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==Special Moves== | ==Special Moves== | ||
'''Shark Kick | '''Shark Kick''' - | ||
*In air, df + CD | |||
'''Spiral Kick | '''Spiral Kick ''' - | ||
*hold b, f + K | |||
'''Shark Knuckle | '''Shark Knuckle''' '''<font color=red>[EX]</font>''' - | ||
*hold b, f + P | |||
'''Shark Upper | '''Shark Upper''' - | ||
*hold d, u + P | |||
'''Pirate Ship Blast | '''Pirate Ship Blast''' - | ||
*qcf + P | |||
'''Hyper Dash Kick | '''Hyper Dash Kick''' - | ||
*hcb + K | |||
==Super Moves== | ==Super Moves== |
Revision as of 04:49, 4 June 2015
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
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