Twelve -- Central Discussion

Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 9:56 pm

Bio - Twelve is the ultimate result of Gill's "G-Project," a biological warfare operation headed by Dr. Kure and overseen by Gill's brother, Urien, whom Twelve considers to be his father. A mimetic genetic creation, Twelve is able to assume the forms of other people and change the shape of any part of his body to fit the task at hand. He is also extremely resistant to damage and slavishly obedient, making him the perfect soldier. Once Twelve was declared a success, mass production began, and the original was sent on a special mission: locate and retrieve Necro, the original G-Project prototype, and Effie, Necro's companion and the one who freed him from the laboratory.

Character Overview - "Extremely resistant to damage"? Unfortunately not, but keep in mind his official bio is a work of fiction. Twelve is always in the bottom of the tier rankings, some place him dead bottom, some place him a spot or two higher. Regardless, you can always see him hanging out with Sean, Q and Hugo (not in that order). His stamina is low but not the lowest (that spot is reserved for Akuma). In addition, his damage is low and he has very little combo potential. Outside of throws and supers, he has little to use in punishment situations. Twelve makes up for all of this with his great mobility - he is the only character in the game who can air dash. On top of that, Twelve does have some good pokes, a low walking animation and excellent throw range. The best way to utilize Twelve is as a hit-and-run character. Do not play overly defensive and turtle, looking for a opprotunity to land a super ala Chun-Li. You can play him agressively but always know when to stop and retreat. Not many play him outside of Japan. Players using him include Yamazaki, Chikyuu, Moto

Twelve's Stamina: 1050
Twelve's Stun: 64
Twelve's Taunt: Invisibility - Twelve turn's invisible for a limited amount of time. He will become visible if hit, blocks, throws or activates a super. You may also taunt again to become visible.

Strengths
+ Quick and mobile
+ Low walking animation
+ Good Pokes
+ Good throw range
+ SAI has multiple uses and hit confirms

Weaknesses
- Limited combo potential
- Low damage
- Low stamina
- Limited options for punishment situations
- No good defensive wake-up options
- No reliable reversal(s)
Last edited by Decepticonus on Sat Aug 20, 2011 10:42 pm, edited 1 time in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 10:38 pm

Twelve's Normals

Standing :punch-light:
A good poke with decent range, cancelable into both specials and supers. However, it will whiff on crouching opponents. Useful in resets.

Standing :punch-medium:
Another good poke of Twelve's as he leans forward to swat his opponent. Just like the above mentioned, this too will whiff on crouching opponents. The range and damage is better. Good to use in juggles. Another good use is mid-screen, after walking underneath a fireball, quickly hit with this to your opponent while they are still recovering. A great option for countering fireballs.

Standing close :punch-medium:
This is the only standing close normal with a different animation. It is both cancelable into specials and supers. Outside of combos, it provides no real benefical use. It does set-up the range well though for a UOH, link X.N.D.L.

Standing :punch-hard:
Twelve morphs his hand into an Axe and flings it at an upward 45 degree angle. The damage and priority is great, making it one of Twelve's best anti-air options. It will knock the opponent a good length across the screen. After it hits an airborne opponent, follow up with a N.D.L. (HP). Even if the N.D.L. is blocked or parried it helps to keep the opponent pressured. Don't be predictable with it, it can be parried for good damage.

Standing :kick-light:
A short range kick, ok for tick throws but due to its tiny range and damage it's rather useless. It cancels into specials and supers.

Standing :kick-medium:
Twelve thrusts his knee forward. Twelve's sprite will move forward with this attack. The damage is relatively good. Keep in mind it only cancels into supers and NOT specials. However, this is his one move that is super jump cancelable. Upon impact, quickly input :joystick-down: :joystick-up: to super jump. This can lead to all kinds of mix-ups to further keep pressure on the opponent.

Standing :kick-hard:
Twelve morphs his feet into a sickle and takes a swipe at his opponent. Just like with standing MK, Twelve's sprite will move forward with this attack. The range and the damage on this attack is great. You can use it in place of the standing MP for juggles, but keep in mind it is much slower then the MP. Unlike his standing MP though, this will hit crouching opponent. Be warned, this move is very dangerous to use liberally. For example, hit, blocked or parried Chun-Li can punish it with SAII.


Crouching :punch-light:
A rather short range poke with little damage, but completely safe. It can be canceled into specials and supers. It is also possible to link an additional crouching LP.

Crouching :punch-medium:
Twelve extends his arm up at a 45 degree angle. This animation makes it prone to looking like a useful anti-air but you are wrong. The hit box is beneath his wrist mostly, not on the hand. On top of that the priority is crap. Its best use is to whiff to build bar. This is Twelve's suggested meter builder.

Crouching :punch-hard:
Twelve rolls himself into a ball and thrust himself at the opponent spinning around for a 3-hit combo. The damage on this attack is decent, priority is ok. Most of the time it will trade hits if not clean out beaten. Good every now and then to throw out against the kind of opponent who likes to parry everything. Since all of Twelve's normals hit once, this will throw them off.

Crouching :kick-light:
A short but decent range low poke, cancelable into specials and supers. It is the same as his crouching LP, but slightly more range, damage and hits low. However, it is not as fast as crouching LP. Crouching LKx2, is a great and safe poke string. Sets up the range well for a UOH, link X.N.D.L.

Crouching :kick-medium:
A good range low poke. It is not canceable at all but is one of his best pokes. The damage is good and is relatively safe on block. Allowing you to quickly stuff any retaliation with a crouching LP.

Crouching :kick-hard:
Twelve morphs his legs into a drill and slides at the opponent for a low-attack that knocks down. You will notice Twelve is off the ground during this attack, meaning he cannot be thrown out of it after between the start-up and recovery. The damage is good and so is the range, since Twelve moves forward during the animation. Great for punishment when outside of throw range. Extremely unsafe on block as it does not result in any push back at all. Twelve remains at point blank range if done close. It is relatively safe if the very last frame is blocked from max range.
*You may notice the 3 chip sound it has on block. Due to this odd characteristic some believed it does chip damage or may require 3 parries. Absolutely not on both. Each chip though does give Twelve a little bit of meter however, that's it. So for each chip Twelve gains meter, though you still want to connect with it because then Twelve gains even more meter. ;)



Jumping :punch-light:
A downward angle slap to the face that stays out during the entire jump. This is great for tick throws.

Jumping :punch-medium:
Twelve extends his arm straightward for airborne opponents. Due to this animation it will whiff on crouching opponents. Overall, this attack is great in air-to-air combat and will likely stuff out other air attacks as long as it is out first.

Jumping :punch-hard:
Twelve morphs both of his hands into blades and attempts to scissor his opponent's head off. The damage and the range on this is great, as is the prioirty. A jumping poke to use to pressure your opponent while keeping back. It is safe when blocked from max range. It comes out a odd angle making it difficult to parry.

Jumping :kick-light:
This move is very similiar to jumping LP, but with a smaller hit box, thus making it irrelevant.

Jumping :kick-medium:
This move can also be used in conjuction with Jumping MP, however the range isn't as good. On a different note, it comes out quite quickly and recovers quickly, thus is whiffs quite often. Use this to your advantage by timing it to whiff or hit your opponent. This can work as tick throw or when whiffed as sort of pseudo-empty jump to land and throw your opponent. Mix this up with Jumping LP for throw set ups.

Jumping :kick-hard:
Up there with Twelve's jumping HP. Twelve morphs his legs into a spike as he comes down crushing his opponent. The range isn't as good as HP, it is rather small but makes up for it in damage. The priority is great and the angle is very steep making it difficult to parry correctly. It is his best option for jump-in combos. It will also knock down airborne opponents. It lends itself well in his air-dash for it can - hit from the front, hit behind (cross-up), whiff in front or whiff behind. Thus, making Twelve dangerous coming from the air.
Last edited by Decepticonus on Tue Aug 23, 2011 8:51 pm, edited 3 times in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:00 pm

Command Normals

B.M.K. - Press :joystick-left: :plus: :kick-medium:
This is a rather odd move. Twelve stands on all fours and lifts his leg up. This can be used to whiff bar but is slower compared to Crouching MP. The range on is small, it can however hit on the way up if the toe doesn't hit when it's extended up. Not recomended as an anti-air. It can also be canceled into specials and supers for combos.

Kokkuu - In air press :joystick-left: :joystick-left: or :joystick-right: :joystick-right:
That is the official name, but to keep things simple we'll call it air dash. This is the move that makes Twelve what he is. Twelve must utilize this move to always stay on the run. Not only is it great for retreating but for pressuring as well. Apply all the jumping normals here with their same benefits and uses. You can also instant air-dash by inputting :joystick-up-left: :joystick-left: or :joystick-up-right: :joystick-right: The game will register this as if you jumped and instantly input the regular command. This allows Twelve to fly low above the ground and make his air-dashing less obvious with the abscence of a jump. Keep in mind, during an IAD (Instant Air Dash) you cannot hit with a Jumping HP/HK because you will land before the animation even ends. Use this to your advantage, as you will be able to act upon landing as if you attempted an empty jump. The IAD is also great way to quickly establish close range after a knock down.

Kabe Haritsuki - While against wall, hold :joystick-right:
This can actually only be done during an air dash. We will call it wall leap to keep it simple. The wall leap will not be used often as it can be dangerous to air dash only to thrust yourself back into the air and be susceptible to punishment. Rather it be during a defensive or offensive air dash, it is risky. Once in a blue moon you can use it, as it will greatly confuse your opponent and then you can hit them as you descend from the air.
Last edited by Decepticonus on Sun Aug 28, 2011 8:12 pm, edited 4 times in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:12 pm

Throws

H.U.G. - Press :punch-light: :plus: :kick-light:
Twelve will wrap his body around the opponent and squeeze them for multiple hits. You can press buttons for additional stun, but you will not get much out. This is not the ideal throw to use, but good if you want to keep your opponent close.
*On Hugo only, you can O.T.G. Hugo with X.N.D.L. or X.F.L.A.T. after landing a H.U.G. Be warned, he can quick recover afterwards and counter your super attempt.


T.R.W. - Press :joystick-left: or :joystick-right: :plus: :punch-light: :plus: :kick-light:
Twelve will wrap his tentacles around the opponents leg and throw them. This will be Twelve's #1 punishment option when you have no bar, it knocks down, damage is decent, it's quick and the range is good. After a T.R.W. you can IAD to get back into throw range, use a N.D.L. (HP) on a waking up opponent to keep them pressured or whiff 3 crouching MP's to build bar. You can Kara-Throw with standing MP, but his kara throw offers no huge benefit like it does for Q.


UOH

J.S.P. - Press :punch-medium: :plus: :kick-medium:
With the right spacing and timing, Twelve can link a crouching LP/LK after a UOH, as well as X.N.D.L. This is not bad to use every now and then after an air dash attack being as your opponent may suspect a throw or low attack. Mix it up, be random. If you whiff a UOH just barely, go for a throw or low attack.
Standing close MP and crouching LKx2 (both upon hit) put you in the right range to land a UOH, link X.N.D.L. combo. These of course aren't great set-ups to use but gives you an idea of what the range is like. You can kara his UOH with his standing MP, just like his throw. It does extend the range quite well but I have found no real use to it yet.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:13 pm

Special Moves

N.D.L. - :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
Twelve morphs his combined hands into a spike, crouches down and plants it through the ground and sprouts at the opposite end of the screen. LP covers sweep distance, MP covers mid-screen and then HP covers about 3/4 of the screen. It cannot be comboed and the damage is ok. This move is to be used in conjuction with the rest of his pokes. Good to use after any blocked/parried normal to give your opponent something else to parry. After a knockdown (depending on the range) a N.D.L. is always good on wake-up. This special can be used in the same manner as a fireball to keep the opponent pinned down from a far. Don't be afraid to be random with from mid - far range.

EX N.D.L. - :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-2x:
The EX N.D.L. is fasters, does 2 hits, more damage, knocks down, put the opponent into a juggle state and hits the opponent anywhere on the screen, so it has more range then the regular HP version. This will be used in the same manner as the regular N.D.L. It is still not fast enough to be used in combos unfortunately. It is faster though for punishment situations. It can also be done to counter fireballs. At the last minute of when a fireball is going to hit you, you can execute this EX and during his crouching animation the fireball will whiff over Twelve as the EX hits the opponent during recovery. With this low animation and auto tracking, it can also be used as a last ditch anti-air effort. This has to be done late, as in when the opponent is descending; especially useful for close jump-ins. Not to metion, it also gives the opponent more to parry (2 hits) on the way down. The hit box is low to the ground, but still much larger then the regular N.D.L. Believe it or not, this will also thwart cross-up attempts. That's right, the spike will go behind Twelve and punish the airborne opponent. The other bonus is the juggle, you can juggle without almost anything except a regular N.D.L. (possible but not 100% guaranteed due to its small hit box) and EX N.D.L. The best follow-ups are as mentioned earlier, standing MP and standing HK. They both have the best range to account for when done at mid-screen. The MP suffers in damage but makes up for in speed, while the HK makes up in damage, it suffers in speed. You can also hit with a standing LP to go for reset opprotunities.

A.X.E. - :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: (Press :punch: repeatedly) (Can also be done in air)
Twelve lashes his tentacles about for multiple hits. The stronger the button the more damage and more potential there is for more hits. The LP version will ONLY do 2 hits (don't bother mashing for more hits). The MP version can get up to 4 hits and the HP version can get up to 5 hits. Keep in mind the slower the start-up and recovery for the stronger the button. You can only combo the light and medium versions. To add further insult, you can only combo the medium A.X.E. from a light attack. Outside of its limited combo use and punishment it can be used sometimes on wake-up against opponents. They have to decide to block or parry on wake-up, mix up between MP and HP to throw off any possible parry attempt. It also deals great chip damage. The move can be used as an anti-air, but standing HP is a better option. If A.X.E. (LP) hits an airborne opponent and only one hit connects, then it'll leave the opponent in a juggle state. You this to your advantage. Last but not least, the airborne useage. There's no straight forward use for it, it's mainly another mix-up tool. Execute one during an airdash when on top of the opponent, the sudden stop will throw them off. You can also use it during a cross-up to further confuse your opponent. Remember be random with it, not predictable. You can also jump up and A.X.E. the opponent right after landing from an air dash to further pressure them.

EX A.X.E. - :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x: (Press :punch: repeatedly) (Can also be done in air)
The EX A.X.E. will not be used often. Yes it is faster, hits up to 6 times and thus does great damage. This EX is not useable in combos as it'll hit once and then be pushed out of range resulting with the rest of the attack whiffing. You can use it in the same manner as a regular A.X.E. just about. The main uses though will be for punishment situations and on waking up opponents as it hits alot and does great chip damage. Outside of these 2 uses, try your best not to use this EX as much.

D.R.A. - In air, :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick:
Twelve dives down at the opponent, the damage and speed on each strength is the same, the only difference is the length it covers. LK will fly about mid-screen, MK will go 3/4 of the screen and HK will go full screen. This move is good if the opponent is left completely open and you are in the air. It is best utilized in his air dashing (yes he can interupt an air dash with this attack). With that noted, it gives it a good suprise value and he stops short in his air dash and drops down on the opponent. This move also proves useful in his mobility. You must learn the angles of your opponents attacks they throw out at you and try to counter them. That being said, it is possible to avoid some attacks during an air dash by simply executing a D.R.A. The strength used relies heavily on the opponent, their attack and where you are on the screen. Last but not least, the D.R.A. is risky, for it suffers from terrible recovery if blocked/parried. If this happens, you will be punished accordingly. Even on a hit it can be risky. You have two options, poke with crouching MK or hold your ground and do nothing. On the average of the time, the opponent may try to sweep you.

EX D.R.A. - In air, :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick_2x:
The EX D.R.A. can be used in much of the same way as the regular version. Instead though it does 2 hits, knocks down, is faster and does 1 point more of damage. Even though the damage is not great, it doesn't hold this EX back from being good. It's speed makes it almost unpredictable to parry and depending on how late you execute it could effect rather it hits twice or not. Let's not forget it knocks down, but most of all it is much safer. On a block, you can usually recover in time and throw your opponent. This means you can be as random with it as possible. You can also use it in outmaneuvering attacks even better due to its speed. It will travel 3/4 of the screen. The priority is great! It has the same range as the MK version but Twelve aims himself at a slightly higher angle, causing him fly over crouching opponents more occasionally compared to the regular version. Keep in mind, it cannot be done during an air dash. If there's even an opening, use it to quickly get out of the corner.

*For both the D.R.A. and airborne A.X.E. an instant version from the ground is possible. Do the regular motion but continue it all the way around ending at back + the corresponding attack button. In the end, the motion should look like this
:joystick-down: :joystick-down-left: :joystick-left: :joystick-up-left: :joystick-up: :joystick-up-right: :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left:
This is also good to help throw your opponent off.
Last edited by Decepticonus on Wed Aug 24, 2011 11:27 pm, edited 10 times in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:14 pm

Super Arts

SAI) X.N.D.L. - :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
This Super Art is composed of two average sized gauges. You can execute a total of 5 EX Moves with max bar or execute one super and have gauge left for 2 EX Moves.
The X.N.D.L. looks similiar to his regular N.D.L. except Twelve hits you with multiple spikes. This super can do up to 8 hits, knocks down and can be hit confirmed from Crouching LK, A.X.E. (LP) (super cancelled), standing close MP and standing close MK. It has a decent sized hit-box to be used as an anti-air as well. X.N.D.L. can make for some ok reset opprotunities as well. Two other strong points is that it has upper body invincibility, so this makes it good to use to go through fireballs. The other pro is that the super itself will blow through projectiles, including Urien's Aegis Reflector and Ryu's Denjin Hadouken. This super does come with its own drawbacks however. As I said it has only UPPER body invincibility, so Twelve can be snuffed out of this with low pokes. For each projectile hit the suepr plows through, that's one less hit for the super. For example, if Ryu throws his EX Hadouken (2 hits), then that's 2 hits less the X.N.D.L. will do. I cannot tell you if this is recomended or not, this is entirely up to the player if they want to risk the deduction. Another problem is the horrible damage scaling. The further away Twelve is when he throws this super out, the less damage it will do. And my god I cannot emphasize the LESS damage part enough. With that said it's also best be within a character's space away at most to hit with this super. You can also use X.N.D.L. in his juggles but don't, because the damage is horribly scaled there as well. It also has a 4 frame start-up so this super is not instant. This means it can work for punishment situations but best reserved for hit confirms or something with horrible recovery that can be punished very easily.

SAII) X.F.L.A.T. - In air, :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:
This Super Art is composed of only one average sized gauge giving you access to use only 2 EX moves with a max meter.
The X.F.L.A.T. is not only his most damaging super but his most damaging move entirely. Twelve morphs into a um I dunno paper airplane shark whatchamacallit??? And He flies down at the opponent for the initial hit and follows suit by flying around the screen hitting the opponent multiple times for a total of 18 hits. The damage as I said is great and it knocks down. The start-up is only 2 frames so it is really quick and great for punishment. Keep in mind, the X.F.L.A.T. requires exectuion in the air and unfortunately he cannot do one during an air dash. It is necessarry to learn the instant X.F.L.A.T. this is possible by doing
:joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :joystick-up-left: :joystick-up: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:
The game will register this as if you jumped and instanly input the motion. This will help with punishing opponents when you are both on the ground. This also must be learned to pull off his one and only hit confirm with this super, which is standing MK. One problem arises is that this super also suffers from horrible damage scaling. If the attack hits an airborne opponent, then you will get 10 hits to connect and the damage will be cut in half. It is not ideal then to use in resets, possible, but not recomended. With the proper spacing X.F.L.A.T. can counter a parried air-to-air attack. Last note, if the initial hit is parried or blocked, then the super will not follow suit with the additional hits and Twelve will be open to punishment.

SAIII) X.C.O.P.Y. - :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
This Super Art is composed of one large gauge giving you access to 3 EX moves with a max meter.
Now this is one of the oddest supers in the game. Twelve will morph into his opponent and have access to their normals, throws, UOH, karas, taunts, command normals, target combos, frame data and special moves. Unfortunately, you will not have access to their EX moves and Super Arts. Twelve will stay in this period for roughly 10 seconds about. One added bonus is during the morph period, Twelve will recieve a damage and stamina buff. This means you will take less damage then your opponent and dish out more damage then your opponent as well. Another interesting side note is the taunts will carry over. For example, if you X.C.O.P.Y. a Q player, use the taunt 3 times and morph back into Twelve before the end of the round, the stamina boost from Q's taunt will carry to Twelve's regular form for the remainder of the round. Of course when Twelve reverts back he'll take his normal stamina back but with the buff from Q's taunt on top of that. Morphed Twelve also cannot be reset, A good example for this would be Dudley, if he does EX Machine Gun upper to you in the corner, resets you with standing MP to Corkscrew Blow, the Corkscrew Blow will go right through you. Twelve will not be required to parry at all, it will be as if the super just whiffed. There are no good situations to set-up an X.C.O.P.Y. it is possible to hit with an anti-air A.X.E. (LP) (1 hit super cancel), X.C.O.P.Y. and follow up for a juggle combo. Yet, this depends on the character and their arsenal of moves. In addition, the window on canceling this and following up is rather tight. Given this odd requirement this set-up is extremely situational. The biggest drawback on this super is the recovery. The recovery is slow and leaves Twelve compltely open for punishment, but that's not the only problem. While Twelve is reverting back he is suspectible to taking almost double damage during this period. The best thing to do is either defeat your opponent before the end of the round or use whatever move in their arsenal to knock them down while putting as much space as possible in between you and the opponent.

*Recomended Super
X.N.D.L.
Super Art I gives you the most options - you get another anti-air, various combos, resets, punishment towards fireball users and needed bar for EXs. For the majority of the time Twelve should be using his EX Moves, similiar to an Alex perhaps. Unlike Chun-Li, you should not be out baiting and waiting for moments to land a super, use it strictly for punishment and combos mainly. Be happy with whatever damage you can get by using his EX moves. Yes, the damage isn't as great as X.F.L.A.T. but it gives Twelve some balance and more practicality. Using the X.F.L.A.T. is difficult. The hit confirm takes precise timing and if you do not learn the instant super method, it will be frustrating to connect with this super in any real basis. On top of that, you have to manage your bar by deciding to use only EX moves or saving it all for his super. Meanwhile, the X.C.O.P.Y. is quite the gimmick. Yes, one could argue every character has better options to dish out damage and better tools for punishment situations. With that said, why not choose someone else then Twelve? In regards to that, many characters in the game derive their gameplay from their EX moves and or Super Arts. Sorry, but a Makoto with no bar at all does not sound frightening. In order to effectively utlilize this super, you would of had to studied up on all the other characters. And just like Super Art II, Twelve has to make a choice rather to save his bar for the X.C.O.P.Y. or be willing to sacrifice it for some EX moves.
Last edited by Decepticonus on Tue Aug 23, 2011 9:00 pm, edited 3 times in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:15 pm

Combos

-Jumping HK, crouching HP
The spacing and timing on this combo is rather strict. Still, it is his most damaging follow-up to a Jumping HK if you have no bar.
4 hits, Damage - 17%

-Crouching LK, A.X.E. (LP)
The damage is low, but it should be used in mix-up with his throw for punishment situations when you have no bar. It will train your opponent to block low or tech throw.
3 hits, Damage - 8%
*It is possible to combo this from a Jumping HK, however, the Jumping HK has to hit as a cross-up, otherwise the A.X.E. will whiff because the Crouching LK will push you out of range. If you do land the cross-up then go for the combo it's well worth it (4 hits, Damage - 16%)


-B.M.K., A.X.E. (MP)
The damage on this is only slightly higher then the one mentioned above. It is still nice to have for punishment and if you accidentally hit with the B.M.K.
2 hits, Damage - 10%


-Against an airborne opponent, A.X.E. (LP) (1-hit), juggle with standing HK
The damage here is low too and is rather situational, but is still good to have and know if you come across this situation.
2 hits, Damage - 10%


-EX N.D.L., juggle with standing HK
Good damage, knocks down. Due to the slow start-up of the HK this has to be done pretty close, because you cannot walk-up to HK in time to hit.
3 hits, Damage - 13%


-Crouching LK, A.X.E. (LP) (Super Cancel), X.N.D.L.
This will be your most used option for hit confirming a super. It's quick and is Twelve's only low option for hit confirming SAI. The motion is tricky however, once you finish the A.X.E. motion, quickly do a :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: The game will register this as if you instantly did the regular motion for the super. You will only hit once with the A.X.E., so if you're getting two hits you know then you're doing it too slow. This is not his most damage super combo, but the low hit and speed make up for it.
8 hits, Damage - 23%
*It is possible to combo this from a Jumping HK, however, the Jumping HK has to hit as a cross-up, otherwise the A.X.E. will whiff because the Crouching LK will push you out of range. If you have bar and do land the cross-up be sure to go ahead and land the combo, it is well worth it. (9 hits, Damage - 32%)


-Jumping HK, Standing MK, X.N.D.L.
This is his easiest hit confirm to super by far, great damage and knocks down. The good thing is, the MK can hit from max range and combo without any damage scaling. Even without the jumping HK this is by all means a highly recomended combo.
7 hits, Damage - 32%


-B.M.K., X.N.D.L.
It does a point higher in damage then the listed combo above (if you don't start with jumping HK). Not really recomended, but again, good to have and know if you hit with a B.M.K. The window on cancelling the B.M.K. is tight, you won't be able to get away by buffering a :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: You have to instantly input the motion as the B.M.K. connects.
6 hits, Damage - 26%


-UOH, link X.N.D.L.
This link is rather difficult to get off, the UOH has to hit from max range and hit very late. Good to learn nonetheless, it gives Twelve the ability to super off an overhead and results in great damage with barely any damage scaling.
8 hits, Damage - 30%


-Against a crouching opponent, crouching MP, link X.N.D.L.
Even though this is a situational combo, the hit confirm is easier then you think and the damage is great!
9 hits, Damage - 35%


-Standing MK, (Super Jump Cancel), X.F.L.A.T.
This combo takes exceptionally precise timing. The best method to execute is by using the instant motion, so it should look like this
:kick-medium: :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :joystick-up-right: :joystick-up: :joystick-up-left: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:
You should begin the motion right on impact. If you plan to use SAII learn this, this is Twelve's most damaging combo he has.
19 hits, Damage - 38%


*All combos were performed on Ryu in Training Mode, the damage given is calculated on Ryu's stamina, being that he has the most average stamina in the game. For higher stamina characters these combos will be less damaging, and for lower stamina character these combos will result in higher damage.

Mix-Ups

Standing close MK (blocked) (Super Jump Cancel)
-D.R.A. (LK)
-EX D.R.A.
-Instant Air Dash LP (block), T.R.W./Crouching LK, A.X.E. (1 hit) (Super Cancel) X.N.D.L.
(If LP hits, follow-up with the combo or tick throw with Standing LK)
-Instant Air Dash MK (whiff), T.R.W./Crouching LK, A.X.E. (1 hit) (Super Cancel) X.N.D.L.
(If Crouching LK is blocked)
-Crouching LKx2 (blocked), N.D.L. (LP/MP/EX)
-Crouching LKx2 (blocked), UOH
-Crouching LKx2 (blocked), Crouching MK
*Including the first initial Crouching LK from the original mix-up, you will follow up with 1 Crouching LK for a total of 2 Crouching LKs.

Resets

-Anti-Air Standing LP (reset), X.N.D.L.

-Instant Air Dash MP (air-to-air hit) (reset), X.N.D.L.

-Anti-Air A.X.E. (LP) (1-hit), walk-up, standing MK (reset), X.N.D.L.

-Instant Air Dash (air-to-air hit) (reset), Instant X.F.L.A.T.

-Anti-Air A.X.E. (LP) (1-hit), walk-up, standing MK (Super Jump Cancel) (reset), X.F.L.A.T.

*I do not recomend the X.F.L.A.T. resets due to the damage scaling and it being nullified by one parry. Once in a blue moon is ok, for your opponent will not be expecting it mostly. If Anti-Air Standing LP is parried you can mix it up with N.D.L. (LP), A.X.E. (any strength), EX N.D.L., EX A.X.E. or X.N.D.L. Be random and cycle through them, the standing LP on parry is relatively safe and all of these options will give them more to parry on the way down.
Last edited by Decepticonus on Sat Aug 27, 2011 8:13 pm, edited 7 times in total.
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Re: Twelve -- Central Discussion

Postby Decepticonus » Sat Aug 20, 2011 11:17 pm

Match-Ups

Akuma
Spoiler: show
If Ken wasn't a hard enough match-up for Twelve, then Akuma is much worse. The only real advantage Twelve has here is that his combos will do roughly 10% more damage on Akuma, aside from that you have no options because Akuma has all of them. You see Akuma can control space very well. He can use Demon Flip mix-up's to keep you on the ground. The Gou Shoryuken will wreck your air game and he can throw out jumping Zankuu Tastumkai Senpu Kyaku to counter any attempt jumps or air-dash. In the end, this leads to Twelve landing in the corner and a juggle combo. To add further insult, Akuma has the Zankuu Hadouken. Thought not recomended amongst its players, Akuma can play the defensive keep away game with the air fireballs, since Twelve has no good option to manuever around it. The best way to fight back is be offensive. Akuma has such a great pressure game that it will do you no good to play defensively and look for an opening to punish. Try early on to rush Akuma down, stick to instant air-dashing to avoid airborne hurricane kicks. Do not bother with offensive wake-up games whatsoever. Remember he can easily punish anything you throw out with Gou Shoryuken. Your best bet is to bait him for one or a throw on wake-up and then punish him accordingly. Do not waste your time by playing keep away and building bar. At the same time be sure to always have some bar available. Well timed EX N.D.L.s will thwart hurricane kicks and Demon Flips.


Alex

Chun-Li
Spoiler: show
In the past I have read this match-up is in Twelve's favor because Chun-Li has no anti-airs. WRONG! She has no reliable anti-air. She has standing MK and crouching HK. Both of these depend on position though. She can also anti-air with :joystick-left: + HP. At the very least it will trade hits, nonetheless it has huge priority and huge hit box. On top of this, she can meet Twelve in the air with jumping LK, air-throw or jumping HP, HP. The only REAL advantage you have against Chun-Li is she is no huge threat without any bar. Before she builds up one level of bar rush her from the beginning of the round. Put Chun-Li in a state where she has to shake you off of her instead of building bar. She will out do you in the ground game of footsies, but your air game is consistently better. But you have to really mix it up, she can even standing HP you out of the instant air-dash. Stick to things that work like whiffing air dash attacks to bait Chun-Li to whiff an attack and throw her on the reound. Spaming Jumping HK back to back. Hit with jumping HP from afar and a suprise D.R.A.. Mix-up when you attack, when you whiff, super jump to air dash, normal air dash, instant air-dash. By doing this she won't know what anti-air to use. Be willing to adapt to a Chun player's methods though. If they begin the air-to-air game, start using the jumping MP to counter their attacks. Another possible advantage is her slow wake-up time. This gives you all the time in the world to mount your offense. Don't be afraid to use A.X.E. (HP) here. Chun-Li has only two possible options to deal with wake up, EX Spinning Bird Kick and EX Lightning Legs. Most of the time Chun players won't use these attacks in favor of conserving bar for her super instead. Once again, adapt to the player. If they do use these attacks, stand over their body and walk/dash back to bait them for punishment. The last thing is her super, once she has bar do not use standing HK. When she has no bar you can use it as liberally as you like. She can reversal a standing HK from max range with her super. It's too risky, do not try it. Commit to no ground based attack when she has bar. Try your best to stay in the air constantly, a Chun player can't afford to reset you to super, it's not worth it. As long as you are not on the ground she cannot connect a super.


Dudley

Elena

Hugo
Spoiler: show
A surpisingly odd turn out for Twelve. For starters Hugo has the largest sprite making him an easy target for almost any attack. He is also very slow. His biggest drawback is the lack of a thorough anti-air. He does contain the Shootdown Backbreaker, which operates more like a throw with no priority. Twelve can walk underneath many of Hugo's attacks, including standing LP, standing MP, standing HP, Standing MK (1st hit), Standing HK, crouching HP and the Monster Lariat (any version). Even with all of that said, it is still not a walk in the park. Hugo has the highest stamina and can punish Twelve with huge damage. In order to defeat Hugo is to master the Instant Air Dash MP. Even if Hugo is crouching the altitude (not to mention is huge sprite) is enough to still hit him while crouching. The range is good enough to hit and push Twelve out of range from throws. This method is also great to counter his Shootdown Backbreaker. The MP will easily stuff it. Continue this measure to keep him pressured and to thwart all and attempts to the Shootdown Backbreaker. Don't be afraid to Air Dash HP as well. This move is generally safe on Hugo as it will also push Twelve out of throw range. Standing HK is also quite abuseable from max range seeing has Hugo no quick option to punish it. Don't forget to mix up with standing MP and N.D.L.s. The whole game plan is to poke Hugo with anything that will keep you safe and out of point blank range. Commit to no move that will keep you close. A tick throw attempt is also out of the question, once in a blue moon may be alright. But during absolute punishment situations feel obliged to throw so to keep Hugo away from you. You can also easily stuff the Monster Lariat and Meat Squasher. One move to look out for is his crouching HK. This move will outprioritize anything Twelve has. The X.N.D.L. and EX N.D.L. is an option to counter but require strict timing and are not worth it. My advice? Parry or block it, either way Hugo will be open for punishment regardless. Also don't attack Hugo on wake-up, unless it's a airborne attack or attack from max range. I can't stress enough, anymove that keeps Twelve close that is blocked is asking to be thrown. With that said do not be careless with any version of D.R.A., upon block Hugo will throw you! Do not forget Twelve can H.U.G. Hugo and then hit him with an OTG SA1 or OTG Instant SA2, but not recomended since Hugo can quick recover from H.U.G.


Ibuki

Ken

Makoto

Necro

Oro

Q

Remy

Ryu

Sean

Urien

Yang

Yun
Last edited by Decepticonus on Thu Sep 15, 2011 8:19 pm, edited 4 times in total.
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Re: Twelve -- Central Discussion

Postby Sulfur » Sun Aug 21, 2011 10:04 am

Can 12 X.C.O.P.Y Gill?
This one time I saw Ryu pop a wheelie so hard, that Akuma was like; "Okay, we're good."
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Re: Twelve -- Central Discussion

Postby Sulfur » Sun Aug 21, 2011 6:36 pm

rpgfighter wrote:
sulfur wrote:Can 12 X.C.O.P.Y Gill?


Yes but I don't believe he gets the same fire/ice attributes which really cripples it. I could be wrong though.


i know what i'm testing out wednesday.
This one time I saw Ryu pop a wheelie so hard, that Akuma was like; "Okay, we're good."
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