SF3:3s Twelve thread

post some mo’

I’ve seen vids of Chikyuu( from either NCubed or Evolution, can’t remember) doing EX qcf+p, than juggling with either strong or fierce qcf+p, which keeps the opponent knocked down.

I havent seen a good match with 12. Does anyone know where I can find matches with 12??? really good ones pleaseeeeeee

i dont know of any good12 matches but the japan 5 on 5 tourney had some seriouslyt sick twelvneto action going on

Hmm ok well I dabble a lil in the art that is 12, and here are some general tips, as he isnt one of my hardcore chars, i cant give out any l33t strats or anything.

Use and abuse EX qcf p. I cant stress that enough.

There is no point doing cr short, qcb p, super. Do cr short, super, or standing forward, super. Damage reduction in 3S is 2 high 2 add on the AXE for no reason.

Jump back fierce or SJ back fierce when your opponent jumps at you, even if they parry you are usually out of range to get countered. Ideally you want to time it so you hit them with just the tip of his sprite. Some chars have attacks that will just kick or punch 12 in the head when he does this though, so use your head, dont go buck ass wild with it. Use when appropriate.

THROW A LOT. You should do this with all your chars in 3S but 12 really depends on damage from throws IMO. Learn to land rite infront of them from an airdash. Things i like to do once im rite infront of opponent are: Throw, low short, UOH. I find the UOH hits quite often cuz peeps usually try to throw in this situation against 12.

Hyt said it best though, hit and run, hit and run, run, run, hit, etc etc. 12 is a fun character to play and can be annoying as hell to play against it would be sweet if there were more 12 players.

Da, UNLESS you’re playing wakeup games and you need to know if you’re going to get the hit or not. With decent reflexes, you can low short, AXE xx (motion) and check if you hit or not before you slap the button. Personally, if you’ve got a free attack, I’d do EX AXE. The damage is great, and you can keep your meter for… other stuff.

When the opponent jumps, air EX Dive is pretty solid, regardless of what happens. It’s a super-awkward parry, and even on the off chance that they DO parry it, you’re out of range well before they can do anything about it. You’re also set up pretty nicely to start any sort of rushing or running you’re into.

Also: EX Dive is hype ish for throw setups. If your opponent gets parry happy and thinks they know when you’re going to start dive-bombing them, start diving right in front of them instead. You’ll land and be ready to throw before they know what happened.

I think that’s really a huge part of Twelve’s game, rushdown and rush-whiffing for throws. He has SO many options in the air, it gets absurd. You can low-dash and jab, you can low-dash and roundhouse (whiff) throw, you can EX Dive, you can glide and dive forward, dive backward, crossup Roundhouse, far poke Fierce… Good god, I love you Twelve. If not for my innate Urien loyalties, I’d be pretty much an official 12 player. Word 'em up, he’s awesome.

N

!!! I cant believe i didnt mention his EX dive. Good call Thongboy >) About wake up games, when im poking, i always do the super motion regardless if i think im gonna hit or not, so i guess thats why i never use that combo >)

Heh, I just saw a japanese tourney vid where 12 lands this combo on Yang.

twelve is an awesome character to use. some tricks that could work would be if you his a c. lk. do it 2 more times, then into standing fierce (the up axe) most cases, people will try to jump out getting hit by the axe, or try to parry a 4th lk that they think will happen. Also, ex dive in the air, and if opponent blocks, immediately grab them. Twelve’s grab when kara throwed is godly, adds some range to it, and plus it beat out a lot of shit.
ABUSE THE GRAB.

fly, but not all the time, good parry can stop twelves air rush. I usually air dash low with a short, if it hit, parried, or blocked, i go for grab right after.

XNDL super is also good when your opponent jumps in, if you know he is not gonna do move and try jump in and grab you, throw the super, hits everytime unless they throw a move out at the right time.

I’m pretty sure Twelve can link low short into super I.

-Sk!

What do you guys do when someone just repetitively dragon punches you out of the air?

Quit airdashing. Works everytime. Or, try to be a lil less predictable. Try baiting the DP. Umm thats all i got >)

anyone else here do tiger knee EX A.X.E.? kinda useful, not quite sure though.

Also, do you guys use SAI for the ex meter or to actually get the super to hit? I like the damage it does, and the comboability of c.short, but I really like using ex meter too.

Also, is it just me, or does 12, more than most everyone else, get most of his damage off throws?

Crossup airdash roundhouse is too good!

Lastly, you can only wall jump after airdashing into the wall, unlike chun’s, right?

“Borrowed” from the Makoto thread:

Twelve spends a majority of the match either in the air or WAY the hell away from the opponent. This essentially renders the karakusa useless. Makoto is seriously lacking in anti-air as well, so when you’re Twelveneto dashing on her you don’t have much to worry about. If the opponent figures it out and eventually staers trying to kara-EX-fukiage you or something, you can easily just start baiting them with empty dashes and early dive-throw mixups. It’s not a pushover, but it’s a damn fine chance if you’re (one of the what, 3?) a good Twelve player.

Addendum, just for you Tweleve fans:

Ya, EX Slappy Hands rips up any Karakusa attempts, you can really air-rushdown her all day without worrying much, and with all the bajillion pokes (NDL, standing jab, crouching mk, or just jumping back with fierce) at his disposal, the majority of the match consists of Makoto chasing Twelve all over the screen, getting her life chipped away all the while. If you don’t get pinned down for any length of time, it’s a solid win.

N

how does twelve do against shoto’s and chun li? with him being in the air most of the time couldn’t the shoto’s just shoryuken and knock him down?

From personal experience, I’d say Chun Li is no big deal, Ryu is do-able, and Ken is a game breaking glitch that should be put down like a rabid dog.

Chun Li is another char with almost no decent anti-air, which makes her highly susceptible to the Twelveneto rushdown. She’s not exactly gifted on wakeup either, which gives you a lot of leeway on mixup after knocking her down. Besides that, she’s hard pressed to land a low forward if you’re never on the ground and in range.

Ryu is more difficult, because obviously he can SRK you if you get too heavy on the aerial maneuvers. As they’re only one hit, however, they’re easier to dodge than Ken’s. Most of this match you’ll be trying to bait him into doing srks and just dancing around, building meter. If he tries to fireball you at any time, hit him with SA1, SA2 or jump up and EX dive quickly. Also, if you stay close, you can walk right under fireball xx SA3 setups.

Ken. Grr. This is one of the most difficult fights for me. His srks are all over the place, he crosses up like nothing, and if you get hit, it’s half your life right off the top. Play this one CAREFULLY. Dash away and build meter, and try to read your opponent. If you can frustrate them sufficiently, they’ll get poked a lot just trying to chase you down. Go for low-dashes and poke/throw mixups. If he tries to cross you up, do a jab AXE (slappy hands) and juggle that ish with a super. Sure, you’re blowing a lot of meter, but hey, that’s what Twelve’s about. Blowing assloads of meter for minimal damage.

N

Fun combo of the Day:

[Twelve vs Urien, in corner] anti-air AXE xx X-Copy, RH Tackle, MK tackle, MK tackle, fierce

good shit, thanks

do you guys have any good sites with twelve footage? i saw 1 vid of chikyuu playing his twelve and it was awesome.

Haha, I’d offer to try and make a Twelve vid, but it’d only be like 14 seconds long. 2 juggles and some X-copy combos.

N

evo dvd’s got Chikyuu going whacky!

any tips on low airdashing? thanks. ;D