The Kilik strategy guide
B&B (Moves that should be used quite often)
-6B8: on CH I think 46B is guaranteed, CH 66B_3K (for TC interrupt); CH 1K (for 2A interrupt).
-2A: Instant TC
-1A: Instant TC
-66B: On NH it’s actually -1, and as you all know on CH you get the sweet looking AT shift.
-1K: -1 on NH and should be +1 for CH (still not sure); TJ
-A+K: -5 on block, +2 on NH, dont know for CH.
-2K: -1 for NH (unlike most chars whose 2K is neg on hit) and +2 on CH.
-MO A: getting this nets you 46B, 6AAA (that's his guaranteed damage)
-MO A+G/B+G: Fastest input = i13 throw with RO setups.
-3A: Tracks step at a good range (forgot which side)
-22AB: Kills step, 22A is safe and the B follow-up is free on CH
-1B: on CH you can get 3BB/22B/66KKB
-6B: Basic long range mid poke.
-2B: Safe, puts YOU into FC for FC/WS mix-ups.
-1_3A+B: 3A+B gives good oki. 1A+B for reverse RO.
- 4A+B is Kilik new best MID, you can hit confirm hit for 70pts damage 4A+B B B or just wait and it's safe indeed! Also hit grounded and tracks even if they roll!
-WS B: Cant believe I missed this on the first go through. lol. Anyway, you all know by know. Punishes lows, tracks (forget to which side) and evades just a bit. 66B AT free right after, 6B+K follow-up for better damage if you think you wont get the AT.
Moves to be used sparingly
-11A: Long range low that kills step but is unsafe
-11B: On NH, you can do 2[B+K] for MO mixups or BB or even do BP B for soul gauge damage.
-6AAA: High that kills step with great damage on CH, but the last hit can be blocked on NH, so watch it.
-BB: Linear but they're both mids.
-4: Good for long range punish, unsafe
-22_88B: Good long range launcher, but unsafe so be careful.
-46B: If you get the CH for this move you'll get a free 6AAA
-22K~B: The low is safe and if you're good at CH hunting, then the B follow-up is free.
-44K: Forces FC on your opponent, KD's on hit, safe
-4A: Hits high, TC's, side-steps and reverse RO's.
- 66AA: Better than its SC3 version, has longer range and does more damage. However because of the fact that its high/low, you'll need to know how to space to move as to not get punished.
Grounded A+K: Hits low but unsafe, but if used carefully, you'll force your opponent to think twice before running after you when you're KD.
Wakeup Game Post CH 66B :
- Rolling to Kilik's Left: do 1A+B
- Waiting on the ground: do 2A+B
- 2K will hit in all 3 situations.
- 6B2: Hits people who sit still/get straight up and dont block low
- 4B: Hits back rollers
- 88K: Will hit if they stay still and if they tech, the B follow-up is guaranteed.
22_88K (hit):
-> 46B CH (if they attack, frame trap)
-> 66B CH crouch attack (if they anticipate 44B)
-> 22B launch crouch guard (if they wait for your 44B to whiff)
-> 3A+B_1A+B throw stand guard (if they catch onto the frame trap)
-> 22AB_22AAA (if they step)
22_88K (block):
-> follow up B (if they try to interrupt)
-> you're safe but at disadvantage if they wait to block your follow up
Wake up
Now, if it turns out that whoever you're playing is blocking all your post 66B/throw options then you can throw B~G into the mix. Now with B~G this causes your opponent to second guess what they want to do. At this point they'll want to stand so you can do a few things.
- iWS B
- MO A/B throw or normal throw
- 1_3A+B
- 2B
- 2A
I consider these to be Kilik's best options. Why? WS B is obvious. MO A/B throw nets good damage/spacing. 1A+B gives you space, 3A+B gives you the same mix-up. 2B will set up the illusion that its just a normal B and you'll interrupt their step/attack with your FC option. 2A gives advantage for whatever.
Miscellaneous
- Oppenent can't tech after 66B AT and A+G throw
All this stuff is from the old SC3 Kilik guide I made and made the appropriate changes. If anything is obvious that I havent put here then someone please say so and I'll go ahead with the proper fixes.