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
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
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

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-UpsStanding 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.