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) -