Kidd

Grounded Attacks

 * Jab 1 - Kidd punches forward very quickly. This move is a great tool to set up for combos if you spark in Down Attack/Down Special/Forward Throw, or to take stocks by sparking into Up Attack/Back Throw.
 * Jab combo - Kidd throws out two punches and a kick. This combo is very basic and does a moderate amount of damage, a good get off me tool since his Jab 1 is very fast.
 * Forward Attack - Kidd runs foward and flings you back with his horns. This move is a very good combo starter and combo filler, but is very risky and can be punished if you miss it.
 * Up Attack - Kidd crouches down and comes up with his horns, sending opponents upward. This is a very good all around move. It's good combo starter, filler, and ender. It is one of Kidd's best moves, and can be used in almost every situation.
 * Down Attack - Kidd crouches down and slides his horns downward, and sends opponents upward. This move is an amazing combo start and filler. It's a good tool to hit opponents that don't snap to ledge due to it's disjoint.

Aerial Attacks

 * Neutral Air - Kidd puts his legs up into his body and keeps it out for a very long time. This is a great neutral and combo tool. It is very active and has a hard hitbox and a soft hitbox.
 * Forward Air - Kidd thrusts his legs forward while spinning. This is a great combo and KO tool. It's a very fast move and is one of his only moves that is not stubby.
 * Up Air - Kidd shakes his head and hits his opponent with his horns. This move is one of the best moves he has. It's a great combo starter, filler, and ender. It almost always KO's in red, and combos very nicely into his other moves in Green and Orange. It is disjointed and very fast, so it's great is almost every situation.
 * Down Air - Kidd thrusts his legs down three times. The third hit is a spike and sends the opponent downward. This move is an extremely good edgeguard tool and great for combos. You can float while using Down Air, so you can stay in play while the Down Air is going off.

Specials

 * Neutral Special - Kidd pulls a gravity bomb, and is able to throw it in 8 directions. These bombs explode on impact with the ground or explode by themselves after 5 seconds of ticking. This bomb can do damage to Kidd and knocks characters upward, dealing 6 damage and sending characters upward at different heights depending on health.
 * Side Special - Kidd charges his jetpack, and rockets forward extremely fast. This move can deal damage and can KO depending on health.
 * Up Special - Kidd flies upward. He can steer himself, but can only steer in 45 degree angles. It deals damage and can KO depending on health and where you are on the stage
 * Down Special - Kidd activates his Gravity Bomb (Shine) which can suck in enemies as long as you hold the button. If you let go of the button when they are inside the purple gravity field, they will be hit and sent upwards. This move can suck in people while they are recovering to get some disrespectful and nasty edgeguards.