 5C, 5D, 6D, 2B, 2C, 2D, Special, Jump, Back Dash
- Mid range sword slash that hits farther than you'd expect.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
772
|
Mid
|
12
|
2
|
20
|
-6
|
-2
|
-
|
Chain/Cancel Options: 5D, 6C, 6D, 2C, 2D, Special, Back Dash
Forces standing on ground hit
- A swing of the blade that hits above Sisca's head.
- Can be avoided with low profile moves.
|
|
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
5D
|
1151
|
All
|
20
|
6
|
14
|
Knockdown
|
-2 or -1
|
-
|
Seal
|
1151
|
All
|
66
|
1
|
-
|
-
|
-
|
-
|
Chain/Cancel Options: N/A
- Sisca stabs the opponent and marks them with a seal only on hit.
- The seal detonates shortly afterwards.
- Advantage on block depends if it was blocked point blank or at the tip.
- Fatal Shift: 5D has increased horizontal range (half screen distance)!
|
|
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
691
|
Mid
|
9
|
4
|
19
|
-14
|
-11
|
Aerial Invincible
|
Chain/Cancel Options: 5C, 5D, 6C, 6D, 2C, 2D, Special, Jump, Back Dash
COUNTER HIT!!: Launch
- Sisca hits upwards with her scabbard.
- Doesn't have upper body invincibility like every other 6A, but still works great against jump-ins and safe jumps.
|
|
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
719
|
Mid
|
21
|
6
|
7
|
-3
|
-5
|
Throw Invincible on Frame 3
Lower Body Invincible 1-4
High Profile 1-19
Jump Avoidable
|
Chain/Cancel Options: Special, Back Dash, Any Normal* Forward Dash*, Throw*
- Sisca hops forward and lands with a mid range slash that pulls the opponent in on hit/block.
- 6B has two cancel windows. The early cancel timing can go into specials or back dash.
- Canceling later into 6B's animation lets Sisca also cancel into ANY normal (including itself), forward dash, or throw.
- Because of the pull in effect, you can 6B > 214C and cross-up the opponent even if their back was pressed to the corner.
|
|
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
863
|
Mid
|
22
|
5
|
13
|
+5
|
-2
|
Thinner hurtbox from frame 1-19
|
Chain/Cancel Options: Special, Forward Dash, Back Dash
Forces standing on hit
COUNTER HIT!!: Wall Bounce
Air hit: Wall Bounce
- Sisca leans back, then advances forward with a kick.
- 6C makes Sisca's hurtbox thinner during the startup, making this a great tool to prevent counter pokes.
|
|
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
935
|
Mid
|
14
|
3
|
45
|
Launch
|
-32
|
-
|
Chain/Cancel Options: Special, Back Dash
COUNTER HIT!!: Knockdown
- A far reaching normal for both grounded and aerial targets.
- On hit, launches the opponent and pulls them towards Sisca.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
446
|
Low
|
4
|
4
|
12
|
-2
|
0
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: c.B, f.B, 5C, 5D, 6A, 6B 6C, 6D, 2B, 2C, 2D, Special, Back Dash
- Another low leg kick, this time lower to the ground.
- Has slightly more range than 5A (slightly).
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
662
|
Low
|
9
|
2
|
9
|
+3
|
+3
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: 5C, 5D, 6B, 2C, 2D, Special, Back Dash
- Low slash that doesn't have much reach, but has the benefit of starting frame traps with little recovery too.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1007
|
Mid
|
11
|
3
|
21
|
Launch
|
-10
|
Aerial Invincible
|
Chain/Cancel Options: Special, Back Dash*
- An anti-air slash that moves Sisca forward.
- Primary combo launcher, and great for the areas that 6A can't cover.
- 2C can only be Dash and Special canceled on hit!
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
979
|
Low
|
15
|
8
|
15
|
Hard Knockdown
|
-11
|
Jump Avoidable
|
Chain/Cancel Options: Special, Back Dash
- A stabbing sweep that gives a hard knockdown.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
575
|
All
|
8
|
5
|
10
|
+2 to +8
|
0 to +5
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.B, j.C, j.D, Special
- For when you want speed over damage.
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
647
|
High
|
5
|
3
|
17
|
+6 to +10
|
+4 to +8
|
Crouch Avoidable
Anti-Air Avoidable
|
Chain/Cancel Options: j.C, j.D, Special, Jump
- Sisca swings her weapon above her in the air.
- Her best air to air thanks to Its speed and hitbox.
- Even though it hits overhead, it doesn't hit crouchers on the way down
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
691
|
High/Air
|
10
|
4
|
20
|
+6 to +12
|
+2 to +7
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.D, Special
COUNTER HIT!!: Decreased knockback
- A downward slash that can also cross-up.
|
|
j.D This used to be an overhead. It was dark times for us all This used to be an overhead. It was dark times for us all
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
748
|
All
|
12
|
6
|
17
|
+1 to +3
|
-9 to -14
|
Anti-Air Avoidable
|
Chain/Cancel Options: Special
- Sisca halts her air momentum and swings below her.
- If not canceled into a special, Sisca leaps backwards and lands to the ground on hit/block.
- During the backwards leap, Sisca can perform either an air dash or 236B/C followup moves.
|
|
Universal Mechanics
Ground Throw
A+B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Throw
|
1000
|
Throw
|
1
|
4
|
37
|
Hard Knockdown
|
N/A
|
-
|
Seal
|
1151
|
All
|
66
|
1
|
-
|
-
|
-
|
-
|
- Slashes the opponent and launches them away with fullscreen distance.
- Places a seal on the opponent that detonates as the get up.
- Fatal Shift: Holding the FS Button when performing throw allows you to combo off of it anywhere.
|
|
Air Throw
j.A+B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Air Throw
|
1000
|
Throw
|
1
|
5
|
36
|
Hard Knockdown
|
N/A
|
-
|
Seal
|
1151
|
All
|
61
|
1
|
-
|
-
|
-
|
-
|
- Marks the opponent with a seal and slashes them back to the ground.
- Sisca also lands to the ground afterwards.
|
|
Air Throw
j.A+B During Hitstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
-
|
Throw
|
1
|
-
|
-
|
Hard Knockdown
|
N/A
|
-
|
- Sisca grabs the opponent, bringing them down to the ground.
- Upon landing, slides forward on top of the opponent for extra distance.
|
|
Tactical Guard (Air OK)
B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Parry
|
N/A
|
N/A
|
N/A
|
N/A
|
41 Total
|
N/A
|
N/A
|
Armor 3-24 (Low/Mid/High)
|
Attack
|
800
|
All
|
16
|
2
|
25
|
Knockdown
|
-34
|
Invincible 1-20
|
- Sisca flashes blue and parries incoming strikes/projectiles.
- Coming in contact with an opponent's move, Sisca attacks with a blue blast.
- Time briefly stops when armoring a strike but not a projectile.
- Any special cancelable normal can be canceled into Tactical Guard.
- Armors Fatal Shift attacks on frame 1 and increases the size of the blast.
- Holding the input extends the armor duration while draining the Action and Risk Gauge over time.
- The damage from Tactical Guard is non-lethal, as in it cannot KO.
|
|
Tactical Attack (Air OK)
2B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
Until Landing + 14
|
Launch
|
-22 to -28
|
Invincible 1-14
|
Costs 1 Action Gauge to use
- Sisca becomes invincible on startup, and lets out a green blast.
- Any special cancelable normal can be canceled into Tactical Attack.
- The damage from Tactical Attack is non-lethal, as in it cannot KO.
|
|
Guard Cancel (Air OK)
6B+C During Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
41
|
Launch
|
-34
|
Strike/Projectile Invincible 1-13
|
Costs 2 Action Gauge to use
- While stuck in blockstun, Sisca counterattacks with an invincible blast that knocks the opponent away.
- Guard Cancel is not invincible to throws or supers.
- The damage from Guard Cancel is non-lethal, as in it cannot KO.
|
|
Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
0
|
All
|
11
|
2
|
Until Landing + 21
|
Hard Knockdown
|
-5
|
Invincible 1-12
|
- While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back.
- Only usable once per round.
- Grants two bars of Action Gauge on hit.
- Not invincible to Fatal Shift actions or supers.
- Burst is temporarily disabled from being used when hit by a:
- Throw
- Super
- OTG Attack
- Tactical Guard
- Tactical Attack
- Counter Burst
|
|
Special Moves
Amagami
236A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Double Slash
|
691, 280
|
Mid, Mid
|
11
|
5(9)4(12)
|
1
|
Hard Knockdown
|
-14
|
-
|
Projectile
|
719
|
All
|
40
|
8
|
-
|
-
|
+19
|
Fatal Connection Active
|
Seal
|
1150
|
All
|
56
|
1
|
-
|
-
|
-
|
-
|
- Sisca slashes the opponent twice diagonally, causing a hard knockdown on hit.
- The double slash creates an X-shaped projectile on hit, block, and even whiff.
- After a short delay, the projectile travels forward almost fullscreen. At a fast pace too.
- If the projectile comes in contact with the opponent (hit or block), it turns into a seal.
- The seal isn't placed on the opponent, it instead stays in place where it made contact with the opponent.
- The seal detonates shortly afterwards.
- The projectile and seal disappears if Sisca is hit or grabbed.
- Fatal Shift: If the X-shaped projectile didn't hit the opponent, the projectile will linger as an active hitbox before traveling forward.
|
|
Amagami
236[A]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1365
|
Mid
|
11
|
5(9)4(7)2
|
13
|
Knockdown
|
-24
|
-
|
- The double slash creates an X-shaped projectile on hit, block, and even whiff.
- After a short delay, the projectile travels forward almost fullscreen.
- When the double slash connects, it launches the opponent further away used more for midscreen oki off 2D compared to 236A
- If the projectile comes in contact with the opponent (hit or block), it turns into a seal.
- The seal isn't placed on the opponent, it instead stays in place where it made contact with the opponent.
- The seal detonates shortly afterwards.
- The projectile and seal disappears if Sisca is hit or grabbed.
|
|
Kari
236B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
-
|
-
|
5 Total
|
N/A
|
N/A
|
Throw Invincible on Frame 11
High Profile 4-40
|
- Sisca gracefully flips forward into the air, and slowly falls back to the ground.
- The flip passes through opponents.
- Can cancel into 214B, 214C, Tactical Guard, Tactical Attack, and 236B/C followup moves.
- Fatal Shift: Any followup move after 236B will also be Fatal Shifted.
|
|
Kari
236C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
-
|
-
|
18(14) Total
|
N/A
|
N/A
|
Throw Invincible on Frame 11
High Profile 12-40
|
- Sisca performs a fullscreen leap at a much lower angle than 236B.
- The leap passes through opponents.
- In comparison to 236B, the leap takes more time for Sisca to leave the ground.
- 236C when done close to the opponent causes Sisca to leap into the air faster.
- Can cancel into 214B, 214C, Tactical Guard, Tactical Attack, and 236B/C followup moves.
- Fatal Shift: Can cancel immediately into aerial actions or 236B/C followup moves (which will also be Fatal Shifted.)
|
|
Chiname
236B/C ~ A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1079
|
Low/Air
|
28
|
1
|
22
|
Hard Knockdown
|
-1
|
Invincible 1-17
Low Profile 20-47
Jump Avoidable
|
- Sisca vanishes from the air, becoming invincible on frame 1.
- She then reappears on the ground and rushes forward with a low slash.
- If Sisca crosses-up the opponent with 236B/C and attacks from the other side, the slide launches the opponent higher and becomes safe on block.
|
|
Datto
236B/C ~ 5B You're not Blocking. Good Retreat Option. You're not Blocking. Good Retreat Option.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
N/A
|
N/A
|
22 Total
|
N/A
|
N/A
|
Invincible 1-18
|
- Sisca vanishes from the air, becoming invincible on frame 1.
- She then reappears behind her original location.
- Good for faking out a 236B/C > A or to simply retreat.
|
|
Utususemi
236B/C ~ 6B You're NOT blocking. You're NOT blocking.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
N/A
|
N/A
|
25 Total
|
N/A
|
N/A
|
-
|
- Sisca dives diagonally downwards back to the ground.
- Can make some ambiguous cross-up shenanigans with this.
|
|
Kanuki
236B/C ~ 5C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
236B/C ~ 5C
|
1367 (1511)
|
Mid, Air Unblockable
|
7
|
5
|
Until Landing + 18
|
Knockdown
|
-26 to -23
|
Crouch Avoidable
Anti-Air Avoidable
|
Seal
|
1151
|
All
|
66
|
1
|
-
|
-
|
-
|
-
|
Chain/Cancel Options: Special (except 236B/C > 5C/6C, 236B/C > 2C), Super
Wall bounces if close to the corner
COUNTER HIT!!: Tumble
- If it hits as Sisca crosses up it does more damage!
- A linear horizontal slash that has good reach.
- Great air to air against those who try to jump when they see 236B/C.
- Has to be done low to the ground to even hit standing opponents however.
- Fatal Shift: Creates a seal at the tip of the slash.
|
|
Kawasemi
236B/C ~ 6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1295
|
All
|
6
|
4
|
Until Landing + 26
|
Knockdown
|
-31 to -22
|
Anti-Air Avoidable
|
Chain/Cancel Options: Special (except 236B/C > 5C/6C), Super
- Sisca shifts her air momentum forward and does a sword strike that tumbles the opponent on hit.
- Great combo tool to have in the corner.
- On counter hit, the opponent tumbles for a longer period of time.
- Does more damage if Sisca crosses up with it mid combo!
|
|
Kitsune Yuri
236B/C ~ 2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
287, 798
|
All
|
9
|
1(11)5
|
Until Landing + 14
|
Knockdown
|
-13 to -15
|
-
|
- Sisca moves slightly forward in the air and does a vertical slash.
- Afterwards a subsequent horizontal slash appears beneath Sisca.
- Chain/Cancel Options: Special (except 236B/C > 5C/6C), Super
- Wall Bounces if done in the corner.
- On counter hit, the opponent is launched even higher.
|
|
Kokusetsu
236B/C ~ 5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1695
|
All
|
21
|
5
|
Until Landing + 6
|
Hard Knockdown
|
+1 to +13
|
Anti-Air Avoidable
|
- Sisca flips backwards in the air and performs a multi-hit diagonal slash that pulls the opponent in on hit/block.
|
|
Koukoku
236B/C ~ 6D Her only "Grounded" Overhead Her only "Grounded" Overhead
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Slash
|
849
|
High/Air
|
20
|
3
|
Upon Landing + 20
|
Hard Knockdown
|
-11 to -9
|
Anti-Air Avoidable
|
Seal
|
1151
|
All
|
-
|
1
|
-
|
-
|
-
|
-
|
COUNTER HIT!!: Ground Bounce
- Sisca shortly pauses in the air before diving diagonally downwards with a slash.
- Marks the opponent with a seal on hit. The seal detonates shortly afterwards.
- A great ender so that Sisca's pressure can continue after the knockdown.
|
|
Sakanade
236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
Unblockable
|
22
|
2
|
28
|
Hard Knockdown
|
N/A
|
Jump Avoidable
Fatal Connection Active
|
- Sisca spins her sword and stabs the ground, creating a small **unblockable** shockwave in front of her.
- The damage dealt is converted into recoverable health. 236D can still KO the opponent if they're low enough.
|
|
Fatal Shift Sakanade
F236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1069
|
All
|
23
|
2(1)17
|
9
|
Knockdown
|
+13
|
-
|
- Four eruptions spawn from the ground one by one, launching the opponent on hit.
- The unblockable shockwave still occurs at the beginning of the attack.
|
|
Enjaku
214B (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Ground
|
835
|
All
|
8
|
2
|
37
|
Launch
|
-26
|
Invincible 1-6
Anti-Air Avoidable
No Pursuit
|
Fatal Shift Ground
|
951, 196
|
All
|
8
|
2(19)2
|
0
|
Launch
|
0
|
Invincible 1-46
Anti-Air Avoidable (First hit)
No Pursuit
|
Air
|
878
|
All
|
9
|
6
|
Until Landing + 18
|
Launch
|
-22 to -10
|
Lower Body Invincible 1-17
Anti-Air Avoidable
|
Fatal Shift Air
|
980
|
All
|
8
|
6(54)6
|
0
|
Knockdown
|
-9 to -15
|
Invincible 3-42
Anti-Air Avoidable (First hit)
|
- Sisca quickly flips into the air and does an invincible circular slash around her.
- The air version moves Sisca towards the opponent, even from a cross-up.
- Instead of full invincibility, the air version has lower body invuln.
- Fatal Shift: Grounded DP's slash expands in size for a second followup hit immediately after the initial attack.
- Aerial DP leaves a circle where it was performed, detonating after a certain time. Disappears if Sisca's hit.
- Neither of the two versions can be canceled on hit/block.
- Grounded DP still has No Pursuit when Fatal Shifted.
|
|
Itami
214C (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
719
|
All
|
14
|
3
|
21
|
Hard Knockdown
|
-6
|
Throw Invincible on Frame 1
High Profile 3-31
Low Profile 32-43
Anti-Air Avoidable
|
Cross-Up
|
1295
|
All
|
15
|
2
|
21
|
Hard Knockdown
|
-1
|
Throw Invincible on Frame 1
High Profile 3-31
Low Profile 32-43
Anti-Air Avoidable
|
- Sisca quickly leaps forward, passing through the opponent if close enough.
- Attacks with a double-sided slash that becomes enhanced if you cross-up the opponent with the back hit.
- The back hit of 214C that causes the crossup becomes active one frame after the front hit.
- On counter hit, the opponent is launched up higher to where you can followup.
|
|
Super Moves
Offering Flowers
214D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1359, 822
|
All, All
|
8
|
5(16)7
|
17
|
Launch
|
-20
|
Invincible
|
Fatal Shift
|
1959, 879
|
All, All
|
8
|
5(16)7
|
17
|
Knockdown
|
+6
|
Invincible
|
Costs 2 Action Gauge to use
- Sisca stabs the ground and attacks with a pillar of light in front of her.
- A giant star is then formed at the top, shortly bursting afterwards.
- Fatal Shift: The pillar of light tracks the opponent and is placed on top of them, regardless of distance.
|
|
Shokougaisen
236B/C > 2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
2773
|
All
|
-
|
1
|
Until Landing + 22
|
Hard Knockdown
|
-10
|
Invincible
Anti-Air Avoidable
|
Fatal Shift
|
3100
|
All
|
-
|
1
|
Until Landing + 22
|
Hard Knockdown
|
-10
|
Invincible
Anti-Air Avoidable
|
Costs 2 Action Gauge to use
- Sisca dives downwards to the ground, becoming invincible on startup.
- On hit, she'll perform the classic sword sheathing strike.
- Fatal Shift: Receives two additional hits which increases Its damage. Launches the opponent higher, allowing Sisca to convert afterwards.
|
|
Combos
R3ality's Sisca Beginner Combos (Outdated)
Jiv's Sisca Combo Compilation (Outdated)