シスカ
SISCA
PERSONAL Magic institutions combat troops belong.Berkeley United Kingdom bornCool woman soldier in the calm.It killed the lover to Caligula, follow the Caligula for revenge.It hopes to revive a lover, but to conflict with the wonder really good.Get into the tower for research.
PROFILE
height173cmweight55kg
age26birthdayOctober 27
likerain
Haterain
COMMAND
AAmagami (Keep press)
B/CEnjaku (+Air)
DSakanade
B/CKari
AChiname
BDatto
BUthusemi
CKangai
CKawasemi
CKithuneyuri
DKuroseppu
DKoukoku
DShokogaisen
DFarewell present
IMAGE (Normal)
A
Easy to use in the combo.
Aerial from AShort B.
--
Short B
Easy to use in the combo.
Aerial from AShort B.
--
Long B
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
D
Easy to use in the combo.
Aerial from AShort B.
--
A
Easy to use in the combo.
Aerial from AShort B.
--
B
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
D
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
C
Easy to use in the combo.
Aerial from AShort B.
--
IMAGE (special)
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
COMBO
Basic combo.
ACD


Dash slip through.


To aim the turning in Enjaku(C).
Shisuka that make always the turning aim situation is important.
Enjaku(C)CD


Yusabure the guard direction Kari(C)Kithuneyuri(D).


From throwing the rear in the Kari(C) you put around to the back side of the opponent.
A variety derived from Kari(C) can be left and right of the shaking.


You can use derived technique of Kari from the back step.
You can attack while avoiding the opponent's attack.
Back stepKoukoku(D)BCD


Evolved cooperation
You can use derived technique of various types of geese at the time of JD Hits.
Part of JDKangai(C) is hit in just good height and hold down the C after pressing D.
AAAir DashJBJCJDKangai(C)Uthusemi(B)


It is difficult, but it is a combo of in the middle.
ABCKarI(B)Kangai(C)Uthusemi(B)
ACDAir DashJBJCJDEnjaku(JB)
KarI(B)Kangai(C)Uthusemi(B)


corner
ACKari(B)Kawasemi(C)Chiname(A)BCD
Air DashJBJCJDEnjaku(JB)
CDJDKangai(C)Datto(B)


corner 1 gauge combo
ACKari(B)Kawasemi(C)Chiname(A)BCD
Air DashJBJCJDEnjaku(JB)
CDJDKawasemi(C)Shokogaisen(D)


mind game
Sisca is high turning performance, powerful the break of the left and right from the let down.
In addition, easy to use as a starting derivation of a combo from the Kari, middle distance or more forcibly close at Kari, will continue to loop in a break from the let down at close range.

Habit even less, is a character easy it is to use a simple to do.


Kari (B / C) can be done is derived from out the work to a total of eight of the technique in a variety of button input.
It will function as a base of attack.


Kari is there is a B and a C version.
B (B) is moving distance is almost no, because the stagnant long in the air the other party you can wait to move in the air. In addition, Kari derived can be done immediately.
C (C) can be moved a long distance, you can use as the approach means to the other party. Slip also serves as a turning so. However, it takes some time until the goose can be derived.


Can be derived from the Kari back step, you can counterattack the opponent while avoiding the attack.
However, in order to attack while moving in the back, it does not hit the first attack as long as the other party does not stay away.


A derivative is easy to use as the approach means, you can attack while avoiding an opponent of anti-aircraft attack.
When the hit is possible until adhesion down from the combo, but counterattack confirm with the squatting guard. It can be avoided in the jump.


The opponent was trying to A squatting guard will be addressed in D derived.
Because it is the middle (guard not squatting), it will be in the lower part (Standing guard not) A derivation and pairs.


A and D derived Both will be addressed in a post-jump.
A is avoided, D is a possible air guard.
For although there is a risk of C derivation inability air guard, please consider as one of the choices.


C derivative is usually used for the person you want to jump.
If the hit is possible combo.
To be avoided by crouching, you use to suit the situation.