Everyone knows that Twelve walks under Hadoukens, right. However, there are many more other moves that can be avoided by simply walking. Below are listed all circunstances, character by character, I was able to find in which Twelve gets away walking foward. Technically, they all work with a backwards walk but the moves make him block, save for fireballs. It lacks analyses on jumping attacks and more details on certain moves but without the console version and an assistant it becomes almost impossible. As a general rule, Twelve is much harder to hit from the air when he is walking. Horizontal oriented moves like Urien’s jMK are almost if not incapable of doing so.
This information is mostly for curiosity, it almost can’t be used in macthes. Those that are remotely useful are bolded. When I make no distinction between Far and Close it means both. Between parenthesis are notes I thought relevant. For example, “boot only” means that only the character’s boot is avoided, the rest of the leg hits.
ALEX
Far standing LP
Standing MP
Far standing MK (boot only)
Standing HK
Foward + HP
Back + HP
UOH (point blank only, crosses you up but you end up blocking it and not switching sides)
Chop (only the tip)
Spiral D.D.T. (crosses up)
CHUN LI
Standing LP
Standing MP
Standing HP (fist only)
Far standing MK
Far standing HK
Back + MP
Foward + MK
UOH (from very close, crosses up)
Spinning Bird Kick (crosses up; you may end up blocking the next hit)
EX Spinning Bird Kick (if very close, the last hit crosses up and you block it)
DUDLEY
Standing LP
Standing MP
Standing HP
Standing LK
Standing MK
Foward + LP
Foward + HP
UOH (crosses up; from a very specific distance, you block the hit and still switch sides)
**
Machine Gun Blow
EX Machine Gun Blow** (except last uppercut)
Ducking Straight
EX Short Swing Blow (1st hit)
ELENA
Standing LP
Standing MP (can’t be very close)
Standing HP
Crouching HP
Foward + MP
Foward + MK
UOH (point blank only, crosses you up but you end up blocking it and not switching sides)
Rhino Horn (may cross up)
EX Rhino Horn (may cross up)
Mallet Smash (1st hit)
EX Mallet Smash
Spin Scythe (can’t be very close)
Spin Scythe finisher (1st hit)
GOUKI
Standing LP
Far stading MP
Close standing MP (some frames of Twelve’s walk can be hit)
Standing HP
Far standing MK (foot only)
Far standing HK
Close standing HK (1st hit)
Foward + MP (1st hit)
UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)
Gou Hadou Ken
Shakunetsu Hadou Ken
LK Tatsumaki Zankuu Kyaku (may cross up, in which case you end up blocking the next hit)
MK and HK Tatsumaki Zankuu Kyaku (the knee startup hits; may cross up, in which case you end up blocking the next hit)
HUGO
Standing LP
Standing MP
Standing HP
Standing MK (1st hit)
Standing HK (may cross up)
Crouching HP (may cross up)
Crouchind HK (crosses up; difficult to space)
Foward + HP
Back + HK
Foward + HK
UOH (from point blank, it crosses you up but you end up blocking it and not switching sides; from very close, you switch sides and block the hit)
SA3: German Mountain (1st hit must not be from very close; 4th and remaining hits get you)
IBUKI
Standing LP
Standing MP
Far standing HP
Far standing HP’s follow up
Far Standing HK
Crouching HP
Back + MP
Back + MK
Foward + MK (crosses up; at a very specific distance, you block the hit)
Foward + HK (may cross up)
UOH (from point blank, it crosses you up; from very close, you switch sides and block the hit)
Taunt (crosses up; at a very specific distance, you block the hit)
Tsumuji (high only)
EX Tsumuji (high only)
KEN
Standing LP
Far stading MP
Close standing MP (some frames of Twelve’s walk can be hit)
Standing HP
Standing MK
Back + MK (1st hit)
MK follow up (1st hit)
UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)
Taunt
Hadou Ken
EX Hadou Ken
Tatsumaki Senpuu Kyaku (the knee startup hits; may cross up and make you block the next hit)
EX Tatsumaki Senpuu Kyaku (the knee startup hits; may cross up and make you block the next hit)
MAKOTO
Standing LP
Standing MP (only from point blank)
Standing HP
Standing MK
Crouching HK
Foward + LP
Foward + HP and follow ups
Foward + MK
UOH (from point blank, it crosses up; from very close, you don’t switch sides and block the hit)
Taunt
NECRO
Standing LP
Standing MP
Standing HP
Standing HK
Crouching MP
Back + MP
LP and MP Denji Blast
EX Flying Viper
UOH (from point blank, it crosses up; from very close, you don’t switch sides and block the hit)
Taunt
ORO
Far standing LP
Far standing MP
Standing HP (1st hit)
Far Standing MK
Standing HK
Foward + MP
UOH (from point blank, it crosses up; from very close, you switch sides and block the hit)
LP Sun Disk
Q
Standing LP
Standing MP
Standing HP
Standing HK
Crouching MP
Back + HP
UOH (from point blank, it crosses up; from very close, you switch sides and block the hit; I’ve managed to block and not switch sides but can’t do it consistently)
Slaps
EX Slaps (except last hit)
Dash Punch
EX Dash Punch
SA1: Critical Combo Attack (except 4th hit)
SA3: Total Destruction punch follow up
REMY
Standing LP
Standing MP
Close standing HP
Standing HK
Crounching HP
UOH (from very close, you block the hit and don’t switch sides; a bit farther and starting to walk after Remy attacks, you can walk cleanly under it or block and still switch sides)
High Light of Virtue
RYU
Standing LP
Far stading MP
Close standing MP (some frames of Twelve’s walk can be hit)
Standing HP
Far standing MK (foot only)
Far standing HK
Foward + MP (1st hit)
UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)
Hadouken
EX Hadouken
Tatsumaki Senpuu Kyaku
EX Tatsumaki Senpuu Kyaku (when Ryu is in the corner or when you are not at point blank range, the last hit gets you; otherwise you block it)
Joudan Sokutou Geri
EX Joudan Sokutou Geri
SA1: Shinkuu Hadouken (only if you are at point blank when it is thrown)
SA3: Denjin Hadouken (only if you are at point blank when it is thrown)
SEAN
Standing LP
Far stading MP
Close standing MP (some frames of Twelve’s walk can be hit)
Close standing HP
Far standing HK
Foward + HP (1st hit)
Foward + HK (may cross up)
UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)
Dragon Smash
Sean Tornado
EX Sean Tornado (except first hit)
EX Ryuubi Kyaku (1st only)
SA1: Hadou Burst (only if you are at point blank when it is thrown)
TWELVE
Standing LP
Standing MP
Crouching MP
UOH (from very close, you block the hit and don’t switch sides)
URIEN
Standing LP
Standing MP
Standing MK
Standing HK (1st hit)
Foward + MP
Foward + MK
UOH (from point blank, you block and don’t switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)
LP Metallic Sphere
EX Metallic Sphere
Headbutt
EX Headbutt
SA2: Jupiter Thunder (only when it is about the size of a Metallic Sphere)
YANG
Standing LP
Standing MP
Far standing HP
Standing MK
Standing HK
Foward + MK (close; crosses up)
UOH (from point blank, you block and don’t switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)
Taunt
YUN
Standing LP
Standing MP
Far standing HP
Far standing MK (note that Yun’s close MK hits, Yang’s doesn’t)
Foward + MK (close; crosses up)
Foward + HP
UOH (from point blank, you block and don’t switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)
Taunt
Nishou Kyaku
EX Nishou Kyaku
Bonus round: Yamazaki proving me wrong [media=youtube]oLdbsruB0zU[/media]