NeoOutlaw
[09] Warrior
Since we already have threads for move sets, frame data, and all that good stuff I figured it would be a good idea to post some basic stuff for new players to Kilik as well.
Kilik's main advantage is his versatility, he has a tool for almost any situation. To take advantage of that fully though you really need to have a good understanding of his move set. I like to put it into two catagories, that being his long range and close range moves.
Long range game:
The first step to playing an effective long range game is to know the range of your moves. When playing against a close range character Kilik can afford to whiff a move every know and then so that is a good time to get a feel for his reach, just don't overdo it too much or you are bound to get punished. Long range will not be incredibly damaging but it will keep the opponent at bay, chip away at their health, and force them to come inside and attack potentially opening up an opportunity to counter attack. Here is a few bread and butter spacing moves.
11A: Back to it's former glory in SC4, this move has great range. It is a sweeping low horizontal that will all but kill step. Not the fastest move in the game though so using it at max range is a must.
2A+K: Similar to 11A, this is also a sweeping low. It is a bit slower then the previous move but the tech crouch comes out quickly, does better damage, and can ring out rather easily.
FC 1B: Looks very deceptive. Not very damaging or impressive looking but it has served me well in the past. Can follow up with FC 3B or 4B afterwards since opponents tend to rush in after getting hit by it
4A: It steps, has good range, knocks the opponent down.
And onto the close range moves.
1K: I call this the panic button because it will most likely bail you out of any situation. Fast, tech jumps, and it's mid. Works wonders as a defensive move.
A+k: once again another tech jump, this one has decent damage. Also a good start up move in that you have plenty of options to follow up with for extra damage
1_3 A+B: The ankle throws, these come out pretty quick and have good damage. 1A+B is also a back ring out
2A: Tech crouching step killer, follow up with WR B for free damage
1A: Faster, shorter range version of 2A
Normal throws: yeah, sounds simple but throws are really powerful in this game so take advantage of it.
1B: Steps back and to the side and comes back with a quick mid
that about does it for what i can rattle of the top of my head for now. everyone else feel free to add to it
Kilik's main advantage is his versatility, he has a tool for almost any situation. To take advantage of that fully though you really need to have a good understanding of his move set. I like to put it into two catagories, that being his long range and close range moves.
Long range game:
The first step to playing an effective long range game is to know the range of your moves. When playing against a close range character Kilik can afford to whiff a move every know and then so that is a good time to get a feel for his reach, just don't overdo it too much or you are bound to get punished. Long range will not be incredibly damaging but it will keep the opponent at bay, chip away at their health, and force them to come inside and attack potentially opening up an opportunity to counter attack. Here is a few bread and butter spacing moves.
11A: Back to it's former glory in SC4, this move has great range. It is a sweeping low horizontal that will all but kill step. Not the fastest move in the game though so using it at max range is a must.
2A+K: Similar to 11A, this is also a sweeping low. It is a bit slower then the previous move but the tech crouch comes out quickly, does better damage, and can ring out rather easily.
FC 1B: Looks very deceptive. Not very damaging or impressive looking but it has served me well in the past. Can follow up with FC 3B or 4B afterwards since opponents tend to rush in after getting hit by it
4A: It steps, has good range, knocks the opponent down.
And onto the close range moves.
1K: I call this the panic button because it will most likely bail you out of any situation. Fast, tech jumps, and it's mid. Works wonders as a defensive move.
A+k: once again another tech jump, this one has decent damage. Also a good start up move in that you have plenty of options to follow up with for extra damage
1_3 A+B: The ankle throws, these come out pretty quick and have good damage. 1A+B is also a back ring out
2A: Tech crouching step killer, follow up with WR B for free damage
1A: Faster, shorter range version of 2A
Normal throws: yeah, sounds simple but throws are really powerful in this game so take advantage of it.
1B: Steps back and to the side and comes back with a quick mid
that about does it for what i can rattle of the top of my head for now. everyone else feel free to add to it