World Heroes Perfect/Captain Kidd: Difference between revisions

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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.
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.
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=== 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=

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) -

Combos

Frame Data

Strategies

Match-ups

Game Navigation

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