--------------------------------------------------------------------------- Soul Calibur Kilik Guide version 0.5 written by Sherwin Tam (sct8@cornell.edu) --------------------------------------------------------------------------- -------------- ---CONTENTS--- -------------- 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 ------------------ ---INTRODUCTION--- ------------------ 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... --------------------- ---VERSION CHANGES--- --------------------- 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. ----------------- ---CONVENTIONS--- ----------------- --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 ------------- --MOVE LIST-- ------------- 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+K2 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