(New page: =Introduction= =Moves List= ==Normal Moves== ==Command Normals== ==Normal Throws== ==Special Moves== ==Super Moves== =Combos= =Frame Data= =Strategies= =Match-ups= [[World Hero...) |
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=Introduction= | =Introduction= | ||
Beginners tend to play Capt.Kidd like Guile, but that's only a small sample of what he has to offer. He has a great air game, with j.MK and j.HK as great priority & crossup attacks. The MK even autoguards during its startup. Combine this with the fact that most of his normals can be jump-canceled, and he can destroy characters without a solid reversal. His EX is one of the best, an invincible projectile that stuns the opponent for further combos, and his super is a command grab without much range but with a quick motion. Finally, there are his hop infinites: Low HP -> d/b+ABC xN on most crouching characters, and neutral HK -> d/b+ABC xN on standing & a couple crouching characters. He rates below Hanzou and possibly Fuuma mostly because he has a hard time against Carn. | |||
<br> | |||
=== Pros and Cons === | |||
=== Pros === | |||
*A fantastic air game, having 2 great priority normals and crossups <br> | |||
*Most of his normals are jump-cancellable <br> | |||
*Has great MUs against characters without a good reversal <br> | |||
*EX move that leads to a full combo, is invincible and can be used as a reversal <br> | |||
*Command grab, despite lacking much range, has a simple motion <br> | |||
*Can end a round quickly with his hop infinites: 2HP xx 2ABC xN <br> | |||
=== Cons === | |||
*Suffers from a bad matchup against '''Carn.''' <br> | |||
* Obviously tall, he is more suspectible to overheads <br> | |||
=Moves List= | =Moves List= | ||
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==Normal Throws== | ==Normal Throws== | ||
'''f + AB''' - | |||
'''b + AB''' - | |||
==ABC / Personal Action== | |||
==Special Moves== | ==Special Moves== | ||
'''Shark Kick''' - | |||
*In air, df + CD | |||
'''Spiral Kick ''' - | |||
*hold b, f + K | |||
'''Shark Knuckle''' '''<font color=red>[EX]</font>''' - | |||
*hold b, f + P | |||
'''Shark Upper''' - | |||
*hold d, u + P | |||
'''Pirate Ship Blast''' - | |||
*qcf + P | |||
'''Hyper Dash Kick''' - | |||
*hcb + K | |||
==Super Moves== | ==Super Moves== | ||
'''Pirate Punishment (close, rdp + BC)''' - | |||
=Combos= | =Combos= | ||
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[[World Heroes Perfect | {{Template:World Heroes Perfect}} | ||
[[Category:World Heroes Perfect]] |
Latest revision as of 00:05, 26 January 2025
Introduction
Beginners tend to play Capt.Kidd like Guile, but that's only a small sample of what he has to offer. He has a great air game, with j.MK and j.HK as great priority & crossup attacks. The MK even autoguards during its startup. Combine this with the fact that most of his normals can be jump-canceled, and he can destroy characters without a solid reversal. His EX is one of the best, an invincible projectile that stuns the opponent for further combos, and his super is a command grab without much range but with a quick motion. Finally, there are his hop infinites: Low HP -> d/b+ABC xN on most crouching characters, and neutral HK -> d/b+ABC xN on standing & a couple crouching characters. He rates below Hanzou and possibly Fuuma mostly because he has a hard time against Carn.
Pros and Cons
Pros
- A fantastic air game, having 2 great priority normals and crossups
- Most of his normals are jump-cancellable
- Has great MUs against characters without a good reversal
- EX move that leads to a full combo, is invincible and can be used as a reversal
- Command grab, despite lacking much range, has a simple motion
- Can end a round quickly with his hop infinites: 2HP xx 2ABC xN
Cons
- Suffers from a bad matchup against Carn.
- Obviously tall, he is more suspectible to overheads
Moves List
Normal Moves
Command Normals
Normal Throws
f + AB -
b + AB -
ABC / Personal Action
Special Moves
Shark Kick -
- In air, df + CD
Spiral Kick -
- hold b, f + K
Shark Knuckle [EX] -
- hold b, f + P
Shark Upper -
- hold d, u + P
Pirate Ship Blast -
- qcf + P
Hyper Dash Kick -
- hcb + K
Super Moves
Pirate Punishment (close, rdp + BC) -