Guide part 16 - Soul Calibur 2 Guide - IGN (2024)

Kilik

Xianghua's bed buddy (come on, don't think those "rod of doom" comments Kilik made in Soul Calibur 1 were about his weapon, did you?) is back with a slightly new look and a bunch of new moves and stances. His old Monument stance is now coupled with Tribute, which he can use to deflect vertical attacks. He can also keeps his Legend rush and his crazy abillity to keep attackers out of range with his long-range attacks. While he might be a slow character for his size, his ability to play the range game can cause a lot of problems for just about every character. When playing quality Kilik users, make sure to keep your cool when fighting at a distance as he can frustrate just about anyone when played correctly.

Strengths: Weaknesses:
  • Excellent range game
  • Lots of fakes to keep predictability to a minimum
  • Large amount of poking attacks at all height levels to frustrate opponents
  • High damage potential
  • Good throw game
  • One of the best sidesteppers in the game
  • Slow foot and attack speed
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    Key Moves:

    6AAA and 6AAB+K
    These two moves are being discussed together since they generally have the same application. While the first string is a simple three hitter that's a guaranteed combo on CH, the second is a Just Frame move that requires some tricky timing. The best way to time the input for B+K is to press the buttons as soon as the second A in the string connects with your opponent. It's also recommended that when attempting the Just Frame to enter it as 8B+K, as that will give you Kilik's 6AA8B if you are not successful with the Just Frame timing, which is also a guaranteed combo on CH.

    Regardless, this is one of Kilik's most important moves in the game. It can be used in several situations, such as part of a combo or to space out your opponent. The damage that the Just Frame deals out is massive considering how easy the move can come out, which is why it's a staple of Kilik's moveset.

    2A
    Kilik's sweeping low hit is probably the best in the game simply because it covers the entire area around him, which is different from other characters who have similar moves, such as Astaroth. Like other low hits, 2A also ducks underneath high attacks and will set up some interesting situations should it connect (which it will.. often). You can always go for a throw attempt after a 2A connects, or you can RCC and perform the move again. Another advantage of this move is its range. Since Kilik's staff is fairly long (save the penis jokes for later), you can really chip away at an opponent's life bar at a safe distance with this move.

    3BB
    All characters use 3B as their primary launcher in Soul Calibur 2, but what makes Kilik's move so much better than most of the cast is that you can get two hits out of it by adding in another button press. Of course, this leads to some fun mind games you can play on your opponents. Constantly throwing out the second attack will get them used to either sidestepping or GI'ing in anticipation for the attack, which can allow you to stop using it and then go into another attack, like a throw. On the opposite side of the spectrum, not using it at all will make your opponent think that they have a clear shot at you if they block the first attack. Throw out the second one at unlikely times and you'll most likely catch them off guard.

    6B
    Like Ivy's move of the same command, this move is a great tool to keep your opponent in Kilik's optimal range of attack. Sure, it doesn't do a whole lot of damage and can be sidestepped fairly easily, but combine this attack with 4A and you have two of the best spacing attacks in the entire game.

    4A
    As stated above, this attack is a great spacing tool, especially when combined with other long range attacks that Kilik possesses. Not only does it sidestep to your right, but it will ring out to your opponent's left

    22_88B
    Kilik's secondary launcher is great because he possesses one of the best sidesteps in the game. The move also pushes your opponent out fairly far if it's blocked, making it safe in a lot of situations.

    A+K and 6B+K
    These two moves have similar applications, so we'll talk about them at the same time. The most important property for both of these moves is that they can allow you to hop over low attacks. If you need to deal with pesky Cervantes and Kilik players who love to abuse their low attacks, these are the moves for you. They dole out a good amount of damage, and they force your opponent into a lengthy stun if they're blocked. A+K actually forces your opponent into a crouch block stun, which means that their next move can be read fairly easily. 6B+K can be used as part of a combo, especially for a low launch.

    3A+B or 1A+B
    Reminiscent of Johnny Cage's low blow from the Mortal Kombat series, these two moves are similar in nature, although the latter actually lifts your opponent over your head and behind you. This also allows you to send them out of the arena if you're close enough to the edge. Both moves also make for good wakeup attacks, depending on how your opponent reacts to being knocked down. If players try to automatically stand up and attack you after a knockdown, both of these moves will snuff their moves out and give you free damage. If they decide to lie on the ground, both attacks will also hit them, and if they block, you're pretty much safe from any counterattack.

    Additionally, both moves benefit from a certain glitch in Soul Calibur 2. On a counterhit, these attacks will shift to a throw. However, your opponent can escape this by tapping A or B, depending on which move you used. If they do happen to escape your throw, start tapping 3 during the escape animation. This will allow you to recover faster than they can and will give you a free attack in the process. In fact, if you can perform another 3A+B or 1A+B and have it go into another attack throw which they would have to escape.

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    6KB
    Used in a variety of situations, this extremely fast hitting two hit combo can be tacked onto any juggle combo and can ring out to boot. On top of that, it forces your opponent far back on block and on hit, right into Kilik's optimal range. Do you really need anything more than that?

    Tribute Stance (214)
    The Tribute stance is new to Kilik's arsenal, and contains some very effective moves that work in a variety of ways. First and foremost, the stance itself can GI all vertical-based attacks thrown at it. Having said that:

    Tribute K: Your best followup if you ever GI an attack through this stance. It's fast and it can ring out opponents. It's also great to use against reactionary GI players, who will immediately try to GI after they see the Tribute stance.

    Tribute B: This move produces a lengthy stun on a counterhit, and you can follow up with a guaranteed 9B afterwards.

    Tribute A: The best move out of the bunch, as it's one of the lowest attacks in the game when speaking of the character's body in relation to the ground. The attack can duck under all high attacks and most mid attacks. However, it is a fairly slow move, so you will need to use it with moderation, as players can jump over the incoming attack and nail you on their way down. However it covers the entire area around Kilik and it can ring out. Not too shabby.

    Monument Stance (236)
    Veteran players will recognize Monument from the first Soul Calibur, and it's as effective as ever. Monument has the ability to GI all horizontal attacks, and can be used after several strings in the game. It has many moves compared to Tribute, which can all be used in different situations. Many of Monument's attacks are actually part of Kilik's regular moveset, so we'll only highlight the important ones here.

    Monument A: This has the same properties as Kilik's 2A, so use it like you would that move.

    Monument K: This is probably the best move Kilik has out of his stance. It can hop over low attacks and after a GI from the Monument stance, this attack is guaranteed.

    Monument A+B, A+BK: Both of these moves start off with Kilik rising high above his opponent, but differ depending on if you tack on the K at the end. Without the K, A+B is a move where Kilik slams his staff into the ground. Add the extra attack, and Kilik will quickly slide down his weapon and take your opponent's feet from underneath them. While these moves shouldn't be used too often due to their slow nature, you can really mess with an opponent's head by mixing up your attacks here. With the regular A+B attack, you can also cancel it by tapping G. Do this while Kilik's back is to a wall and you'll actually rebound off of it and land behind your opponent.

    Monument Throws:Kilik has two multithrows out of his Monument stance (see movelist for commands). While both do good damage, his A throw is generally better because it can do a lot more damage. Perform Kilik's Monument A throw and after it has been completed, your opponent will be launched high into the air. While they are at the apex of their launch, immediately input 3A+B. If your timing is correct, you'll automatically nail them with this attack. For an alternative, perform Kilik's unblockable attack (214A+B) for comparable damage. With both throws, the inputs should be smooth and flowing. You don't need to hestitate for a second when performing them. In fact, think of each throw as one long throw input, and you'll get the timing down in no time. <p>

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    Complete Moves List:

    Throws:

    Command

    Position

    Escape

    A+G

    Front h

    A

    B+G

    Front h

    B

    A+G or B+G

    Left h

    A or B

    A+G or B+G

    Right h

    A or B

    A+G or B+G

    Back h

    A or B

    236A+G,46A,41236B

    Front h

    A, A,B

    236B+G,46A+B

    Front h

    B,B

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    Standard Attacks:

    COMMAND

    RANGE

    A

    h

    A,A

    h,h

    A,A,2_8

    h,h

    A,A,B

    h,h,m

    6A

    h

    6A,A,A

    h,h,h

    6A,A,B

    h,h,m

    6A,A,B8,(A_B)

    h,h,h

    6A,A,B2

    h,h,l

    6A,A:B+K

    h,h,m,m

    66A

    h,h

    3A

    m

    3A,B

    m,m

    3A,B+K

    m,m

    2A

    l

    1A

    l

    4A

    h

    44A

    m

    44A,A

    m,l

    aA,B

    h,h,m

    aB

    m

    B

    m

    B,A

    m,h

    B,2A

    m,l

    B,B

    m,m

    B,B,2_8

    m,m

    6B

    m

    6B8,(A_B)

    h

    6B2

    l

    66B

    m

    66[B]

    m

    3B

    m

    3B,B

    m,m

    2B

    m

    1B

    m

    4B

    m

    4[B]

    -

    4[B]*B

    UB-m

    44B

    l

    2 or 8,5B,B,B,B

    m,m,m,m

    2 or 8,5B,B,4B

    m,m,m

    bK

    h,m

    K

    h

    6K

    m

    6kB

    m,h

    66K

    m,m

    66K,K,B

    m,m,m,m

    66K,A+B+K

    m,m

    3K

    m

    2K

    l

    1K

    l

    1K,B

    l,m

    4K

    m

    4K*B

    m,m

    44K

    m

    kB

    h,l

    A+B

    m x 5

    6A+B

    m x 5

    2A+B

    l,l,l,l

    3A+B

    l

    1A+B

    l

    4A+B,B,B

    m,m,m,m,m,m

    214A+B

    UB-m

    B+K

    m

    6B+K

    m,m

    1_2_3B+K,(2_8)

    l

    4B+K

    l

    A+K

    m,m

    6A+K

    h x 6

    1 or 3A+K

    l

    2A+K

    l

    4A+K

    l,l

    K+G,(A_B)

    h

    While down A+B

    m

    While down A+B,K

    l

    While down A+K

    l

    FC A

    l

    FC B

    m

    FC 3B

    m

    FC 1B

    l

    FC K

    l

    FC A+B

    m,m,m

    WS A

    m

    WS B

    m

    WS K,B

    m,m

    BT A

    h

    BT B

    m

    BT K

    h

    BT FC A

    l

    BT FC B

    m

    BT FC K

    l

    Jump A

    m

    Jump 8B or [G]7_9B

    m

    Jump 7_9B

    m

    Jump K

    m

    Jump 8K

    h

    Jump 7_9K

    m

    WL A

    l

    WL B

    m

    WL K

    l

    Monument Stance (MO) :

    COMMAND

    RANGE

    236

    -

    236,5,2_8

    -

    236A

    l

    236B

    m

    236K

    h,h

    236A+B

    m

    236A+B,K

    l

    236B+K

    m

    236A+K

    l

    Tribute Stance (TR):

    COMMAND

    RANGE

    214

    -

    214,5,2_8

    -

    214A

    l

    214B

    m

    214K

    m

    8-Way-Run Attacks:

    COMMAND

    RANGE

    6A

    h,h

    3_6_9B

    m

    3_6_9[B]

    m

    6K

    l

    3_6_9B+K

    m,m

    3_9A,A

    m,m

    3_9K

    m,m

    3_9K,K,B

    m,m,m,m

    3_9K,A+B+K

    m,m

    2_8A,A

    m,l

    2_8A,A,A

    m,l,l

    2_8A,B

    m,m

    2_8B

    m

    2_8K

    l

    2_8kA

    l,h

    1_2_7_8B+K

    m

    1_7A

    l

    1_7B

    m

    1_7[B]

    m

    1_4_7K

    m

    4A,A

    m,l

    4B

    l

    4B+K

    l

    Back to Character List...

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