E's Laf/Sisca A-Type

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Sisca

Introduction

Sisca is a swords-woman with a tool for most situations, including a fireball, a meterless reversal, and a command jump. She has great corner carry and okizeme, allowing her to put opponents in either corner whenever she pleases and forcing them to play defensively. Her step dash allows her to pass through enemies, leading to easy left-rights after a knockdown. Along with that, she has a lot of good uses for meter, being able to punish people on a whim with her pillar super (214214a), dump meter for damage using her other super (632146a), or cancel her command jump or DP for mixups and confirms. However, she has below average health and quite average buttons. Along with that, certain match-ups are difficult for her to deal with.

-Pros and Cons-


-Pros-
+ Tools for many situations
+ Strong okizeme that's easy to lead to and easy to combo from
+ Able to use meter as she pleases
+ Corner carry is superb

-Cons-
- Buttons are below average
- Few anti air options
- Below average health

Combos

(Damage, meter gain)

Midscreen

5AAA 623C~6C~6B 5A-6D 214D 6D iad 5A 5C 5AA 6D 623B~6C~6B (1908, 104) - 90% Corner carry. Delay the 6D after 214D to make the IAD easier.

c.5B-5C xx 623C~6C~6B, 5A-6D xx 214D, 6D, iad.5A-5C, 5AA-6D xx 623B~6C~6B (2483, 86) - Same combo with different starter for more damage, less meter gain. Video

5AAA 623C~6C~6B 5A 6D 214D 6C 665A 6D 623C~6C~6B (1492, 88) 100% corner carry combo, sacrifices damage. Can be done with a lot of starters.

5ABC 623C~6C~6B 5A 6D 214D 6C 665C 6C 665C 6C 623C~6C~6B (1811, 66) 100% corner carry with non-auto combo starter. Adds in one more rep of 6C midscreen for a bit more damage.

Throw SC 623C~5A 5A 6C 214D 6C 665C 6C 665A 5C 6C 623C~6C~6B (1923, -61) Requires 1 meter. Carries to corner.

623~4C~6B 5C 6C 214D 6D 665C 6C 665C 6C 623C~6C~6B (2043, 53) Confirm off a crossup command jump mixup. Carries to corner. Video

623~4C~6B 5C 6D 214D 6C 665C 6C 623C~6C~6B (2633, 45) Confirm off a crossup command jump mixup. Side switches. Video


Corner

5AAA xx 623C~6C~6B, 5C-6D xx 236B, 5AA (*) xx 214C, (*) 6D xx 214D, 236A, (*) 5A-5C-5D, 5A-5C-6D xx 623B~6C~6B (2387, 117) - Universal, corner damage off 5AAA. Against smaller characters, you need a slight delay at the points marked (*).

c.5B-5C xx 623C~6C~6B, 5C-6D xx 236B, 5AA (*) xx 214C, (*) 6D xx 214D, 236A, (*) 5A-5C-5D, 5A-5C-6D xx 623B~6C~6B (3002, 100) - Same combo with different starter for more damage but less meter gain. Video OLD COMBOS, 214C DOES NOT ACT THE SAME IN V1.02

5AAA 623C~6C~6B 5A 6D 214D 6C 5C 236B 5A 5B 623B~6C~6B 5AA 5D 5A 5C 6D 623B~5C~5B (2315, 123) Leads to dash oki being on the same side, however, if you end in 623C~5C~5B, it ends up being on the other side. Video

Throw SC 623C~5A 5A 6D 214D 6C 5C 236B 5A 5B 623B~6C~6B 5AA 5D 5A 5C 6D 623B~5C~5B (2814, -19) Leads to dash oki being on the same side if the 623B~5C followup hits early. However, if you delay it, dash oki ends up being on the other side. Video

Move List

Normal Moves

SiscA5A.png 5A

[ Startup: 7 | Active: 8 | Recovery: 7 | Hit: Low | P1: 95 | P2: 100 | PR: 100 | Vantage: -4 | Damage: 280 | Hitbox ]

Kick, can be followed by more 5As for an autocombo.

SiscAf5B.png f.5B

[ Startup: 7 | Active: 3 | Recovery: 18 | Hit: Mid| P1: 100 | P2: 100 | PR: 100 | Vantage: -6 | Damage: 440 | Hitbox ]

Far slash.

Command Normals

Words

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Special Moves

Amagami (236A/B)

Words

Enjaku (214B/C/D)

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Gan (623B/C)

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Datto (B during Gan)

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Utsusemi (6B during Gan)

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Jishi (A during Gan)

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Kankei (C during Gan)

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Kawasemi (6C during Gan)

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Kohyakka (D during Gan, costs 1 super meter)

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Sakanade (236C/D, D version costs 1 super meter)

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Yuri (D during Gan, costs 1 super meter)

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Supers

Tamuke no Hana (214214A)

Words

Shokou Kaisen (632146C)

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Colors

E's Laf
General

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Characters