SoulCalibur 6 Kilik SpreadSheet by Hayate
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PCommandLevelSpeedUseHitBlockSideStep & RollRangeGroundGI LVLHComments
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KilikHow to play vs Kilik :
- Side Step Right
- Tech or Roll Left
- Take risk when he use safe lows or pokes (jump/step/AutoGi)


+Strenghts+ :
- Polyvalent
- Great DMG on Defensive Actions (AGI, WhiffPunish, Block Punish)
- Comeback and Offense in Soul Charge
- RingOut

-Weaknesses- :
- Not specialized in any range, less dmg output vs specialized char
- Life Decay in SC, making him risky/random and can be exploited by zoning char
- Defensive char, he needs time & training to counter every char
- Gap Close is weak unless he goes in Soul Charge
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Good VS3B / 6A+B are good vs Nightmare, Siegfried, and char that can't punish with AA
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b4 and SC 4B are both evading to the left, making them good vs Siegfried, Nightmare and left handed chars
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8A+B and 4kB vs close range char to push them back out of their range, giving you priority on some ranged tool like 6A
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Bad VS-16 lows are bad vs Nightmare, Siegfried, Sophitia
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3B / 4A are bad vs Sophitia
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MO and BP AGI are bad vs Astaroth who heavily use Kick Attacks
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TOP 20
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1BBBm m mi14Best Poke +2 +4 KND-8 -6 +2RIGHTMidHits OTG33XBBB is no more interuptible on hit. You can interrupt it on block with i12 or sidestep right.
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22Aspecial lowi12interrupt, TC frame 2-3 +6~+5-6ANTI STEPShortWhiffs3Special Low, can be blocked either low or mid, you can jump over it
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34Ali22TC, LH-4-14ANTI STEPMidWhiffs3LHCan Lethal Hit when hit 4 times
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4WR Bmi18TC, BackEvadeStun-12RIGHTMidWhiffs2Punished by i12 attack which have long reach. Mitsurugi's Critical Edge.You can end blocking it if you step guard to your left. You have to stepguard to the right.
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56Ahi16Fast CH Antistep High +2 STN CH-6ANTI STEPMidWhiffs3
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666B (6 MO)mi16Fast Get In CH fish +2 STN CH-8BothMidHits OTG2Your best zone crusher tool. 66B into 66B is garanteed if CH. You can also press 6 to go in MO and commit to Asura Dance combo but it's only a Tech Trap.
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766Ami28AntiStep Mid Atk +10-8ANTI STEPLongWhiffs3Your best option to safely attack and run into your opponnent who might be sidestepping.
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83Bmi20 (i19)LauncherLaunch-12LEFTMidHits OTG2LHCan Lethal Hit if you activated SC in your last round.
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96A+Bh h h hi20AntiStepStun-12ANTI STEPLongWhiffs3Jails. That mean, you cannot crouch after blocking the first high attack. Still slightly punishable. But the damage potential is high.
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10b4mi32Evade Left+Back +6-14LEFTMidWhiffs3Seems to be a very good evasive tool. Leads to combo in CH with 2aB for decent damage.
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111KBl mi22TC, poke, Antistep-6 CH KND +0-16 -16ANTI STEPShortHits OTG3 2Hits grounded. Has a nice TC frames. NCC combo.
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1222kBli26Low Poke Finisher +4-8BothShortHits OTG3A low poke with very good frame data. Might be good to safely end a round.
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13kBl hi22Low poke +2-12BothMidHits OTG3AAA or BBB right after is not interruptable. Creates space on hit or block.
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148A+Bm mi20AntiStep Mid +4-6ANTI STEPMidWhiffs3 2Turns your opponent. Second hit can be GIed.
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15236 (Monument)stancei4 AGIAutoGI, MixKilik's MO stance will parry every Horizontals Attacks except Kicks. Activation is very fast and leads to 70pts damage. On block it let you go in a string. MO A is the safer option. MO K is a +2 blockstun but high, MO B is a safe mid that let you follow-up with a RO Asura but sidestepable. MO A B K is not interruptable but you can jump over the B. Kilik can go in BackParry after MO A by pressing 4 if the opponnent try to react to this string.
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164kBm hi18Push/Spacing/Punish +0 KND-12 -10BothMidWhiffs3 2A really good tool to safely make space. Decent range and a really good Ring Out Tool if opponnent whiffed an attack.
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1744AAh li26AntiStep High Def +2 KND-18 -8ANTI STEPLongHits OTG3 2Your best AntiStepping move from far away. But more defensifly. Becareful people can jump over on reaction.
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1844Bmi26Long Range Whiff punishKND-18BothLongWhiffs1Pushback a lot, TC frames, Ring Out, Long Range. Your best Whiff punishing option from far away.
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197_8_9Bmi38TJ (dmg)KND-6BothLongHits OTG2Your best jumping option. You can tech trap right after with 3B all side.
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201A // 1A (far)li24Low Mix, Attack ThrowTHROW +4 -2 // -4 STN CH-16ANTI STEPShortHits OTG3Depending on the THrow Break, you will have +4 if they break early. And -2 if they break late. You can't break it if it hits an opponent from behind. Good vs Voldo. If it hits from too far away it will do a stun.
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USEFULL
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ABh hi12-4 / KND-2LEFTShortWhiffs3 2A good tool CH Tool which comboes with 6K
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44K :Bmi30Mix, AntiStepKND-4ANTI STEPShortWhiffs2Safe and good if opponent crouch at Okizeme. You have a trap between (A+B) and Asura Dance
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22Bmi20Whiff punish LNCLaunch-14RIGHTMidWhiffs2Very good tool to escape and creates Reverse Ring Outs
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22B holdmi29Whiff punish LHLaunch-14RIGHTMidWhiffs1LHHis best sidestep whiff punishing tool. Leads to a Lethal Hit Asura Dance combo.
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WS Ami18TC antistep mid +4-10ANTI STEPMidWhiffs3Good TCrouching Horizontal Mid attack, but hard to use cause you have to do iWR A.
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1Bli18Low poke +0-16BothMidHits OTG3Good range low poke that hits grounded opponnent. Nice to instantly put pressure after an oki.
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44B2li28Long Range low finisher-6-18ANTI ROLLLongHits OTG3This move is one of your best tools to finish an opponnent from far away.
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66KKBm mi22Getting In TJ +0 +0 LNC-10 -10 -10LEFTMidWhiffs332You can CH fish people by playing between 66K 66KK 66KKB reaction trap
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BT Kmi13Auto-GILaunch-14BothMidHits OTG3Very Strong AGI tool when you're in BT. It combos with AAA for a good damage and Ring Out.
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3Kmi14fast TJ, interrupt-2-10BothShortWhiffs3To interrupts some strings. Sophitia's 236236AA / AB mixup. MO ABK / MO A4. It's also very good to finish an ooponnent even if you just lose your turn.
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3Ami24Long Range Right Cover +2-8ANTI STEPLongWhiffs3
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2Kli16Low poke (fast)-4-12ANTI STEPShortHits OTG3
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A+Bmi34Break Attack, TCKND +2BothLongWhiffsLHYour very long range punisher or break attack tool. It lets you at +2 only. It has a Parrying ability at the starting frames. Parrying high/mid verticals for a quick side jump. Vulnerable to multi hits, and only worth sometimes to get a free backthrow.
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A+B little holdmi34Break Attack, TCKND +2BothLongWhiffsLHMore parrying frames
, parry high+mid verticals B or Kicks, don't parry lows or any horizontals, prevents TC frames, comes later
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6AAh hi16RO Right +4 KND-6 +0ANTI STEPMidWhiffs3 2A good Ring Out to your right, garanteed on CH
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6BAm hi16Left RO/Evade-4 KND-14 -4ANTI STEPMidWhiffs3 2A good Ring Out to your left, garanteed on CH
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6BBm mi16Punish/LH CH Fish-4 KND-14 -12RIGHTMidWhiffs3 2LHFish the Counter for Lethal Hit Combo. You can delay the second hit to do that.
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6ABh mi16Lnc +4 LNC-6 -16LEFTMidHits OTG3 2
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214 (Back Parry)stancei4 AGIAutoGI, MixKilik's Back Parry stance will parry every Verticals Attacks except Kicks. Activation is very fast and leads to decent damage. This stance cover less option than MO stance but it has a nice backstep on it so you can also evades 2A and short attacks by doing it. BP A is a low full antistep poke. Can Ring Out near the edge. BP K is a high Kick which tracks, stun, and let you in advantage even on block but it's high. And BP B is Break Attack that let you a free i12 garanteed follow-up of your choice or the SoulCharge/Evil Mode Critical Edge.
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CEmi20Safe CE attemptKND-8BothMidHits OTGWhiff Punish, Combo Extension, Traps
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2A+Bli32Getting In TC+ROKND-16ANTI STEPLongWhiffs2TC, Ring Out, very long range, Tech Traps, Crusher. it's a good move to fish a Ring Out or to advance while tech crouching and killing side steps.
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44B+Kli34Back Evade PunishKND-12BothMidCan Hit OTG2His best backstepping evade attack. Damage is pretty high and does a KND on neutral hit. It also can Ring Out.
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22ABm mi22AntiStep +0 KND-8 -12ANTI STEPMidWhiffs3 2Nice 8wayrun CH Ring Out option cause it's garanteed on CH
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B+K hold (6 MO)mi34Nice BlockStunKND +6BothMidHits OTGIf you hold it you get a +6 blockstun which is good enough to have a CH 66B frametrap
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WS Kmi12Fast Crouch PunishKND-12BothShortWhiffs3 2Your i12 crouching punisher
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8Ami28 +2-8ANTI STEPMidWhiffs3Nice Round ender that covers Side Step, Crouch and you can avoid low and special low attacks while in the air.
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BP Bmi34Press, Free DmgKND +12BothLongHits OTGLet's you a free AA combo on block or SC CE cause it's +12 !
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MO A B K / MO A4mi18AntiStep, Press, TTStun-14ANTI STEPMidHits OTG332LH
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AAAh h hi12AntiStepGuard -4 +2 KND-4 -6 -8ANTI STEPShortWhiffs332One of your good CH fish move. Also your best antistepguarding move.
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RE AhMax RewardStun?LH
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A+Ghi18ThrowThrowThrowANTI STEPShort3
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4A+Ghi18ThrowThrowThrowANTI STEPShort3Ring Out with a special angle at your back
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b6mi20Punish LH +0-14BothLongWhiffs2LHThis move is very good to blockpunish from far, it gives you Lethal hit for a big combo. Otherwise it's nice to interrupt a running opponent.
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B+K (6 MO)mi22Hit Ground +6-4BothMidHits OTG2A decent oki tool which hits mid and grounded opponnent. The frame advantage after hitting grounded opponnent is better than 6K.
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FC 3Bmi16Far Crouch Punish +2-10BothLongWhiffs3Good Long range attack but need to be Fully Crouched to do it. It's very good to punish from far away an attack which has a lot of push back
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6Kmi24TJKND-10BothMidHits OTG2Not that bad for a Tech Jump move that cause a KND. A good choice versus Lows and 2A's. Also only LV2 GI.
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4K Km mi18Chain Stun Combo +0 STUN-12 +0RIGHTMidHits OTG3 1
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BP Khi22Press, AntiStepStun +2ANTI STEPShortWhiffs2Will catch steps and lets you at +2 on block !
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BP Ali27Low, AntiStep +2-12ANTI STEPLongHits OTG3LH
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MO Khi16PressKND +2BothMidWhiffs3MO K is excellent to keep the pressure on your opponnent. It's very safe. It can't be RE because you can sidestep after it. It's TJ and blockstun +2.
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MO B+K B Kmi26Combo or OTG-? / -? / KND-? / -? / -?LEFTLongHits OTG332Asura is good for RIng Outs Combos, Ground Tech Traps, and Ground Roll Trap. But the Behavior is char dependent
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HARD TO USE
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4B B (RE)hi14Ranged poke +2 STN CH-14BothMidWhiffs3Decent Zoning tool but small damage. Can CH stun. The range is very good for a i12 move, so sometimes it also usefull to punish some moves that you can't otherwise
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4B+K B Bmi28LNC delayed +0 LNC-10 -16RIGHTMidCan Hit OTG321You can trick people who wants to retaliate early in the string
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MO Bmi26AntiCrouch, TTStun-8BothMidWhiffs2Great to have a very far Ring Out cause it combos with Asura
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A+B holdmi55ImblocableKNDUnblockableBothLongWhiffsYou can use it on some Okizeme setups or if you condition your opponnent to block A+B 2nd charge hold
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MO 8_2Evasion MO, BT setupYou will frequently end in Back Turned for BT mixups : BT A+G / BT K AGI
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OTG 2A+Bli38OTG surprising toolKND-30ANTI STEPMidHits OTG2Can trick peoples okizeme options if they are too slow or don't hit on the ground
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2B Bmi22Ground+Mid +2-8BothMidHits OTG3Ends in Full Crouch for WR B setup
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Khi12Don't know +0-8ANTI STEPShortWhiffs3
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6B+K2l l l li26Some Combos-6-16BothMidHits OTG3
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6B+Km m m mi20Mostly for !WallCombo-? / CH KND-12BothWhiffs3 2
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2B+Kli24Low poke (dmg) +4-14BothMidWhiffs3
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FC 1Bli28Finish an opponent-2-10BothMidHits OTG3
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BT B+K B Km m mi24Combo or OTG-11 / -7 / KND-21 / -23 / -26RIGHTLongWhiffs332
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RE BmMedium Reward + ROStun?LH
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MO A+B~Kli61Safe Feint LowKND-2LEFTMidHits OTG2
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2aBsl m mi12-6-16LEFTShortHits OTG3 2
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Running Kl?Running Low MixupKND-20BothLongHits OTG2
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22AAm li22AntiStep +0 / KND-8 / -20ANTI STEPMidWhiffs3 2
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22Khi22High poke +6-4BothShortWhiffs3
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MO A+Bmi64ImblocableKNDUnblockableBothMidHits OTG
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44A+Bmi66Unblockable CancelKNDUnblockableLEFTLongHits OTG
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8Kmi20 +4-4RIGHTShortWhiffs3Reverse Ring Out after LH 3B
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4A+Bl li44Post GI, or RollsKND-2ANTI STEPShortHits OTG3It can catchs people rolling
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