Pre Release SC6 Kilik Gameplay Discussion

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Here is some Kilik gameplay I did at the invited Namco event in UK, the whole other time I was using Zas lol
Kilik is super fun :D
 
lTLVkA.gif

jesus, what causes 4A to lethal hit here? catching step?
 
Hi! I'm quite new here (signed up last May but haven't been active) but I hope I'm posting in the right thread.

Can Asura Dance be done while standing? When I played the beta it had to be done in the 2,3,6 stance. Is it doable when in demon Kilik form? Also are Festival of the Dead/Damned removed or changed? I haven't had the time to play the beta much (only was able to on the last day) because of real life. :'(

Sigh, I'm sad that a number of Kilik's regular moves got withheld in demon mode. 888A,A,A comes to mind. :/
 
Can Asura Dance be done while standing? When I played the beta it had to be done in the 2,3,6 stance. Is it doable when in demon Kilik form?
Do you mean "while standing" as in getting up off the floor and doing the attack? He can only do asura without 236 monument stance if his opponent is behind him. It's B+K, B, B+K.

Is it doable when in demon Kilik form?
Yes, you can do it in demon form and regular form.

Also are Festival of the Dead/Damned removed or changed?
It's still in but only in demon form (sorry man). The execution is also different, it's just A+G for the damned throw, and 4A+G for the dead throw.
 
(sorry I can't quote properly on mobile for some reason)
I meant while literally just standing, like in SC4. Sad you have to go into a stance first, but at least it's still doable when the opponent is behind you. Though I can't recall from the demo if the GI property of the first hit is still there?

Oh my gosh I'm so sad about his good moves being locked in demon form. :'( I practiced in SCIV a ton at the beginning of the year in preparation for SCVI but now Kilik's inputs are somewhat simplified and restricted in the regular version.

Thank you for the answers!
 
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@Party Wolf @Hayate @Blackout and anyone who has a good understanding of SC6 Kilik.

Hey guys, so I'm working with a YouTube content creator called @Scallywag-93 to make beginner introductions guides for SC6 and one of the videos that's being worked on is a introduction profile of each character to hopefully get it out near or on release date.

Looking just to get abit of info from you guys aswell to ensure the Kilik part of the video is accurate.

Please could you answer these questions: (doesn't have to be in detail)

1. His stand out strengths?
2. His stand out weakness?
3. Any important stand out moves and why are important?
4. Easy/Intermediate/Hard in terms of execution?
5. Easy/Intermediate/Hard in terms of gameplan and complexity?
6. Overall archtype / what kind of player the character will suit?

Thanks again
 
@AndyrooSC

Hey sorry I was very busy doing also videos !

1. Polyvalence / Versatility / Well-Rounded
2. Lose in Risk/Reward if people do High Read (exemple: jumping over his 4A) / Not very good at any departement (usual drawkback of polyvalence)
3. 4A (safe and irritating, that also build a reward for the round with the LH) / 3B pretty safe and solid / BBB safe him now in most close range situation
4. Easy (maybe intermediate for some timing with aGI)
5. Easy in normal mode, Hard in Evil (full comitment in that mode, errors will cost a lot, but good choice will matter a lot)
6. Players who like well-rounded character and like to gamble when they are at the edge of defeat.
 
there are no GI properties for his ashura dance in sc6

Nope, but you get a clean 70 damage off a JF Asura Dance.

I kinda prefer this method to Just Frames. Let all moves be done with good timing, and give them slightly better rewards when you can JF it.
 
Anything combo after CH 4B?
Nothing very damaging in his non SC state. 66B and 6K are combos after CH 4B. I prefer 1K or 1B to give some buffer distance between my opponent and me, especially since a lot of online players like to spam CE on wake-up.

If they ukemi all the time, 44B will tech trap those who ukemi backwards
[EDIT] My bad, 2A+B isn't a tech trap for neither ukemi to the right nor left. However 4A is a tech trap in this situation, but requires a rather stringent timing. I personally still find 2A+B a useful move in a down situation because it has a decent ring out range on hit (note it's -16 on block but at a proper distance you should be safe from most character's WR move)
 
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