- 1 Introduction
- 2 Moves List
- 3 Combos
- 4 Frame Data
- 5 Strategies
- 6 Match-ups
|H.U.G.||LP + LK|
|F.L.G.||http://www.shoryuken.com/wiki/images/2/29/Right.gif + LP + LK|
|T.R.W.||http://www.shoryuken.com/wiki/images/8/8e/Left.gif + LP + LK|
|B.M.K.||http://www.shoryuken.com/wiki/images/8/8e/Left.gif + MK|
|Kabe Haritsuki||While against wall, hold http://www.shoryuken.com/wiki/images/2/29/Right.gif|
|Kokkuu||In air, press http://www.shoryuken.com/wiki/images/8/8e/Left.gif, http://www.shoryuken.com/wiki/images/8/8e/Left.gif or http://www.shoryuken.com/wiki/images/2/29/Right.gif, http://www.shoryuken.com/wiki/images/2/29/Right.gif|
|N.D.L.||http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + P||(EX)|
|A.X.E.||http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + P *||(EX)|
|* can also be done in air|
|D.R.A.||While jumping, http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + K||(EX)|
|I||X.N.D.L.||http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + P||2 stocks|
|II||X.F.L.A.T.||While jumping, http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + K||1 stocks|
|III||X.C.O.P.Y.||http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + 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.
Kara-UOH - Standing MP
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, Instant X.F.L.A.T.
Anti-air A.X.E. (LP) (1-hit), walk-up standing MK, super jump cancel, X.F.L.A.T.
- hit from front
- hit behind
- whiff in front
- whiff behind
- fake cross-up
>Kokkuu HK (hit), X.N.D.L.
>Kokkuu HK (whiff), walk-up, throw or walk-up crouching LK, A.X.E. (LP), xx, X.N.D.L.
>Kokkuu HK (block), walk-up, throw or walk-up crouching LK, A.X.E. (LP), xx, X.N.D.L.
Standing close MK (blocked), Super Jump Cancel
- IAD, D.R.A.
- IAD, EX D.R.A.
- IAD MK (whiff), throw
- IAD MK (whiff) crouching LK, A.X.E. (LP), xx, X.N.D.L.
- IAD MK, X.N.D.L.
When the opponent is in the corner, sweep range, EX N.D.L., standing LP (reset)
- UOH, X.N.D.L.
- Walk-up, crouching LK, X.N.D.L.
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 http://www.shoryuken.com/wiki/images/5/57/Upleft.gif, http://www.shoryuken.com/wiki/images/8/8e/Left.gif or http://www.shoryuken.com/wiki/images/9/9a/Upright.gif, http://www.shoryuken.com/wiki/images/2/29/Right.gif quickly. The game will register this as if you jumped and immediatley pressed http://www.shoryuken.com/wiki/images/8/8e/Left.gif, http://www.shoryuken.com/wiki/images/8/8e/Left.gif or http://www.shoryuken.com/wiki/images/2/29/Right.gif, http://www.shoryuken.com/wiki/images/2/29/Right.gif. 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
Chun-Li - Now your Street Fighter Anniversary Edition Strategy Guide may title this as a favorable match-up for Twelve. The guide will include that Chun-Li has no anti-airs nor a decent air game. If anything this is an understatement. Chun-Li's B + HP serves as a great anti-air and will stuff any air dash attack. Her crouching HK has a wide enough hit box to counter Twelve before he lands from an air-dash. While her standing HP can stuff Twelve from afar if he tries to IAD. Another viable option is standing MK. In addition, Chun-Li can meet him in the air with an air-to-air vertical jumping LP, MP or HK. She can also jump forward and hit Twelve out of anything with LK.
What do I do you ask? Luckily, most Chun-Li players will not be looking for attacks to anti-air. They will be too busy blocking to throw to gain some ground, whiffing B + HP or crouching MK to get some bar. Try to rush Chun-Li the first round before she gets any bar. But play accordingly and counter-act any possible normal that will thwart your air game. If she is spamming B + HP, land short with a HK and walk-up to throw or crouching MK as she recovers. If you anticipate a crouching HK, interupt your air dash with a quick D.R.A. this should catch her off guard and hit her while recovering. Mix-up your game between normal air dashing and IAD. Mix-up your normals to, attack from a far with HP, whiff MK or HK to put you in mix-up range. Do not try hard to play a ground game with her by using MP, N.D.L. or HK. With that said, never ever attack a full stocked Chun-Li with standing HK. Hit or not she can easily reversal super you for big damage into the corner. Once Chun has bar be prepared to start flying around like crazy. Fly back and forth, high and low. Mix-up your normals more than before. Do anything to keep Chun-Li fishing for an opening on the ground to land a super. A Chun-Li player will not risk their bar to reset to super off of an air-to-air or anti-air.
Serious Disadvantage Match-ups