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Soul Calibur
Kilik Guide
version 0.5
written by Sherwin Tam (
[email protected])
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---CONTENTS---
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Introduction
Version Changes
Conventions
Move List
A Moves
B Moves
K Moves
G+K Moves
A+B Moves
A+K Moves
B+K Moves
8-Way Run Moves
Throws
Monument Moves
Legend Rush Moves
Basics
Kilik Analysis
Arcade vs. Dreamcast
Ranges
Sidestepping/Running
Crouching
Lying Down
Defense
Blocking
Guard Impacts
Interrupts
Evasion Attacks
Repel Attacks
Offense
Juggling
Ground Hits/Wake-Up Games
Disclaimer
Credits
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---INTRODUCTION---
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This is my guide to Kilik, the first character I learned how to play in
Soul Calibur and still one of my favorite characters, both in terms of his
actual background and story and his beautiful staff work while he beats on
hapless opponents. I am by no means a guru or even an expert on playing
the game. I am, however, experienced in writing long rambling guides with
possible lapses in focus. ;) Herein lies my analysis of each of Kilik's
moves as well as strategies on how to play Kilik a little more effectively.
Note that in many cases my comments can also apply to Seung Mina, who
shares some of Kilik's moves. Thus, when I say "Kilik is the only
character who can blah blah blah" I also am silently referring to Seung
Mina when applicable. Sometime in the future I may write a semi-guide to
her, which would probably contain about half cut-and-paste and half new
stuff, as befits her move selection. But first I have to get this one
finished...
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---VERSION CHANGES---
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0.5 (11/22/99): I finally started working on the strategies, starting with
basic analysis and defense. Switched to normal headings, since I couldn't
think of anything witty to use. Also modified some of the move comments
and added the "crouch crawl" inputs.
0.3 (11/1/99): Argh, bad formatting fixes -- this is what I get for
switching editors. Finally got around to starting the strategy section.
Also fiddled around with some of Kilik's hit barrages.
0.2 (10/30/99): Added comments to all the moves, changed a few conventions
around, extra comment in the intro.
0.1 (10/15/99): First version. All I have is the move list with properties
so far, so there's lots more to add.
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---CONVENTIONS---
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--Movement Conventions--
f tap forward [f] hold forward
b tap back [b] hold back
d tap down [d] hold down
u tap up [u] hold up
d/f tap down + forward [d/f] hold down + forward
d/b tap down + back [d/b] hold down + back
u/f tap up + forward [u/f] hold up + forward
u/b tap up + back [u/b] hold up + back
N "neutral"; (no direction pressed on joystick)
Lt "left"; ("u" if your character faces right, "d" if your character
faces left)
Rt "right"; ("d" if your character faces right, "u" if your character
faces left)
QCF "quarter circle forward" (d,d/f,f)
QCB "quarter circle back" (d,d/b,b)
8WR during 8-Way Run
--Position Conventions--
WS while rising from a crouch FU while lying down, facing up
FC while fully crouching FD while lying down, facing down
BK while facing backward FT while lying down, feet toward opponent
DN while lying down HT while lying down, head toward
opponent
Some positions can be combined. For instance, FD/FT means "lying down,
facing down with feet toward opponent," and FC/BK means "fully crouched
while facing backward."
--Button Conventions--
G tap guard button [G] hold guard button
A tap A slash button [A] hold A slash button
B tap B slash button [B] hold B slash button
K tap kick button [K] hold kick button
Note that these are the arcade button conventions. The Dreamcast
equivalents for the default settings are:
G->A B->Y A->X K->B
I happen to be more comfortable with the arcade settings, so those are the
button notations I will use.
--Command Notation--
, "then"; input the first command, then the second
+ "and"; input the first and second commands at the same time
~ quickly input the second command immediately following the first
{ _ } "or"; for example, {f_b} means tap forward or back on the joystick
< the second input can be delayed slightly after the first
= the next command in a sequence; the previous part of the sequence is
the first preceding command with one less level of indentation
--Range Conventions--
H high attack (can be guarded while standing or crouched under)
M mid-level attack (can be guarded while standing; cannot be
guarded while crouching)
L low attack (can be guarded while crouching; cannot be guarded
while standing)
SM special mid-level (can be guarded while either standing or
crouching)
Special this command is a special movement and not an attack
Stance this command is a stance change and not an attack
Cancel this command cancels the previous attack (previous attack does
not finish execution)
Throw standard throw (performed on a standing opponent)
LS Throw left side throw (performed from a standing opponent's left side)
RS Throw right side throw (performed from a standing opponent's right
side)
BK Throw back throw (performed from behind a standing opponent)
LK Throw linked throw (performed after the previous move in sequence)
--Range Modifiers--
U the indicated attack cannot be guarded, repelled, or parried
( ) indicates a modified range for a delayed/charged attack
( *) indicates a modified range as a result of maximum delay/charge
--Special Property Conventions--
GS move briefly stuns opponent when guarded (hit)
PDS Pin Down Stagger leaves opponent in a crouch (hit)
LS Lift Stagger lifts your opponent your opponent slightly (hit)
FAS Forced Axis Stagger turns the opponent (hit)
ST move briefly stuns opponent in some fashion (hit)
T move turns opponent; also covers spins (hit) [# degrees]
KD move knocks opponent down (hit)
FL move floats opponent (hit)
RO move can Ring Out opponent (throws only)
DOS Double Over Stun causes opponent to double-over and fall (hit)
CS Crumple Stun causes opponent to crumple to the ground (hit)
LCS Lift Crumple Stun lifts your opponent your opponent slightly and
they slump to the ground (hit)
BS Bound Stun bounces opponent off the ground, into the air (hit)
FBS Fall Back Stun causes opponent to stagger and fall back (hit)
GI move can Guard Impact attacks (hit, repel/parry H/M/L horz/vert)
{A} throw can be escaped by hitting A. X indicates the escape
depends on the throw input being used.
Note that all staggers inherently imply a guard stun, while moves that
float or do a special stun also imply a knock down.
--Miscellaneous--
GC move can be canceled by hitting G during the attack motion (hit)
SCU move becomes unblockable during a Spirit Charge (A+B+K,G)
RC move recovers crouching
c effect only works on counterhit
nc effect only works with no counterhit
arcade: listing only applies to arcade version
DC: listing only applies to Dreamcast version
1->5 given that hit #1 connects, hits up to #5 of the move are
guaranteed
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--MOVE LIST--
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Format is as follows:
Move Name (Input) / (Other Input) / ...
Hit Level / Damage / Special Properties
Comments:
--A Moves--
Bo Rush Combo (A,A,B)
H,H,M / 17,20,30 / GS(3), FL(3), 1->2, 1c->3
Comments: One of the stranger basic strings in the game. Kilik's A,A,B has
is the least horizontal of any A,A string of any character. Kilik
instead has some tracking ability and will turn to face a character
during the first two swings, which doesn't work quite as well to catch
opponents sidestepping as normal A attacks. Bo Rush Combo redeems
itself, however, with its last hit; it is the only basic string that ends
with an uppercut, and furthermore the uppercut is guaranteed if any of
the hits connect on counterhit. Tacking one of Kilik's guaranteed air
combos at the end means that the full combo can do 100+ damage on
counterhit and shave off 40% of your opponent's life bar, making it an
attractive option despite its weaknesses.
Bo Rush Feint (A,A~{d_u})
H,H,Special / 17,20 / 1->2
Comments: Cancels the uppercut of the Bo Rush Combo with a sidestep. This
Monument-like sidestep will avoid low attacks as well as vertical and
stabbing attacks. It's a nice option to have for opponents waiting to
counter you on the third hit of the normal Combo. Also works quite well
as a bait, since many people will have uncontrollable urges to rush
forward and beat on the seemingly vulnerable Kilik as he feints. Be
prepared with a quick retaliation.
Twin Phoenix (A~A,B)
H,H,M / 17,9,37 / GS(2,3), KD(3), 1->2, 1c->3
Comments: One of the hardest button rolls in the game, since it's hitting
the same button twice instead of sliding with another button. The Twin
Phoenix has the advantage of executing faster than the Bo Rush Combo,
and it dished out some heavy Guard Stun with its hits. All three hits
are similarly guaranteed on counterhit as well. The damage is less and
the last hit doesn't float, however.
Phoenix Feint (A~B)
M / 18
Comments: I happen to like this move a lot. It both retreats and
sidesteps, allowing Kilik to avoid both close range attacks of all sorts
as well as verticals and stabs. The stab is also mid-level and will
catch any opponent who is advancing.
Raging Phoenix (f+A,A,A)
H,H,H / arcade:14,23,23, DC:14,23,33 / GS(3), KD(3), 1->2, 1c->3
Comments: One of Kilik's most potent moves, Raging Phoenix is most useful
in an air combo or as a nasty counter. It comes out extremely fast and
has decent horizontal range. However, its recovery is somewhat slow and
it only hits high, meaning Kilik is in trouble if the opponent manages to
duck. For this reason it is best used as an interrupt or to punish side-
stepping and running opponents. The strong forward component makes this
an excellent Ring Out tool by itself or as part of an air combo.
Cross Bo (f,f+A)
H,H / 23,23 / GS(2), KD(2)
Comments: Slower than many other f,f+A moves from other characters, but it
does more damage than many others as well. However, it is possible to
actually connect on only one hit and deal only half damage. In fact, if
the first hit is the only one that connects, Cross Bo won't even knock
down. On the other hand, having a double attack allows Kilik to weapon
strip an opponent and have a guaranteed follow-up. Cross Bo can Ring Out
to Kilik's right.
Advancing Ling Su (d/f+A,A)
M,H / 24,18 / FAS(2), KD(2), RC
Comments: The first hit is fast and advances, the second is slow but will
sidestep verticals and stabs and will avoid high attacks at the end.
Inner Peace (d+A)
L / 23 / GS, ST, RC
Comments: While not quite as fast as the Lower Bo Slice, Inner Peace has
the nice effect of cutting the opponents feet out from beneath them and
forcing them to stumble, giving Kilik time to press a second attack. It
will also Ring Out to the right if done close to the ring edge.
Lower Bo Slice (d/b+A)
L / 18 / RC
Comments: Fast, low horizontal slice for when speed (and some range) is
required.
Escaping Bo (b+A)
H / 23 / FAS, KD, RC
Comments: One of Kilik's best move counters, Escaping Bo is great for
dealing with slower high, vertical, and stabbing attacks as well as
opponents trying to circle to the right. Kilik's swing covers almost 270
degrees, making it easy to circle around advancing or sidestepping
opponents and thump them on the back. It will also Ring Out to Kilik's
left. The arcade version will knock opponents down right in front of
Kilik when Escaping Bo connects, hitting them farther away on counterhit.
Escaping Bo in the Dreamcast will always knock them farther away, making
it easier to Ring Out with this move.
Cross Tide (b,b+A,A)
M,L / 23,23 / KD(2), 1c->2
Comments: It is incredibly easy to see the second hit coming. More useful
in custom strings and as a counter to circling opponents, as it is
easier to catch opponents on counterhit and guarantee the second hit.
Pounding Stones Feint (FC,A,A+B)
L,M,M,M / 12,18,18,18 / PDS(4), ST(2,3,4), 1->2
Comments: The crouching A canceled into Pounding Stones. The cancel can be
done late enough so that the crouching A will connect and immediately
combo into the Pounding Stones. Not too useful unless you're in a
position to use the crouching A in the first place.
Quick Wave Divide (WL,A)
L / 28 / KD
Comments: As with any jumping move, use with discretion, since jumping will
leave you vulnerable while in the air. Quick Wave Divide come out quite
fast, has great range, and guarantees a ground hit, but of course you
need to jump first. Use it to avoid a low attack, cover a retreat, or
just to confuse the opponent.
Sky Divide ({u/b_u_u/f}+A) / (Hold [G],{u/b_u_u/f}+A)
M / 23, Hold [G]:18 / ST
Comments: Sort of quick, can be used as an alternative advance or retreat
attack. Doing Sky Divide while blocking reduces the damage to 18.
Ling Sheng Slash (WS,A)
M / 25 / ST
Comments: Slow to come out, but it has good horizontal range and hits mid.
--B Moves--
Rushing Waterfall (B,B)
M,M / 20,24 / 1c->2
Comments: Has good range, is fast, and will hit ground opponents. Both
swings are guaranteed if the first hits on counterhit. However, the
swingsare quite large and easily seen. The second swing can be Guard
Impacted if the first swing is blocked. Vary use of the first swing with
d+B; these two moves look identical, the only difference being the sound
that Kilik makes.
Sheng Mirage Kick (B~K)
H,M / 18,18 / ST(2), SCU, 1->2
Comments: Useful as a space maker, since the Guard Stun on the second hit
will push the opponent back regardless of whether it does damage, and the
stun on the second hit is pretty long. The aim of the second hit seems
to have been improved in the Dreamcast version.
Bo Thrust (f+B)
M / close:20, far:24 / close:GS, ST
Comments: Kilik's long range poke move. Great range, comes out fast. Use
it to make sure all those pesky long range opponents don't do whatever
dastardly thing they wanted to do to Kilik.
Lower Bo Feint (f+B~d)
L / 28 / GS, ST
Comments: The low poke here extends a bit past Kilik's body and it also
moves Kilik forward. Useful as a method to approach the opponent and for
confusion purposes, as it is difficult to see the low hit unless you are
somewhat familiar with Kilik's moves.
Heavy Bo (f,f+B)
M / 20 / PDS, STnc, KDc
Comments: This great move is fast and has enormous stun and deceptively
long range. Works great as a counter, since it flattens the opponent on
counterhit. It's also one of Kilik's best ground hitters.
Twin Bo Upper (d/f+B,B)
M,M / 17,23 / GS(2), FL(1,2)
Comments: Not that great as an uppercut. Unfortunately the damage of a
normal uppercut has instead been split between two hits, and the results
are not pretty. The first uppercut does little damage, while the second
uppercut recovers slow and doesn't allow for any air combo opportunities.
The damage when both hits connect is comparable to the other uppercuts in
the game, but if you plan to use the uppercut as a juggle only the first
uppercut is used, meaning the damage for the juggle is significantly less
than it should be. This doesn't mean that you shouldn't use the Twin Bo
Upper. After all, even if it doesn't compare with the other uppercuts in
the game, it _is_ an uppercut. Kilik has a number of guaranteed air
combos available which make up for the little damage the first uppercut
does, and the second uppercut is worth using occasionally for extra range
and surprise purposes. Also, unlike any other uppercut in the game,
Kilik moves forward for each of his two hits, so you can use the Twin Bo
Upper to pressure your opponent;the Guard Stun on the second one means
you'll be a bit safer if your sequence is blocked.
Waterfall (d+B)
M / 24 / RC
Comments: Not a bad ground hit and good range. It looks identical to the
first hit of the Rushing Waterfall (the sound Kilik makes is different),
so alternate between the two to keep your opponent guessing.
Advancing Bo (d/b+B)
M / 26 / GS, ST, SCU
Comments: The duck before the attack will allow Kilik to go right through
high attacks with this move. Looks similar to the Lower Bo Feint, except
that Kilik is now hitting mid level.
Phoenix Thrust (b+B) / (b+[B])
M / 42(55*) / MD, GS, KD, arcade:SCU(non-MD only), DC:GI(repel vert), SCU
Comments: Ah, the Phoenix Thrust, Kilik's signature move and a staple of
any Kilik player's diet. It is essential to know when and where to use
this move. The Phoenix Thrust is Kilik's longest range move, allowing
him to reach out and pound many an opponent at long range. The motion
delayed version, although slower, does more damage, is Spirit Charge
Unblockable, and extends even farther, since Kilik will shuffle forward
while he's preparing. Both versions will also Ring Out if the opponent
is at the very edge of the ring. However, the Phoenix Thrust is also
exceedingly linear, despite a tiny bit of tracking adjustment when Kilik
first rears back. Thus, it is best used against crouches, stances and
other non-blocking states, or as a counter to failed attacks. This is
_not_ the move to use when the opponent is running in circles around you,
since you will assuredly miss. There are a few nice properties in the
move. For one, Kilik is considered crouching when he starts this move,
allowing it to go under high attacks. Note, however, that the motion
delayed version adds some extra bo wiggling and thus takes extra time to
crouch, making it less useful for avoidance purposes. Another nice
property is the huge amount of stun that it has, making the Phoenix
Thrust an excellent space maker regardless of whether your opponent
chooses to block or not. And, or course, there's the simple fact that it
knocks the opponent flat on his or her butt and looks stylish in the
process. The Dreamcast version gets a large upgrade to an already
dangerous move. Now both MD and non-MD versions are SCU. More
important, however, is that both versions will now Guard Impact vertical
attacks, making it useful against uppercuts and such as well. The impact
occurs right as Kilik is rearing back in the non-MD version and during
the bo wiggle in the MD version. The window of opportunity for the impact
is exceedingly small for the non-MD version, however, requiring precise
timing. For this reason it is usually best to use the MD version for
Guard Impact purposes, as it has relatively lenient timing, extends
farther, and does more damage (good deal!).
Stream Thrust (b,b+B)
L / close:18, far:23 / close:GS, ST
Comments: Similar in look to the Phoenix Thrust, except that Kilik hits
low. You can alternate between the two to harass opponents until they
figure out they should sidestep or run. The range on the Stream Thrust
is about the same as the Phoenix Thrust, which makes it a great long
range poke, especially given it hits low.
Midnight Sun (Hold [G],{u/b_u_u/f}+B)
M / 23 / PDS
Comments: The range and jumping height of Midnight Sun makes it a good
alternative in cases where you need to hop over an attack and need range,
but you don't want the air time of Yang Falling.
Raven Slaughter (WL,B)
M / 22 / GS, FL
Comments: Slower than Midnight Sun and has a tad less range, but it
floats. Great as a bait while jumping backwards, and it works well as a
low counter as well. Name is somewhat misleading, since the uppercut
looks more like a Ling Sheng Slash and not the Raven Slaughter running
uppercut. However, the float height is the smaller, Raven Slaughter
height.
Yang Falling ({u/b_u_u/f}+B)
M / 33 / GS, KD, SCU
Comments: An interesting jumping move, perhaps the most dramatic in the
game. Kilik does good damage and knocks down while slamming his bo down,
and it's also SCU, making this one of the best jumping moves in the game.
Note that the jump that Kilik makes while executing this move is really
high. In fact, after Kilik raises his legs at the height of his jump he
can avoid both low and certain medium attacks as well, including Kilik's
own Phoenix Thrust, Xianghua's Vengeful Lian Hua, and Nightmare/
Siegfried's Piercing Strike. u/b+B can be used as a defensive strike
against advancing stabs, while u/f+B flies over attacks to deliver the
smack down we all love. While quite difficult to time, there's nothing
like making Kilik fly over Nightmare's sword thrust and flatten the evil-
doer for style points.
Yin and Yang (QCB+B) / (FC,d/b,b+B)
UM / 71 / GC, KD
Comments: Not bad as unblockables go. Kilik is considered crouching while
he's charging up, and the move has a fair amount of tracking. NOte that
it can be started from a crouching position.
Ling Sheng Slash (WS,B)
M / 30 / GS, FL
Comments: This is what Kilik's standard uppercut should have been. Good
damage and good range, and it hits ground to boot.
River Thrust (FC,d/b+B)
L / 15 / GS, RC
Comments: Basically a Stream Thrust from crouching. Less damage and a
tad less range, but still quite useful, since it's still got enormous
reach and it hits low, something opponents might not expect at that
distance as a follow-up to a move that recovers crouching.
Bridge (Lt,B)
arcade:H, DC:H,H / arcade:18, DC:18,18 / GS, arcade:ST, DC:ST(2)
Comments: Kilik does a double sidestep (input plus actual move). The
second sidestep will duck under high attacks and can be delayed a little
from the first sidestep. Useful as a method to circle around opponents
and as a bait, since opponents will undoubtedly want to do something
about Kilik being behind them. However, if you don't use sidesteps in
your normal attacks outside of Bridge it is easily seen. The Dreamcast
version can hit twice, probably due to better collision detection of
Kilik's bo, since the hit comes from his windup before he swings down.
The extra hit only occurs at point-blank range, though, so it's not
practical in battle and is rarely seen.
--K Moves--
Sheng Front Kick (K)
H / 14
Comments: The normal kick is sometimes overlooked as a viable attack in
favor of Kilik's longer ranged, more damaging options. This is a shame,
since this simple attack is one of Kilik's fastest close range attacks,
with little recovery time. It's useful when you just need something to
give Kilik a breather against some opponent who's invading his personal
space.
Sheng Illusion Kick (K~B)
H,L / 14,14 / 1->2
Comments: This move is aptly named, a rarity among the generally
straightforward arsenal that Kilik has; the high kick is great
misdirection that hides the second, low poke. The poke also reaches
farther than the kick, allowing for some trickery by whiffing the kick.
Sheng Lunge Kick (f+K)
M / 24 / arcade:ST, DC:KD
Comments: Somewhat slow to come out but has good range for a kick, since
Kilik steps forward as he starts the kick. The kick will also duck under
high attacks. The Dreamcast version is much better; instead of simply
stunning the opponent as in the arcade, he now knocks them off their
feet, making it a useful Ring Out tool.
Sheng Lunge Kick Combo (f+K~B)
M,H / 23,23 / GS(2), KD(2)
Comments: Kilik's premiere Ring Out move, the Sheng Lunge Kick Combo hits
fast and hard, with little recovery time. The poke with the bo is
particularly fun to watch, considering how much punch it has for such a
small thrust. Extremely useful as a retaliation and in air combos as
well. The kick will also hit crouchers, but the poke will whiff.
Rising Phoenix (f,f+K,K,B)
M,M,M,M / 18,23,22,22 / ST(3), GS(4), FL(4), 1->2, 1c->3, 3c->4
Comments: Makes for a good advancing sequence, since the first, jumping
cartwheel will jump over low attacks and will hit crouching opponents. It
also seems to have some horizontal range and is an acceptable choice
against running opponents. If your timing is exact the cartwheel kick
will even pass under high attacks. The follow-up is a Phoenix Hop.
Yang Hop Kick Cancel (f,f+K,K~A+B+K)
M,M,Special / 18,23 / 1->2
Comments: The third hit of Phoenix Rising has an unusual cancel directly
into a Soul Charge. This of course can be canceled into a Spirit Charge,
and this in turn can be canceled into a throw. This cancel should only
be tried by experts, as the timing is quite difficult. One suggestion
that has been made to make the move easier takes advantage of Soul
Calibur's button buffering; the move can also be done as f,f+K,
[K]~[B]~[A], holding down the previous button to buffer the next input.
The time between the last button presses is very short, short enough so
that the entire sequence is register as simultaneous button pushes (1
frame). Another thing to note about this move is that the peculiar
nature of Kilik's Soul Charge allows him to avoid high attacks as he
crouches and gathers his strength.
Sheng Side Kick (d/f+K)
M / 22 / ST
Comments: Comes out quite fast and works well against close range
opponents, especially as a counter against low attacks, since Kilik
raises both feet while kicking.
Sheng Su Low Kick (d+K)
L / 9 / RC
Comments: Standard low kick, good for interrupts.
Ling Sheng Su Sweep (d/b+K)
L / 22 / RC, KD(ch)
Comments: While not as fast as the Low Kick, the Ling Sheng Su Sweep also
works as a close range interrupt due to its ability to trip opponents on
counterhit. It also has better horizontal range and can catch
sidesteppers.
Biting Kick (b+K)
M / arcade:17, DC:15 / GI(repel H/M vert)
Comments: In the arcade version, Biting Kick was a separate attack from
Biting Heaven. It was faster than the kick from Biting Heaven but didn't
knock down. With the Dreamcast version the Biting Kick is really not as
effective on its own, since its damage has been reduced and it now can
lead into Biting Heaven, and thus should not be used on its own unless
you're using a custom string.
Biting Heaven (b+K~B)
M,M / arcade:14,23, DC:14,40 / GS(2), KD(2), GI(1, repel H/M vert)
Comments: The follow-up to the Biting Kick is distinguished by an extra
sound and an extra stab that knocks down, possibly ringing out the
opponent. However, the kick itself comes out slower. The damage for the
stab has been increased in the Dreamcast version, but with the new input
available you shouldn't be using the old Biting Heaven anymore.
DC:Biting Heaven(alternate input) (b+K<B)
M,M / 15,40 / GS(2), KD(2), GI(1, repel H/M vert)
Comments: The Biting Heaven receives two important improvements in the
console version. First, the damage for both hits has been increased,
with the second hit doing almost double damage. Second, the input has
been modified. The change may seem insignificant at first, but it adds a
lot of versatility to the move. First of all, since the move is
essentially a Biting Kick followed by a stab, the kick now comes out
faster. Also, the stab can now be significantly delayed, all the way
until Kilik's foot starts coming down from his kick, which forces your
opponent to guess the timing if he attempts to impact the second hit. In
fact, you can simply choose not to stab at all. The added speed allows
for Kilik to use this as a shorter version of Mitsurugi's Bullet Cutter,
interrupting opponent attacks and picking up crouchers, as well as its
intended use against horizontal attacks. The added speed even allows it
to be used in air combos, although the speed of the second hit is not
quite fast enough to make it guaranteed. However, there is a strange
problem with this move; since Namco kept the old input intact, if you
enter the input too fast, you'll execute the old version and your attack
will actually come out _slower_. Thus, you must resist the urge to roll
the inputs and make sure you hit the buttons far enough apart to throw
out the faster version. Weird, eh?
Sheng Heh Kick (b,b+K)
M / 28 / PDS, KD
Comments: This kick comes out really slow. However, it does move Kilik
forward as he swings his foot around and can catch advancing or crouching
opponents. Despite the extra sound effect at the end, the recovery time
is excellent; you can often tack a ground hit after a successful hit with
this move.
Ling Sheng Su Sweep (WL,K)
L / 18 / arcade:RC
Comments: There's not too much use for this move, since the Quick Wave
Divide is just as fast and knocks down, in addition to having more range
and doing more damage.
Lian Hua Jump Kick ({u/b_u_u/f}+K) / (Hold [G],{u/b_u_u/f}+K)
H / 18 / GS, ST
Comments: While faster than the other jumping attacks, the high level of
attack makes this jumping kick less than useful as standard attack.
However, the ability to execute this while guarding and the heavy stun
makes it viable as a defensive move against low attacks and opponents who
stick their heads out. Kilik can actually jump over certain medium
attacks similar to Yang Falling, although the shorter range and extra
time he takes to extend his legs makes this much harder to time.
Besides, it's just not as dramatic to see Kilik do a split kick over some
deep stab by the opponent (looks a little goofy, actually).
Phoenix Hop (WS,K,B)
M,M / 22,22 / GS(2), ST(1), FL(2), 1c->2
Comments: This kick is the fastest of Kilik's WS attacks and will pass over
low attacks as well as allow for a guaranteed float on counterhit. More
useful for close range encounters.
--G+K Moves--
Retreating Thrust (G+K)
H / 6 / SCU
Comments: A specialized move, the Retreating Thrust is useless for damage
purposes. However, a hit will automatically make Kilik jump back,
setting him up for a ranged hit or simply interrupting the opponent and
adding more space. Note that it doesn't work too well if Kilik's back is
already against the edge of the ring, since he has no room to retreat.
--A+B Moves--
Phoenix Roar (A+B)
M,M,M,M,M / 14,14,14,14,14 / PDS(5), 1,2->5, 3->5
Comments: One of Kilik's flashiest moves and the showcase of bo users
worldwide, the effectiveness of this move in the game is unfortunately
not as good as it is in real life. The Phoenix Roar is a specialized
move that can only be used effectively in certain situations due to its
properties. First of all, a successful block will automatically block
the remaining hits. With successful hits, all the remaining hits are
guaranteed if any two consecutive hits connect. However, the first
swings is quite slow and can easily be blocked at close range. What's
worse, even if the first hit connects, the second can be Guard Impacted!
This makes the Phoenix Roar incredibly bad as a straight-on attack.
However, Kilik will speed up his swings and slightly increase his range
for the third to fifth hits while walking forward, so all of those are
guaranteed if the opponent is hit. Thus you have the strange situation
where you _don't_ want the first hit to connect sometimes, because it is
much more difficult to block the third hit if the second connects. The
primary use of the Phoenix Roar is as a defensive measure or fake against
an advancing opponent; the extended range of the last three swings can
catch opponents who try to advance on Kilik while he is still swinging
his bo. Other ways to use this move include crouch pounding; since the
crouched opponent must guard and stand up from the crouch, this makes it
easier for Kilik to score the necessary second consecutive hit if the
opponent is too slow to rise. Phoenix Roar can also be used for some
spot defense if for some reason the opponent jumps towards Kilik. Bear
in mind, however, that the range of this move isn't great, especially the
first swing or two; opponents with similarly long weapons can simply hit
Kilik out of his swing without endangering themselves. Using this as an
attack against standing or watchful opponents is also problematic;
standing opponents have ample time to retaliate after the move is over
(though you have the opportunity to Guard Impact), and watchful opponents
who don't rush in can instead run around you and cause all sorts of
havoc. Thus, limit uses of the Phoenix Roar to the occasional instance
when you think the opponent isn't expecting it; constant use of the
Phoenix Roar will result in Kilik receiving a severe beating against a
competent player.
Biting Phoenix (f+A+B)
M,M,M,M,M / 18,18,9,9,14 / KD(5), 1nc->2, 1,2->5, 3->5, 2c->5
Comments: Similar to Phoenix Roar, the Biting Phoenixis safer but more
linear. The Biting Phoenix allows the opponent to block if the first two
hits connect. However, provided you connect with the first one, the
second hit cannot be Guard Impacted. The one thing to make sure when
using this move is to never whiff, since Kilik will be stuck in one place
for a long period of time. However, at the same time the most effective
use of the Biting Phoenix is as an interrupt or against advancing
opponents, and you again want the first hit to miss so that the rest will
be guaranteed on counterhit. This creates an interesting dilemma, where
you will either want to use this at a close enough range to not miss and
prevent a retaliation, or you want to catch an opponent in the middle of
some dastardly plan and intentionally start the move a tad farther,
hoping the opponent will run into your waiting bo.
Phoenix Flare (b+A+B)
M,M,M,M / 17,17,17,17 / 1->4
Comments: The slowest of Kilik's multi-hit barrages, the Phoenix Flare has
a number of properties that can be useful if you indeed connect with it.
Unlike many of the other moves of this type, all four hits are guaranteed
if the first hits, provided the opponent is hit straight on. The range
is pretty good as well, and it can hit opponents on the ground. Thus, it
can be used to pound crouchers, rising opponents, or any other situation
where the opponent has trouble defending. You can also use the lack of
speed to your advantage in Guard Impact exchanges; if your opponent
misses their attempt, they will eat the 68 damage as a penalty. Lastly,
if you don't manage to hit, you have the nice option of canceling this
move into the Raven Slaughter Thrust.
= Raven Slaughter Thrust (B,B)
Cancel,M,M / 34,20 / GS(1,2), FL(1), ST(2)
Comments: The Raven Slaughter Thrust can be used to cancel the Phoenix
Flare at any time before the last hit. If you hit B before the second
hit, the Phoenix Flare will only hit twice before canceling into the
Raven Slaughter. Hitting B any later will let the Phoenix Flare go
through all four hits. However, Kilik will pull short the last swing,
so unless the opponent is really close the delayed cancel will not
guarantee the Raven Slaughter as the early cancel will, making the
early cancel a better option if the Phoenix Flare connects due to the
guaranteed air combo possibilities. The thrust should only be used
sparingly and never when the uppercut hits.
Tricky Bo (d/f+A+B) / DC:(FC,[d/f]+A+B)
L,LK Throw / 9,16,19, BK:10,45 / {A}
Comments: The first of two painful-looking linked throws that work at close
range. The Tricky Bo can be distinguished from its counterpart, the
Dirty Bo, from its extra sound effect as Kilik prepares to inflict pain
in sensitive areas. Best used as an interrupt, as the throw is
inescapable on counterhit. I listed three damages for the normal
version; the first is always done when the move connects regardless of
throw, the second is always inflicted if the throw is done, and the third
is done if the throw is successful. The throw can't be escaped if it's
done when the opponent is facing backwards, thus the two listed damages.
Note that in the Dreamcast version you can do this move while crouching,
allowing for all sorts of new mayhem.
Lower Bo Smack Down (d+A+B)
L,L,L,L / 9,9,18,18 / 3->4, 1c->4
Comments: Another of Kilik's multi-hit moves, this time low. Kilik will
move forward while he's poking at his opponent's toes, making this less
static than his other hitting frenzies. It also hits all low, making it
harder to block, and will all connect on counterhit. Use as a low
interrupt, poking harassment, or against opponents on the ground,
especially if they're head first.
Dirty Bo (d/b+A+B) / DC:(FC,[d/b]+A+B)
L,LK Throw / 9,20,20, BK:10,40 / {B}, RO
Comments: The other linked throw; vary use between this and Tricky Bo to
make it harder for the opponent to guess the escape. While the Tricky Bo
offers the opportunity for a ground hit, the Dirty Bo will Ring Out
opponents if done while Kilik's back is to the edge of the ring. Again,
you can do this from a crouching position on the Dreamcast.
Pounding Stones (FC,A+B, or FC,A~A+B)
M,M,M / 18,18,18 / PDS(3), ST(all)
Comments: A move from Kilik's kata, which looks like it's intended to hit
multiple opponents. Of course, since there's only one opponent, this
means the second hit will always miss. Pounding Stones by itself isn't
terribly useful, except perhaps as a ground hit. It can also be used as
part of the listed fake with a crouching A.
Heaven Monument (DN,A+B)
M / 42 / GC, PDS, KD, SCU
Comments: Kilik goes from ground to air at Mach speed. Too bad he doesn't
come down nearly as fast... Heaven Monument is so slow as an attack that
it almost never hits unless the opponent is really too busy with some
other attack or action to block. Thus, the major use of this move is
probably the quick getaway possible using the guard cancel, which causes
Kilik to drop backwards after he reaches the apex of his bo climb. Note
that this is probably the only possible method for any character to ring
him or herself out while getting up, because you can drop yourself right
out of the ring if you're too close to the edge.
--A+K Moves--
Phoenix Cross (A+K)
arcade:M,H, DC:M,M / 18,23 / PDS(2), T(2)[90]
Comments: An unusual move. Kilik does an insane twist in the air while
doing two quick swings. The jump will fly over low attacks, while the
two slashes have enormous horizontal range, catching any sidestepping
opponents at close to mid range. The first hit is a close range hit and
can pick up crouchers, while the second is mid range as Kilik advances
and will also knock crouchers in the Dreamcast version. An excellent
defensive move in a variety of situations. The first hit can also be
used to fake Guard Impact-happy opponents; do the Phoenix Cross just
outside of the first hit's range, watch your opponent try to Guard
Impact, nail them with the second hit.
Bo Smack Down (f+A+K)
H,H,H,H,H,H / 18,14,7,7,7,7 / KD(all), any->6
Comments: One of the funniest moves in the game when successful, the aptly
named Bo Smack Down suffers from the same problems as the rest of the
barrages, namely that it leaves Kilik stationary and that blocking will
automatically block the rest of the hits. Add to this the high level,
and you may wonder whether this move has any use at all. The major
difference with the rest of the multi-hit frenzies that Kilik possesses
and the Bo Smack Down, however, is that every hit will knock down, so any
failure to block the Bo Smack Down will result in the opponent dropping
to the floor. Also, all the hits after the first successful hit are
guaranteed; connecting on the first hit results in a guaranteed 60
damage. Thus, the Bo Smack Down is a high-risk move that carries high
reward. When using this move, make absolutely sure that you are within
range; the worst way to use the Bo Smack Down is to completely whiff out
of range, allowing the opponent to circle around you. Having the
opponent duck is slightly better, since you at least have the opportunity
to Guard Impact any retaliation they use. The Bo Smack Down makes an
evil follow-up to a successful Guard Impact; the slight delay before
Kilik starts smacking makes it more difficult to impact and can catch
those opponents that try to regain the initiative. It is also painful
for the opponent if done while the opponent is pinned against the edge of
the ring; normally it will push opponents away from Kilik, but opponents
pinned against the edge will stay in close range, allowing for some nasty
follow-up combos.
Phoenix Claw (d/f+A+K) / DC:(FC,[d/f]+A+K)
L / 23
Comments: A fast, low scoop that can be used to poke at opponents' feet or
as a ground hit. Hitting lying opponents from the side has the amusing
side effect of actually scooping the opponent up and rolling them away
with a flick of the bo, giving Kilik lots of extra distance. Works from
a crouching position on the Dreamcast.
Wave Divide (d+A+K)
L / 26 / GS, KD
Comments: While not quite as fast as Inner Peace, Wave Divide has as an
advantage a huge horizontal range, making it easier to catch opponents as
they try to maneuver around Kilik. Will Ring Out to Kilik's left if the
opponent is at the very edge of the ring.
Phoenix Tail (d/b+A+K) / DC:(FC,[d/b]+A+K)
L,L / 18,18 / GS(2), KD(2), SCU
Comments: A short range sweep like the Ling Sheng Su Sweep that will always
knock down, but has a large pause. You cannot use this by itself,
because the pause gives your opponent ample time to block low, so it is
best used as part of a baiting custom string, as it ducks high attacks.
Works from a crouching position on the Dreamcast.
Rising Flare (DN,A+K)
L / 33 / GS, KD, SCU
Comments: One of the flashiest moves in Kilik's arsenal, a common crowd
pleaser in Hong Kong movies. The sweep with the bo comes out rather
slow, giving ample time for the opponent to hit you out of the Rising
Flare or to block low. Thus this is most useful when the opponent has
already committed to an action (and the action won't hit you before you
can finish this move).
--B+K Moves--
Rising Bo Feint (B+K)
M / 47 / GC, GS, KD, SCU
Comments: You can't miss Kilik starting this attack, as the windup he uses
is extremely pronounced. This makes the move extremely easy to block if
your opponent is paying any sort of attention. However, the large
advance forward and the low dip he incorporates into the move make the
Rising Bo Feint an acceptable counter against high attacks. Note,
however, that the "Feint" part of the move's name is truly what makes
this move useful. The Guard Cancel of this move is one of the most
pronounced feints in the game and makes Kilik step backwards into his
original position, making the cancel useful for baiting an opponent into
a retaliatory attack which hopefully will run right into your follow-up
attack after the feint. This is especially effective as part of a spirit
charge, since the threat of the feint is especially strong.
Yin Rising (f+B+K)
M,M / arcade:14,23, DC:14,28 / GS(1,2), KD(1,2), 1->2
Comments: It's slow, extremely linear, and has mediocre recovery time. Yin
Rising is also one of the best crouch flatteners in the game. Either of
the kicks will flatten the opponent right at Kilik's feet. Both the
kicks will also hit on the ground, making this a useful tool to roll over
lying opponents. Best used as a counter against low or short range
attacks; Kilik is vulnerable during his cartwheel and can easily be hit
out of his attack, but the move has a strong forward component and will
go over low attacks.
Playful Phoenix arcade:(d/b+B+K) / DC:({d/b_d_d/f}+B+K) /
DC:(FC,{[d/b_d/f]}+B+K)
L / 28 / ST
Comments: A move that is easily seen but harder to avoid, since it isn't
immediately obvious that Kilik is doing all that twisting and turning
only to do a low poke. Use as part of a custom string rather than a
straight attack to give the opponent less time to register what you're
really doing. On the Dreamcast it's possible to do this from a crouching
position, although you must be careful to push the joystick back to
neutral to avoid doing an inadvertant cancel.
= On Ground, Face Up/Head Towards (~[d])
Cancel / (no damage)
Comments: Holding down will cancel the Playful Phoenix and drop Kilik to
the floor. As detailed in the strategy section, this position is
equivalent to Kilik facing backwards, so it's not very useful compared
to the other cancel. It's not as immediately obvious as the face down
version, since Kilik doesn't need to turn over, but the move options
are more limited.
= On Ground, Face Down/Head Towards (~[u])
Cancel / (no damage)
Comments: Holding up cancels Playful Phoenix into a twisting drop to the
ground. This is the most dangerous fake in the game and should only be
used if you're adventurous and can accept the risk. While lying on the
ground in this position Kilik is considered crouched and thus has all
the moves possible from a crouching position available, with the
exception of Pounding Stones, which is replaced by Monument. The
difference, of course, is that while Kilik is lying on the ground he
has slightly more ability to move but cannot block unless he gets up.
This cancel should never be used by itself; doing so just gives the
opponent a free invitation to spank Kilik on the ground. Instead, care
should be taken to incorporate the Playful Phoenix into a custom string
routine, so that the fake becomes more unexpected when you actually
choose to pull it out. Also, never stay stationary after lying down,
since you're going to be dropping to the floor right in front of the
opponent, giving him or her huge incentive to start beating on you;
either start a move to counter the inevitable attack, throw if the
opponent is slow, or roll in a direction.
Phoenix Lunge (b+B+K)
L / 42 / KD
Comments: Similar in use to Xianghua's Vengeful Lian Hua or Mitsurugi's
Wind Hole Vertex, the Phoenix Lunge backs up before lunging forward,
making it an excellent counter against opponents flailing at you at close
range. It does differ from other characters' moves in that the retreat
isn't that big, but again unlike other moves Kilik's advance is low and
passes under high attacks. Not too useful as its own attack, but the
extra range and good damage makes it effective if the opponent is already
occupied.
--8-Way Run Moves--
Many of these are running versions of moves I've already commented on
above, so I in the interests of space I won't repeat those comments.
Cross Bo (8WR,f+A)
H,H / 23,23 / GS(2),KD(2)
Gale Divide (8WR,Rt/f+A,A)
H,H / 28,33 / GS(2), KD(2), 1c->2
Comments: One of the most stylish moves in the game, in my opinion. While
the hits are high and can easily be blocked, the range and horizontal
span of this move allows for a higher chance that it will connect on
counterhit, where both hits are guaranteed. You should of course go for
a counter with this move to ensure that you get the full damage. The
second hit will Ring Out to Kilik's right.
Gale Divide Haste (8WR,Lt/f+A,A)
M,M / 24,33 / GS(2), KD(2)
Comments: The reason this is called Haste is not because it comes out
faster (it doesn't seem to), but because it recovers faster. In fact,
the recovery from the first hit is almost nil, allowing for lots of
custom followups, which, since the second hit isn't guaranteed, is a good
thing. This makes the first hit of the Gale Divide Haste more useful as
a leading attack than Gale Divide; it has lots of range, hits mid, and
can be followed immediately with another move. The second hit will Ring
Out to Kilik's left.
Wind Divide (8WR,{d_u}+A,A)
M,L / 23,28 / GS(2), KD(2)
Comments: One of the few string variations Kilik possesses. The first hit
is fast and has good recovery, while the second is slow and has average
recovery. Mix with Mountain Carve to keep the opponent guessing.
Mountain Carve (8WR,{d_u}+A,B)
M,M / 23,28 / GS(2), KD(2), arcade:SCU(2), DC:GC(2)
Comments: The other variation, where Kilik follows the first swing with a
shortened version of Rising Bo Feint. Unfortunately the Dreamcast
version doesn't have the Spirit Charge option anymore compared to the
arcade, but it does have a Guard Cancel that allows the second hit to act
just like the Rising Bo Feint when you cancel the move.
Ling Sheng Slice (8WR,{d/b_u/b}+A)
L / 23
Comments: Similar to the Lower Bo Slice, except that it's slower and has
more range. Kilik will step forward into a crouch while slicing with his
bo, then return to his previous standing position.
Cross Tide (8WR,b+A,A)
M,L / 23,23 / KD(2), 1c->2
Heavy Bo (8WR,{d/f_f_u/f}+B)
M / 20 / PDS, STnc, KDc
Raven Slaughter (8WR,{d_u}+B)
M / 34 / GS, FL, SCU
Comments: Kilik's third type of uppercut, where he swings his bo full
circle while jumping. The speed and recovery rate (which the heavy Guard
Stun masks) aren't the best, but the damage and range make it quite
powerful at catching opponents as Kilik sidestep or runs.
Phoenix Thrust (8WR,{d/b_u/b}+B) / (8WR,{d/b_u/b}+[B])
M / 42(55*) / MD, GS, KD, arcade:SCU(non-MD only), DC:GI(repel vert), SCU
Stream Thrust (8WR,b+B)
L / close:18, far:23 / close:GS, ST
Sliding (8WR,f+K)
L / 26 / KD
Comments: The standard slide every character possesses. It is possible to
both Ring Out the opponent and to ring yourself out, depending on where
the opponent is and how close you are to the edge when you start the
slide.
Rising Phoenix (8WR,{d/f_f_u/f}+K,K,B)
M,M,M,M / 18,23,22,22 / ST(3), GS(4), FL(4), 1->2, 1c->3, 3c->4
Mountain Breaker (8WR,{d_u}+K~A)
L,H / 20,31 / KD(2), SCU(2), 1->2
Comments: Kilik pauses before doing a quick foot sweep/bo swing
combination. The range of the bo swing is pretty large and can be made
unblockable. Similar to the Phoenix Tail, Mountain Breaker is best done
as part of a custom string to give the opponent more to think about and
consequently less time to block. It has more range than the Phoenix
Tail, however, and does a whole lot more damage, making it more useful at
farther ranges. The bo swing will Ring Out to Kilik's right.
Sheng Heh Kick (8WR,{d/b_b_u/b}+K)
M / 28 / PDS, KD
Yin Rising (8WR,{d/f_f_u/f}+B+K)
M,M / arcade:14,23, DC:14,28 / GS(1,2), KD(1,2), 1->2
Rising Bo Feint arcade:(8WR,{d_u}+B+K) / DC: (8WR,{d/b_d_u/b_u}+B+K)
M / 47 / GC, GS, KD, SCU
Comments: Extra inputs for the Dreamcast (added diagonals).
Phoenix Lunge DC:(8WR,b+B+K)
L / 42 / KD
Comments: This cannot be done while running in the arcade version.
--Throws--
Heaven Monument (G+A)
Throw / 55 / {A}
Comments: Opponent ends up close, Kilik shifts 45 degrees to his left.
Camera, however, does a 315 degree rotation, thus the side (Kilik on
left/right) may shift, depending on where Kilik was before.
Light Breeze (G+B)
Throw / 60 / {B}
Comments; The only throw that does more than 55 damage. Opponent ends up
close, shifts 90 degrees to Kilik's left.
Cutting Sadness (Any Throw)
LS Throw / 55 / {X}, RO
Comments: Only throw that rings out to Kilik's right. Fortunately, due to
the normal direction of parries this isn't that hard of a throw to get.
Opponent is batted away, 45 degrees to Kilik's right.
Summer Gale (Any Throw)
RS Throw / 55 / {X}
Comments: Opponent ends up close, Kilik shifts 90 degrees to his left.
Phoenix Pounce (Any Throw)
BK Throw / 55 / {X}
Comments: Kilik jumps away, ends up at the same angle at long range, space
permitting.
--Monument Stance Moves--
Again, as some moves are repeated not all moves will have comments.
Monument (QCF) / (FC,d/f,f)
Stance / (no damage) / GI(repel horz)
Comments: Kilik's stance doesn't look like it'll stop any horizontal
attack, but it does. In fact, it will stop it from any direction; if
Kilik has his back turned, a QCF will make him turn around and switch
into Monument to deflect horizontal attacks, while a QCB will have him
switch to Monument with his back turned -- and it will _still_ deflect
horizontals! Chances are you won't ever have to use this in battle, but
boy, is it funny to watch. The window of time where the deflection works
is unfortunately not quite as large as the time Kilik can spend in
Monument. Once Kilik has finished positioning the bo, Monument will no
longer reflect attacks, thus forcing Monument to be employed using
reflexes and anticipation rather than letting Kilik just stand with his
bo and wait for the opponent to throw a horizontal attack. It can also
be used to keep the opponent guessing, as there are a large number of
moves that can quickly be done from Monument. Note that Monument can be
done from a crouching position, allowing Kilik to safely stand up in the
middle of a horizontal attack.
False Statue (During Monument Stance,{d_u},N)
Special / (no damage)
Comments: The strange sidestep that is part of Bo Rush Feint can also be
done from Monument. Use it in the same fashion, i.e. to daze, confuse,
and just plain annoy the opponent, and to avoid linear and low attacks.
Inner Peace (During Monument Stance,A)
L / 23 / GS, ST, RC
Advancing Bo (During Monument Stance,B)
M / 26 / GS, ST
Scythe (During Monument Stance,K)
H,H / 18,18 / GS(1,2), KD(1,2)
Comments: The fastest of any of the moves from Monument and virtually
guaranteed if Monument Guard Impacts an attack. Kilik literally vaults
over low attacks to kick the opponent in the face. Scythe may also pass
over some medium level attacks, although the amount of anticipation
necessary for this to work is incredibly high, too high to really
consider in battle (besides, Yang Falling works so much better). Be
careful using this when near an edge; while Kilik can Ring Out an
opponent with this move, it is just as easy for Kilik to vault himself
out of the ring. There are also times when the opponent's act of
blocking will force Kilik sideways and out of the ring after his kick
fails if you are both near the edge of the ring.
Heaven Monument (During Monument Stance,A+B)
M / 42 / GC, PDS, KD, SCU
Comments: You have just as good a chance of hitting the opponent as you do
in the ground version. In other words, very little. On the other hand,
there's nothing like a seemingly pointless cancel to convince the
opponent of your insanity.
Wave Divide (During Monument Stance,A+K)
L / 26 / GS, KD
Rising Bo Feint (During Monument Stance,B+K)
M / 47 / GC, GS, KD, SCU
--Legend Rush Stance Moves--
DC:Legend Rush (b+B~K)
Stance / (no damage)
Comments: The new stance Kilik is given for the Dreamcast is probably the
loudest, most blatantly obvious move in the game. There is absolutely no
possible way for your opponent to miss you revving up this move -- and
therein lies its beauty. The huge commotion that Kilik makes is
precisely why this move is such a great pressuring and faking tool.
Opponents are forced to make a quick decision to either retaliate or
dodge when seeing this move in action, or risk feeling the pain of a
strong unblockable. If the Legend Rush doesn't set up a counterhit,
nothing will. Note that because of the speed and range that Kilik covers
while advancing, you'll need to give him some space to start this move;
after all, if you're already in the opponent's face (and vice versa), you
can't exactly rush forward anymore, can you?
DC:Legend Rush Cancel (During Legend Rush,{Any Direction but f})
Cancel / (no damage)
Comments: All that ruckus Kilik makes while doing the Legend Rush is a
cover for the application of this, the cancel of the rush. If that
sounds strange, realize that this is no ordinary cancel; unlike other
cancels, Kilik remains moving after canceling. In fact, tapping any
direction at any time during the Legend Rush immediately makes Kilik run
in that direction. Add a button press or two and Kilik now is able to
cancel his rush directly into any of his 8-Way Run attacks, with the
except of Cross Bo and Sliding, giving him a great number of options with
which to confound the opponent. I will analyze this new stance more
fully in a separate section.
DC:Legend Rush Thrust (During Legend Rush,B)
M(UM) / 55(71) / GS(non-unblockable), KD, SCU
Comments: The timing for this move bears some explaining. The Legend Rush
Thrust is the only move exclusive to the Legend Rush. The version you
get if you press B during the first two of Kilik's bo twirls in the
Legend Rush is basically the Phoenix Thrust, except that it does the
motion delayed amount of damage and doesn't Guard Impact attacks.
However, once Kilik starts his third round of twirling (when he starts
tracing a tighter circle), the move shifts to unblockable status and does
more damage, as much as Kilik's normal unblockable. It is this version
of the Legend Rush Thrust, or the threat of it, that creates the pressure
from the Legend Rush. Realistically, you will rarely use the unblockable
version of the Legend Rush Thrust, since in most cases the opponent will
not give you the opportunity. However, if opponents become defensive and
refuse to respond to the rush, make them see the error of their ways with
this move. Note also that, similar to the Phoenix Thrust, the Legend
Rush Thrust is SCU, increasing its threat even more, since Kilik won't
even have to wait for the third twirl to throw out the attack.
----------
--BASICS--
----------
The first thing any Soul Calibur player should do is head over to the
official web site, www.soulcalibur.com, and read the system section. The
three subsections (Basic, Advanced, Technical) do a wonderful job of
explaining most of the nuances of the game, and they come complete with
pictures and movies.
--Kilik Analysis--
So, you've decided to give Kilik a whirl, and you don't want to make this a
blind date. What can you expect from the evil-possessed, chest-baring boy
wonder who carries a mirror and a large stick with him at all times and
tells people to listen to the beating of his soul? (Kinky.) First of all,
I'd like to question your taste in dates, but if you're set on him, well...
First off, you need to get into the right mentality. Despite his smaller
size, Kilik falls into the category of slower, long range fighters, along
the lines of Astaroth, Nightmare, and Ivy (a fine, respectable crowd to be
associated with). It's not that he actually is slow; his running speed is
respectable. However, the size of his weapon makes lightning-fast strings
of moves and instantaneous recovery impossible. Kilik is the fastest of
the long range bunch, but his attack speed still pales in comparison to
Taki, Xianghua, and all the others with shorter weapons.
Kilik also has a problem with throwing. It's not that his throw range is
bad; his throw range is strictly average, right under Ivy's throw range and
a bit larger than most short range fighters. However, Kilik is easily
thrown. The culprit here is his stance, in which he extends his left hand.
If Kilik isn't blocking, other characters can grab his hand instead of
having to get a hold of his body. Thus, Kilik has a decent chance at
throwing if the opponent is vulnerable but will usually lose throwing
contests.
Finally, compared to the rest of the long range characters and even the
heavier short range characters, Kilik doesn't do that much damage.
So what does Kilik bring to the table to make him attractive? Well, for
one, he can beat on people with a bo, and, more importantly, looks good
while doing it. He's got style, baby. What more do you need?
As for more quantitative advantages, Kilik has a good combination of range
and speed that allows him to interrupt opponents before they execute their
move or get into range to do something nasty. And while they don't do the
most damage, he has many moves that stun or knock opponents down, forcing
them to restart their attacks and letting Kilik regain the initiative. For
more advanced players, Kilik offers various methods of faking and canceling
attacks as well as a wide variety of ways to go under, over, around, and
through almost any attack an opponent can throw out. Kilik for the most
part is either a beginner's character or an expert's character; a beginner
has an easy time understanding Kilik's moves, while an expert can test his
or her timing and intuition while countering opponents and playing mind
games with the fakes. As the slogan for the Othello board game goes, Kilik
is easy to learn and hard to master.
--Arcade vs. Dreamcast--
Kilik got a big upgrade on the Dreamcast compared to most of the other
characters. I guess Namco thought Kilik needed more improvement than most,
which I partly agree with. On the Dreamcast he hits harder, makes more
noise, and looks better while doing so. Note that most of the changes were
made to benefit the high level players, however; if you don't know how to
consistently land counterhits or how to anticipate attacks to Guard Impact,
then most of the changes won't help you. In other words, the Kilik on the
Dreamcast doesn't require a different style of play; rather, the changes
made simply make him more effective and give him more options for his
faking, retaliatory style, with more damage to final hits, an added cancel
to 8WR,{d_u}+A,B and a new repel added to b+B and b+[B]. Kilik also
received a little boost in his Ring Out abilities with f+K and b+A now
knocking down the opponent a longer distance. Finally, the "crouch crawl"
moves allow for more variety in Kilik's custom strings.
--Ranges--
Kilik has one of the longest ranges of any character in the game, surpassed
only by Ivy. Kilik usually doesn't use the full length of his weapon,
however, so his repertoire of moves at long range is really not that large.
He only uses his full extension for b+B, b,b+B, and f+B. The Dreamcast
also adds the Legend Rush, which when coupled with his Phoenix Thrust
allows Kilik to cross half the ring in a hurry. All of these are still
thrusting moves, however, and can all be sidestepped by a savvy opponent.
The meat of Kilik's moves come at mid to long range, about the same range
that the rest of the long range characters use (except, once again, Ivy).
This is the optimal range for Kilik; one important focus while playing
Kilik is to keep him at his optimal range. This involves possibly closing
with Ivy or knocking back short range characters. You'll want to use
Kilik's speed advantage against long range characters and use his range
advantage against short range characters.
At short range, Kilik is at a disadvantage. He's slower than many of the
short range characters and lacks a fast, one-hit-does-it knockdown move
that some of the other long range characters possess. The focus at this
range should then be to either stun or knock down the opponent and use the
time to re-establish the proper range.
--Sidestepping/Running--
Since Soul Calibur is a three-dimensional game, sidestepping and running in
all eight directions is an important skill to master. Just as important,
however, is when to use these moves. You cannot guard while moving, so
sidestepping and running should be used primarily to improve your position
or to set up an attack. You can also use it as an evasion against
anticipated vertical or thrusting attacks.
Although sidestepping can technically be done in all eight directions, I've
found that trying to use a diagonal while sidestepping is more trouble than
it's worth. Tapping a diagonal is harder to pull off, and the sidestep
doesn't look any different (Kilik still steps sideways and slightly
forward). Thus, you're left with four directions to sidestep: advancing,
retreating, and stepping sideways in either direction. Sidestepping is
most useful in close combat situations. Kilik in particular can benefit by
combining his sidesteps with his moves that naturally involve an evasion of
some sort, i.e. Rt,N,b+A or b,N,b+B+K, to extend the evasion farther.
Running is used at farther ranges and taps into Kilik's running moves.
However, it isn't necessary to actually start running to access these
moves. Quick double taps can access running moves as well. The easiest
ones to pull off quickly are probably the 8WR,{d_u} moves; a simple d,d+B
double tap allows Kilik to pull off the Raven Slaughter from a standing
position. Additionally, running moves can be done using a sidestep.
There's a certain amount of buffering involved, so a d,N,d+B still does a
Raven Slaughter.
The game is also lenient towards diagonal running moves in that the first
of the two taps can contain only one of the component directions. Thus,
the Ling Sheng Slice can be done using a d,N,d/b+A or a b,d/b+A. The
exception to this is that you cannot use a full forward or backward step as
part of the input; the pause can only be done using a sideways step.
This buffering does produce a problem, however; how do you do a normal
diagonal attack after a sidestep if the game buffers sidestep motions? It
turns out you have to sidestep in the opposite direction to make this work,
i.e. to do a d/f+K afterwards you must do u,N,d/f+K, and to do an u/b+B
afterwards you must sidestep d,N,u/b+B. A similar problem occurs when
you're running and want to do a standing move. You must either do a quick
Guard cancel or let the joystick hit neutral before attempting the move.
--Crouching--
Options from a crouch aren't limited to the crouching or while standing
moves. The only moves that aren't allowed from a crouching are moves that
either don't have a joystick motion or have a downward component, like d/f
or d/b. Any other move -- jumping moves, moves using a forward or backward
joystick motion, throws -- are possible from a crouching position. Also,
by tapping up or down (for down you have to let the joystick hit neutral
first) you can get Kilik to sidestep. This can be extended into a running
move by quickly tapping again in the appropriate direction, as detailed
above. The downward tap into a running move in particular can be done
quickly enough to make it seem like Kilik is doing it directly from his
crouch. In fact, if the crouch results from a move that recovers
crouching, a running move can be buffered during the end of the previous
move's animation. Lastly, Monument and Kilik's unblockable can be done
from a crouching position using a quarter circle motion.
The Dreamcast adds an interesting new possibilities to the crouch: a new
input using what I like to call a "crouch crawl," where multi-button d/b or
d/f moves can be done by holding down the direction during Kilik's crouch.
When he starts inching back or forward, he can use certain moves that
normally could only be done standing. All of these moves hit low, which
adds more variety to Kilik's crouch. Particularly insidious are the two
linked throws, d/b+A+B and d/f+A+B, both of which are now possible while
crouching.
--Lying Down--
An analysis of Kilik's options while lying down is important because if the
amount of time Kilik will spend on the ground. Kilik has some of the most
acrobatic moves in the game, which unfortunately means that he spends a lot
of time in the air and subsequently has a higher chance of being knocked
down. Also, he can voluntarily lie down during battle, in case you feel
like you're not getting acquainted enough with the dirt. Thus, you'll need
to know how to get back up again. The lying positions can be broken down
into two categories: Face Up/Face Down and Head Towards/Feet Towards.
Combinations of these categories results in four positions of FU/HT, FD/HT,
FU/FT, and FD/FT. While it may sometimes look like Kilik is lying in a
sideways position, the game simply chooses the closest of the four standard
positions to assign. In fact, when you get up you'll notice that Kilik's
body has somehow magically shifted into a standard position before moving.
There are a couple of standard actions available for Kilik regardless of
his lying position. He can rise in a standing or crouching guard by
holding [G] or d+[G]. However, there's an unavoidable period of
vulerability during his rising animation. He can also roll in four
directions; rolling forwards or backwards will cause him to rise, while
rolling left or right will keep Kilik on the ground for up to three rolls,
with Kilik standing up afterwards. He can Soul Charge. Finally, he can do
a standard throw from any position.
Kilik also has two special moves that can only be done while in a lying
position. These are both good and bad. While they're unique and powerful,
they also replace any of the normal possible moves that use a A+K or A+B
button combination. Both these moves are also possible while Kilik is
rolling sideways, allowing him to dodge a possible attack before starting
one of his own. This is particularly useful for the Rising Flare due to
its large horizontal range; Kilik can roll sideways and still stay in range
to sweep the opponent's feet out from under them. However, the special
moves will not work during a forward or backward roll.
The reason why the lying positions are important is due to the number of
moves available while Kilik is in a lying position. FU/HT and FD/FT have
the same moves as if he was facing backwards. Since Kilik has a much
smaller set of moves when he's facing backwards, these are the less
desirable lying positions. He can only do a basic standing or crouching
attack along with those mentioned above. For this reason the Playful
Phoenix should never be canceled into the FU/HT position because of the
severe move limits.
The FD/HT and FU/FT positions, on the other hand, have for the most part
the same move set as if Kilik is while standing. This also extends to
rolling in any direction. This means that Kilik can do all of his jumping,
while standing, and crouching moves (hold down), except for those that
involve A+K or A+B. However, since the special moves don't work during
forward or backward rolls, moves such as f+A+K, f+A+B, or b+A+B are
possible after rolling. Moves that use forward, double tap forward, or
back are also possible directly from the lying position or during a roll.
Double tapping back will first cause Kilik to roll backwards before he
executes the desired move. For running moves, only the 8WR,{d_u} running
moves are possible directly from the lying position, although they can be
done during rolls as well. Doing d,d+K~A is particulary entertaining,
because Kilik snaps from the ground directly into a standing postion for
the start of the sweep. Double tapping a diagonal and a button input will
cause Kilik to roll before getting up and executing the intended move.
-----------
--DEFENSE--
-----------
In general, defense isn't as effective as a good offense in Soul Calibur.
This isn't because it's not important; rather, there's less benefit from
maintaining a good defense and slipping in a good counter than there is in,
say, Virtua Fighter and Tekken. This is partly due to the lack of true
reversals that enable some characters in those games to be effective in
this fashion and because of the radically different ranges and styles that
characters in Soul Calibur employ. A defensive Maxi or Taki will get
nowhere because their strengths lie in constant attack. Kilik, on the
other hand, has a good set of defensive moves, moves that can effectively
counter a large variety of attacks and force the opponent to restart their
offensive. It is important to note, however, that you cannot simply take
the approach of waiting for the opponent to attack and choosing the
appropriate retaliation and expect to win in this fashion unless you're
psychic or a true master. Doing so is playing into the hands of the
opponent, because you're constantly trying to guess both the attack and the
correct response while the opponent has less pressure in deciding which
attack to throw out. If you're playing a competent opponent, chances are
you simply won't be able to guess correctly every time. Instead, a better
style of play is to pressure the opponent with attacks until you lose the
initiative, then defend only until you see an opportunity to regain the
initiative. Of course, the effectiveness of your defense at that point
determines when (if ever) you regain the initiative, so defense is highly
important to learn as a way to enable your attacks as well as a way to not
take damage.
--Blocking--
Blocking or guarding is the most basic form of defense and the least
effective, since you're only preventing damage to yourself and not
retaliating in any fashion. However, there's invariably going to be cases
where there's no alternative but to block, and blocking is of course better
than being hit.
In Soul Calibur there are two different types of blocking, Neutral Guard
and Active Guard. Neutral Guard is accomplished by simply leaving the
joystick in the neutral position or holding down for a low guard. Neutral
Guard is pretty much worthless in my opinion. It doesn't work for
staggering or quick string attacks, and it leaves you open for weapon
stripping opportunities, especially in the case of Kilik with his wide
stance.
Active Guard is your standard blocking, where the Guard button is held
down. Holding down on the joystick while pressing Guard blocks low
attacks. Blocking is the first defensive skill to learn as a beginner; it
is surprising how many players never get around to learning to block
attacks. (Of course, many of these players also can win simply by
relentlessly attacking, which is another issue.) Once learned, however,
blocking is only used as a last resort. Despite its name, "Active Guard"
is really a passive defense; while blocking, you're not doing anything to
disrupt the opponent's offense. Also, blocking can be defeated by throws
or unblockable attacks, and staggers of various sorts can still push you
around. Blocking also requires a rudimentary knowledge of the opponent's
attacks, or at least the level they hit at.
--Guard Impacts--
The next step above simple blocking is Guard Impacts. These have the
advantage of disrupting the opponent's attacks and giving you a chance to
retaliate. Guard Impacts are great for almost any type of attack provided
you have the right timing. However, there's a large recovery time for
Impact attempts that fail, so they just can't be thrown out at every
opportunity. One thing that must be avoided is trying to Impact _every_
attack that's thrown at you, an approach I and probably many other people
took when I was first learning. This is especially true after you've been
hit by the first attack of a string. It's normally the case that a built-
in string guarantees a number of hits provided one hits, so if you take
damage it's better to block the next few hits and look for an opening later
on rather than try to impact a guaranteed hit. Opponents also (hopefully)
know where their openings are, so occasionally they'll fake or cut their
attacks short, baiting you to try an Impact. Nevertheless, impacting
rewards those who anticipate the speed and level of opponent's attacks and
is a powerful tool for stopping attacks cold.
There are two types of Guard Impact, the Repel and Parry. Repels are done
by tapping f+G for a repel, d/f+G for a low repel; Parries are b+G or d/b+G
for a low parry. It's often been asked why the parry shouldn't be used all
the time, since parries turn the opponent. Repels come out a tad faster
and last longer, making it easier to use in general, especially against
fast attacks. Parries are a bit harder to use but have the effect of
turning the opponent. The amount that the opponent turns depends on the
strength of the opponent's attack. Thus parries are best against heavy,
slower attacks, because you receive the most benefit from the turn.
There's also two different types, a high and low Guard Impact. Highs are
easier to do and will impact both high and medium attacks. Low impacts
have a slightly smaller window of effect and will impact low attacks. Low
impacts will also stop medium attacks, but the timing is very strict; it is
much easier to use a high impact on a medium attack.
Once you get a successful impact, you must think of an appropriate follow-
up. The impact itself doesn't guarantee a free attack, since with few
exceptions any follow-up can be impacted by the opponent. The instant
after your impact, then, turns into a guessing contest between you and the
opponent trying to anticipate your follow-up attack. Here's a number of
things you can do to make sure you get your attack to connect:
Of course, if you don't think your opponent will impact, then any attack
that is fast enough to catch the opponent before they can block again will
work. The best attack here is probably a straight throw or the d/f+B to
float and get free juggle damage. The uppercut also works if the opponent
opts to crouch after your impact.
If your opponent is impacting, then you have a couple of options. One is
to vary your attack level, using a variety of low and medium or high
attacks. Low attacks such as d+A or d+K will go under high Guard Impacts.
d/f+A+B and d/b+A+B also work quite well, and if you catch the opponent
during a high impact they will connect on counterhit, making the throw
unavoidable. Other fast, low options include d/f+A+K, d/b+A, and d/b+K.
With the exception of the linked throws and d/b+K on counterhit, none of
these low attacks will knock down the opponent as a throw or floater will,
but they allow you to score a free hit or force the oppponent to start
attempting low impacts.
You can also vary the speed of your attacks, hoping to trick a trigger-
happy opponent into trying an impact too soon. Almost any attack will work
here, but ones that work especially well involve lots of movement before
the actual attack. In fact, most of Kilik's moves telegraph well, which is
normally a disadvantage but in this case helps Kilik fake the opponent into
impacting too soon. d+A+K, B+K, b+B+K, f+B~d, b+B, d/b+B, b+K,B, d/f+A+B,
d/b+A+B, d+B+K, f+K -- all of these have lots of preparatory animation and
work well in this regard. All of Kilik's multi-hit flurries will also work
here. f+A+K and d+A+B work particularly well in fooling the opponent.
Alternately you can simply use a fast attack such as f+A,A,A or f+B+K after
a slight pause or a step forward. Of course, slow attacks should be
interspersed with faster attacks, else the opponent will start waiting for
your attack before guard impacting, will sidestep, or will even start
trying to attack first.
Related to modifying your speed is sidestepping after your impact and
following with a fast attack. This works particularly well after a parried
heavy attack; it's possible with a judicious sidestep to get to the side or
back of the opponent and follow with a throw or floater.
--Interrupts--
The next level of defense is actually an attack. If you have enough
foresight or have the range, you can forego guarding and use a fast attack
to disrupt the opponent's attack before it executes. The best tools for
this are f+B at long range, d+A and d/f+A+K at mid range, and K, d/f+K, d+K
at short range. All of these moves are quick enough to stop slower attacks
by the enemy. Interrupts can be used alone or as part of an attack
sequence if you expect some form of retaliation. They don't do lots of
damage, but they stop the opponent from doing whatever it was they were
planning. The level of skill needed for an interrupt depends on the attack
the opponent is throwing out; f+B, for instance, is the easiest interrupt
to apply because it depends solely on superior range and speed. d+K, on
the other hand, doesn't have as much range but has a higher chance of
hitting as a low attack.
--Evasion Attacks--
The most dangerous form of defense (for both you and the opponent), evasion
attacks rely on a huge dose of anticipation and enough knowledge about the
attack and Kilik's abilities to choose an appropriate response. Here
instead of speed you use the innate evasive properties of certain moves to
attack your opponent _during_ their attack. Evasion attacks are for the
most part not as fast as interrupts, so you can't just throw them out at
any time unless you expect some serious pain to follow. This makes using
them one of the hardest skills to master. However, Kilik has the most
evasion attacks of any character, so learning how to use these (provided
you think they're useful in the first place) can make your Kilik a
retaliation monster.
The easiest evasions, and ones that are common to every character, is
against attack levels. High attacks (and normal throws) can be avoided
using crouching attacks such as d+A, d/b+A, d+K, and d/b+K. In addition,
Kilik can use b+B and d/b+B to avoid high attacks, or, if there's more
time, slower moves like B+K, d+A+K, and b+A. With exquisite timing f,f+K
can actually evade high attacks as well, provided your reflexes are good.
Lt,N,B will also briefly avoid highs during Kilik's second sidestep.
Low attacks evasions are also common using jumping attacks like u+A or
WL,B. These attacks are flexible in that they can be done to retreat or
advance and, with the exception of u+B, can be done while guarding.
Kilik's set of jumping moves is actually quite good once the disadvantage
of jumping (can't defend during a jump) is taken into account. His u+A,
u+B, and Hold [G],u+B all have good range and hit at mid level. u+K works
at closer ranges and will stun the opponent if it connects. His WL,A is
fast, has good range, and guarantees a ground hit, while his WL,B floats.
However, Kilik doesn't need to jump first to avoid low attacks; his d/f+K,
f,f+K, A+K, and f+B+K all pass over low attacks as well. d/f+K makes a
particularly good reflex evasion for those low attacks you can't anticipate
well in advance. Monument,K and Monument,A+B can avoid low attacks as
well, but are less practical to use in a pinch.
The next type of evasion involves evading vertical or thrusting attacks.
Kilik has a few options besides simply sidestepping to avoid these types of
attacks. b+A is great against advancing and running opponents in addition
to going around verticals and thrusts. Lt,N,B will also avoid non-
horizontals if done fast enough. A~B is exceptionally useful as an evasion
of verticals and thrusts because it causes Kilik to both step backwards and
to the left, placing distance between the opponent instead of advancing as
the other two moves do. Note that with these moves you must take into
account the direction in which Kilik steps to ensure that you don't
inadvertantly put yourself in a position to be pushed out of the ring.
Kilik's most dramatic jumping move, u+B, is a special case. Not only does
it avoid low attacks with ease, but during a brief period after Kilik lifts
his legs during his jump he will also soar over mid level thrusts and
horizontals, depending on the move. This gives you another option when
opponents throw out heavy thrusts, like Nightmare's f+B or Kilik's own b+B.
Instead of using one of the sidestepping moves and possibly being out of
range, you can soar over the move and pound your opponent into the ground.
This move also works as a retreating u+B or u/b+B against unattentive
opponents at close range; with the height of the jump, Kilik will hopefully
fly out of range of the opponent's attack while bringing his bo down on his
or her head. Note that u+K and Monument,K both also can avoid mid level
thrusts, but the window is too small to be useful.
Last are moves that avoid close range attacks. A~B works in this regard,
but the best move for the job here is b+B+K, which causes Kilik to back up
quickly before advancing again with a low poke. The amount that Kilik
backs up can be increased at the expense of speed by buffering b+B+K into a
back step.
--Repel Attacks--
In those instances where an evasion isn't feasible, another option Kilik
has is to use moves with a built-in Guard Impact. All of Kilik's moves
that qualify will repel the opponent, thus I will refer to them as repel
attacks.
The two main repel attacks Kilik possesses in the arcade version are
Monument moves and b+K/b+K~B, both of which repel horizontal attacks.
Monument isn't actually an attack, so it isn't technically a repel attack,
but if Monument is successful a K or A from Monument is fast enough to
catch opponents before they have a chance to react. Similarly, b+K will
hit opponents in range if the repel against high or medium horizontals is
successful, and one or both of the hits in b+K~B will connect if the repel
is successful and Kilik is within range. In this respect these moves are
similar to reversals in other games because they don't allow the opponent a
chance to avoid the attack as they would after a Guard Impact. However,
the attack isn't guaranteed to hit if the opponent is too far. This is
especially a problem for b+K; b+K~B has more range due to the bo strike,
but it's slower than the kick alone. A problem with these attacks, of
course, is that you must read the opponent well enough to be able to throw
out the appropriate repel attack. Repel attacks aren't as fast to come out
as Guard Impacts, so more anticipation is required. This is a problem in
particular for Monument; since Kilik doesn't attack immediately after using
his stance, he's vulnerable after he finishes. Also, the quarter-circle
motion for Monument isn't as easy to do as a simple back or forward tap and
a button press, making the Monument hard to use against fast attacks.
Thus, for close range combat you should rely on b+K and d/f+K to avoid the
low attacks. Monument can be used for slower horizontals at farther
ranges, since the K from Monument covers a lot more ground and has a better
chance at hitting the opponent if the repel is successful.
The Dreamcast version makes a number of improvements to Kilik's repel
attack ability. A new input for b+K~B is added, b+K<B, which allows for
the timing of the second hit to be changed. The nice thing about this new
input is that it extends from the original kick, so the kick is now faster.
If the B is entered quickly, the resulting two hits is actually faster than
the arcade version. What's strange is that Namco opted to keep the
original version intact, so if you hit the buttons too _fast_, you'll end
up with the old version which is _slower_. Quite a strange dilemma. The
other major addition is the damage on the second hit, which is almost
doubled. A successful hit will now do 55+ points of damage. This vastly
improves the versatility and effectiveness of b+K<B, making it more
attractive to use than Monument as a repel attack.
The other major improvement is the addition of repeling ability to b+B and
b+[B]. This greatly increases the number of uses for b+B; in addition to
using it against high attacks and as a long range punisher, you can now
give a warm reception to uppercuts and any other vertical attacks, and the
attack is guaranteed provided the opponent is within range. It's important
to know the differences between b+B and b+[B] in this regard. b+[B] is
slower because of the extra preparation Kilik does, and it doesn't duck
high attacks until the latter half of its animation. However, it has
slightly farther range and does more damage. This in general wasn't enough
to justify its slower speed in the arcade version. However, with the
Dreamcast the extra wiggling of the bo that Kilik does for b+[B] is put to
good use. b+B has a small window for the repel to work, but b+[B] will
repel as long as Kilik is wiggling his bo, making the repel window for
b+[B} much larger. b+B should be used for evasion purposes, while b+[B}
should be used when the intent is to repel a vertical attack.
-----------
--OFFENSE--
-----------
--Juggling--
One of the best ways to increase damage against opponent is to use juggles,
otherwise known as air combos. These are moves that hit opponents while
they're floating in the air, where they can't block. Juggles have been a
staple of three-dimensional and many two-dimensional fighting games for a
long time, and many strategies have been developed solely around
successfully executing a floater (move that floats the opponent in the air)
and destroying the opponent while they're helpless. This works quite well
in certain games because in most cases the damage is guaranteed, provided
the player can do the right sequence of moves to pummel the opponent in the
air. Soul Calibur, however, has a few features that make juggling harder
to do compared to, say, Tekken, where juggling plays a larger role. The
most important of these is air control. Holding a direction will allow you
to move slightly in the direction specified after being hit once while in
the air. This makes life difficult for would-be jugglers, since it becomes
difficult to land the vertical attacks to keep you in the air and in
trouble. It also gives you a chance to avoid a Ring Out, although if
you're already leaving the ring after the floater you're pretty much out of
luck.
The other addition that many other games implement is the decreasing
percentage of damage each new hit does. The sequence of damage for each
air hit after the floater is 79%, 64%, 50%, and 44% for each move
thereafter. Therefore, the best way to do damage in a juggle is to apply
the moves with the most damage first. Unfortunately, these moves usually
are the slowest moves as well. Effective juggling thus becomes a balance
between hitting a few high damage moves or using lots of fast, low damage
moves, with the speed of the character determining the type of juggle
possible. Kilik is pretty much in the former category, his most effective
juggles having only two to three air hits. The following is a list of
Kilik's floaters and juggles that can follow these floaters. Note that
there are numerous other possibilities; however, these are some of the most
effective. There are three different types of floaters, separated by their
recovery times. The juggling opportunities are cumulative,
i.e. the available juggles from one class will also work in the next class.
Damage listed in parentheses are for the Dreamcast version.
-Raven Slaughter Floaters-
These floaters are based off the same Raven Slaughter motion found in the
running move. This uppercut has great range but mediocre recovery time,
thus limiting the juggling opportunities to only the fastest of Kilik's
moves.
Floater Damage
WL,B 22
8WR,{d_u}+B 34
b+A+B,B 68/102*
* Damages listed are for the fast and slow versions of Phoenix Flare to
Raven Slaughter. Note that although the damage for the slow version is
extremely high, since Kilik pulls his last swing it's virtually
impossible to connect with all five hits.
Juggle Added Damage
K +11
f,f+B +16
d/f+K +18
f,f+A +34
f+A,A,A +26/+26(33)/+38(43)*
* Damages listed reflect which of the three hits connect. Usually two out
of the three swings will connect. Thus, the damage listed is for when
the first two swings connect, when the first and third connect, and when
all three connect, respectively.
-Ling Sheng Slash Floaters-
The second class of uppercuts; these have better recovery times and allow
more juggling opportunities.
Floater Damage
WS,B 30
WS,K,B 45*
A,A,B 68*
* Guaranteed only on counterhit. Damage will be more than listed,
depending on the type of counterhit.
New Juggle Added Damage
A~A +20
f+B+K +26(30)
B~K +27
8WR,{d_u}+B +27
d/f+B,B +29[13]*
A+K +30
f+K~B +34
8WR,{d_u}+A,A +37[18]*
8WR,{d_u}+A,B +37[18]*
b+K,B (+39)#
A,A,B +42[27]*
* Not all hits are guaranteed. Damage in brackets is guaranteed.
# Only possible in the Dreamcast version.
-Bo Upper Floaters-
The Bo Upper (first hit of the Twin Bo Upper) standard uppercut is in its
own class, since it has the fastest recovery, making it the easiest
uppercut to air combo.
Floater Damage
d/f+B 17
New Juggle Added Damage
B (part of move) +18
B,B +32[16]*
f,f+K,K,B +57[30]*
* Not all hits are guaranteed. Damage in brackets is guaranteed.
So which of these juggles should you learn? Well, the standard answer is
to learn the most damaging. However, at higher levels opponents will be
able to maneuver themselves out of any juggle that isn't guaranteed, so
ones that are guaranteed will ultimately yield the most consistent damage.
For any floater, f+A,A,A is an excellent juggle. f+K~B is the best for the
Ling Sheng Slash and Bo Upper floaters. b+K,B can be substituted if you're
playing the Dreamcast version, although the second hit will sometimes miss
unless you time it correctly, and it will sometimes allow the opponent to
land in a standing position, preventing any ground hit possibilities. It
is best to learn these juggles by heart for the respective floaters, and to
keep some other juggles in mind for fun and variety. Considering the
number of ways Kilik can launch opponents in the air, juggling should be an
integral part of your repertoire.
Note that these juggles are done assuming a standing opponent is hit.
Crouching opponents can also be hit for slightly more damage on the
floater, but they don't float as high, so slower juggles simply won't work.
Also, there are some wacky juggles that are possible if you catch a jumping
opponent high in the air (For instance, 8WR,Rt/f+A,A and 8WR,Lt/f+A,A can
both juggle if timed properly), but there's no consistent way to convince
your opponent to let you do that sort of thing, so I didn't list them.
--Ground Hits/Wake-Up Games--
Another way to deal easy damage is to hit the opponent on the ground after
they've been knocked down. This isn't quite as lucrative as juggles, since
you can usually only tack on one or two hits before the opponent is able to
get back on his or her feet. However, any free damage is good damage, so
knowing which moves make good ground hitters and which moves you can follow
up with an extra hit is essential. Similar to the juggles, damage on the
ground is a fraction of the normal damage and is dependent on the body part
hit. This ranges from 75% around the toes to 91% around the small of the
back. All the damages listed here assume a 75% damage percentage, so
chances are you'll be doing a tad more in practice most of the time.
First off are the tools of the ground hit trade:
Move Damage Move Damage
d+K / FC,K 7 d+B 18
d/f+A+B 7 f+B~d 21
d/b+A+B 7 b,b+K 21
K~B 10 WS,B 22
FC,B 11 {u/b_u_u/f}+B 24
FC,d/b+B 11 DN,A+K 24
FC,A+B 14 f+B+K 28#
f,f+B 15 B,B 34*
8WR,{d_u}+K 15 d+A+B 42*
b,b+B 17 QCB+B 53
f,f+K 17
d/b+K 17
d/f+A+K 17
* Not all of the damage is guaranteed, since these are multiple hits.
# For some reason the Dreamcast version damage is calculated as if the
second hit does 23 damage as in the arcade version.
Not every move is listed here, but some others that hit on the ground
(Heaven Monument, anyone?) have very little chance of catching opponents
before they rise. Again, the most damaging move is not necessarily the
most useful. For ground hits the more important attribute is speed. For
this reason, f,f+B is in my opinion the best ground hit tool that Kilik
possesses. It's fast and can cover a lot of range if Kilik buffers it into
a forward step. Best of all, because of its counterhit properties it has a
chance of pounding overeager opponents right back into the ground, thus
allowing you to start the ground hits all over again. If the enemy is
close and you don't think you can pull off the f,f+B in time, d+K is also
fast. Other good choices for those with a bit more time include d+B, B,B,
d/b+K, d/f+A+K, and f+B+K.
Next we look at moves that allow for guaranteed ground hits, along with
some suggested followups:
Move Followup
{u/b_u_u/f}+B f,f+B / d+K
b,b+K f,f+B / d+K
WL,A f,f+B / d+K / d+B / d/b+K / f+B+K / d/f+A+K
d/f+B,B$ f,f+B / d+K
f+A+K f,f+B# / f+B+K@ / d/f+A+K@
Monument,K f,f+B# / f+B+K@ / d/f+A+K@
d/b+K* f,f+B / FC,K / FC,B / FC,A+B / WS,B / f+B+K /
DC:FC,[d/f]+A+K
f,f+B* f,f+B / d+K / d+B / f+B+K / d/f+A+K
$ Followup guaranteed only if the first hit does _not_ connect.
* Followup guaranteed only if the move connects on counterhit.
# Guaranteed only if opponent is hit at close range or is near an edge.
@ Guaranteed only if opponent is near an edge.
As you'll notice, f,f+B can be used for any move that guarantees a ground
hit because of its speed and range.
f+A+K offers interesting opportunities for guaranteed hits when the
opponent is close to an edge of the ring. Normally the flurry of hits
pushes the opponent back to the tip of the bo and out of the range of most
ground hits, except for f,f+B if you run in a tad. However, if the
opponent is pinned against the edge of the ring, they won't be pushed out
of range. This, combined with the Crumple Stun, allows Kilik to score
guaranteed attacks during the brief time the opponent remains standing
right before they fall. The best response, of course, is to do something
like d/f+B that will Ring Out the opponent for the win. However, other
fast attacks such as d/f+K can also be done as well as the standard ground
hits. If you're fast enough the opponent won't even fall since you
interrupted them before they hit the ground, which may or may not be a good
thing.
Of course, guaranteed ground hits shouldn't be the only ones you go for,
since it's possible to slip a hit in every time the opponent hits the
ground if he or she isn't careful. Moves such as b+A or f+B+K, any move
that knocks down the opponent and doesn't throw them out of range, are good
candidates for a ground hit followup. Particularly good opportunities rise
at the end of juggles; juggles with f+K~B, for example, can often have a
f,f+B tacked on unless the opponent blocks immediately. Multiple hits can
be used against slow opponents, like the B,B and d+A+B attacks, or simply
f,f+B over and over again.
Speaking of juggles, QCB+B can actually make a decent ground hit if used
immediately after a floater. The extra time in the air gives the opponent
less time to react to the unblockable, and they can't use air control since
you don't hit them while they're in the air; only if they do a quick attack
or immediately roll will they avoid it. Opponents who like to get up
immediately in a block will receive a nasty spanking. Pull the unblockable
out once in a while just to keep opponents on their toes.
So what should you do if your opponent is avoiding all your non-guaranteed
ground hit attempts? This is where wake-up games come in. Here you want
to second guess your opponent and throw out an attack to hit them while
they're trying to rise, which is a little more complicated than simply
taking advantage of recovery time. The opponent has a number of options:
stay still, roll backward or forward, roll sideways, guard, or do a rising
attack.
The easiest situation is of course if they stay still, since you can simply
do the normal ground attacks. There is also little change needed for a
roll forward or backward, since moves such as f,f+B and f+B+K advance Kilik
fast enough to most attempts at rolling. b+B, b,b+B, b+K,B, and B+K can
also be used in the hopes of catching the opponent while he or she is
rising and knocking them right back down.
Things get more interesting when the opponent rolls sideways. Here most of
the ground attacks above won't work because of their linearity. Thus,
attacks which don't normally hit lying opponents but have horizontal range
should be used: d+A, d/b+K, d+A+K, 8WR,Lt/f+A,A, 8WR,{d_u}+A,A,
8WR,{d_u}+A,B, 8WR,{d_u}+K~A.
Opponents who guard while rising is a similar sitation to following up a
Guard Impact; namely, that you must guess whether the guard will be a high
or low guard and throw out the appropriate counter. Moves useful here
include all the normal ground hit attacks as well as f,f+B, d/f+A+B,
8WR,{d_u}+K~A, and other moves that punish the opponent for rising with the
wrong block. The unblockable can also be used against especially slow or
predictable opponents. Certain fakes will also work in this situation;
fake a B or B+K to trick your opponent into rising with a high guard, then
throw out a low attack or a throw.
Rising attacks have the opponent taking a more aggressive stance,
sacrificing their defense for the chance to immediately regain the
offensive. This obviously makes your life more dangerous. However, the
attack comes at a price: if you do succeed in hitting the rising opponent,
the resulting hit will count as a counterhit. Fast interrupts are the
order of the day here, with attacks such as d/b+K or d/b+A+B that have
special benefits for counterhits the most rewarding.
----------------
---DISCLAIMER---
----------------
(c)1999 Sherwin Tam
This is my personal handiwork, and I took a lot of effort to write it.
Please do not use this commercially or alter it in any way. Also, please
ask me if you plan to feature it on a web site or something of that nature,
as I'd rather not come across it one day and go, "Hey, how did that get
there?"
-------------
---CREDITS---
-------------
Namco, for making the best fighting game of them all.
The people at the official Soul Calibur web site (www.soulcalibur.com) for
making a great site to support the best fighting game.
GameFAQs (www.gamefaqs.com) for being a repository for a huge amount of
gaming information.
Justin Pierce a.k.a. Wind-X, a great fighting game aficionado and webmaster
of the excellent Soul Calibur Network at www.luminpro.com/soulcalibur. I
got most of my notation conventions from his highly informative move
lists.
Expert Gamer for providing a Soul Calibur guide, which, while not
comprehensive, presents interesting new aspects of gameplay to all of the
characters.