(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. | |||
=Moves List= | =Moves List= |
Revision as of 18:24, 26 April 2008
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.