- 1 Introduction
- 2 Moves List
- 3 Combos
- 4 Frame Data
- 5 Strategies
- 6 Match-ups
|H.U.G.||LP + LK|
|F.L.G.||F + LP + LK|
|T.R.W.||B + LP + LK|
|B.M.K.||B + MK|
|Kabe Haritsuki||While against wall, hold F|
|Kokkuu||In air, F, F or B, B|
|N.D.L.||D, DF, F + P||(EX)|
|A.X.E.||D, DB, B + P *||(EX)|
|* can also be done in air|
|D.R.A.||While jumping, D, DB, B + K||(EX)|
|I||X.N.D.L.||D, DF, F, D, DF, F + P||2 stocks|
|II||X.F.L.A.T.||While jumping, D, DF, F, D, DF, F + K||1 stocks|
|III||X.C.O.P.Y.||D, DF, F, D, DF, F + P||1 stock|
|Crouching LK, A.X.E. (LP)|
|Kokkuu deep HK, A.X.E. (LP)|
|Mid-screen, EX N.D.L., standing HK|
|Kokkuu deep HK, X.N.D.L.|
|Crouching LKx2, X.N.D.L.|
|Crouching LK, A.X.E. (LP), xx, X.N.D.L.|
|Standing close MK, X.N.D.L.|
|UOH, link crouching LK, X.N.D.L.|
|Crouching MP, link crouching LK, X.N.D.L.|
|Standing close MK, super jump cancel, X.F.L.A.T.|
Additional Frame Data
Twelve is one of the weakest character in the game. His defense and stamina are low, adding to this is his lack of options to land damage without bar. Twelve does make up for this with his high mobility and his arsenal of decent pokes.
Super Art Selection
X.N.D.L. offers Twelve the most options. Resets, EX moves, simple combos and an anti-air. The gauge is composed of two average sized gauges. So upon executing a super, Twelve still has one gauge for EX moves. You may find yourself using EX D.R.A.'s and EX N.D.L.s over X.N.D.L. however. But unlike X.F.L.A.T., Twelve can verify a super from a low hit (crouching LK, A.X.E. (LP) and a high hit (standing close MP).
X.F.L.A.T. is a second possibility but landing a succesful hit is hard in high-level play. There is some speculation with X.C.O.P.Y. since every other character can offer more damage than Twelve, plus the damage and defense bonus Twelve gets during X.C.O.P.Y. At the same time many characters rely on their super or EX moves to land big damage ala Chun-Li, Urien, etc. X.C.O.P.Y. does not offer Twelve the ability to execute his opponent's EX and super moves. Yet, both super arts only offer one gauge meaning no room for EX moves.
Kara-Throw - standing MP
Twelve's kara-throw has nothing to offer to his game, including that the range on his throw is already good.
Anti-air LP, X.N.D.L.
Anti-Air IAD MP, X.N.D.L.
Anti-air A.X.E. (LP) (1-hit) walk-up standing MK, X.N.D.L.
Anti-Air IAD MP, X.F.L.A.T.
Anti-air A.X.E. (LP) (1-hit), walk-up standing MK, X.F.L.A.T.
Personal Action: Invisibility.
After landing a H.U.G. on Hugo at mid-screen, Twelve can OTG Hugo with SA1 or an instant SA2. However, this does not combo and Hugo can avoid both supers by quick recovering from the H.U.G.
- Twelve can cross-up a cornered Hugo
- Twelve can ground cross-up a cornered Hugo
IAD (Instant Air-Dash) - Twelve can execute a IAD by simple inputting UF, F or UB, B quickly. The game will register this as if you jumped and immediatley pressed F, F or B, B. The IAD keeps Twelve close to ground. Due to the low altitude his normals will hit deeper, while his HP and HK will whiff everytime. For there is not enough time for both attacks to fully animate. IAD allows you to create high/low/faint/throw mix-ups while keeping the pressure on. Upon executing a normal or not, Twelve cant act immediatley upon landing from a IAD. Aside from quick reversals and supers, a blocked IAD normal is usually safe since Twelve will be grouned upon recovery. This allows Twelve to easily land tick-throws.
Serious Advantage Match-ups
Serious Disadvantage Match-ups