does twelve even have a bread and butter combo?
Mmm… low short, jab AXE? I generally just use EX AXE to punish, no need for combos, or supers even.
RE: Low Air-Dashing
Just tap up-toward then forward, or up-back then back. The machine counts the initial jump input as one press in the two-press dash motion, so as long as you’re crisp and precise, you should be in like Flynn.
N
If you are interested in making a 12 vid you could always do one more focused on tactics on strategies: dash cross ups, using jab AXE to get out of cross ups, wiggling a lot and then throwing.
Same thing with Urien. There are like 8576464 vids on Urien combos, but none of them actually show how to play him.
thanks thongboy ;D
Feh, I’ll throw a “How to not die immediately with Tweleve” vid on the pile. cough I’m sure the Urien situation is also well in hand.
N
yea, that would be awesome. if you couldn’t tell, i’m a newby to Twelve. i want to be different and learn someone who doesn’t rely on a short xx super all day long. what super would you recommend using for a newb?
I believe Slim’s making a Video version of his FAQ…with some additional stuffs…but as always, I could be wrong…
Definitely SA1. The other two are complete and utter crap only good for showing off, and that’s no exaggeration.
SA2 would be awesome if either (A) it did more damage as anti-air or (B) had a shorter bar. Either of these would make it a viable super, but it’s really quite a load of hooey. Capcom really fumbled the ball on that one.
X-Copy is fun and all, but it’s really nonsense. You spend an entire round trying to build up that giant Shinsho-size meter, then you use it and the enemy turtles up until they get a free combo on you. Yeah, that’s swell. Could’ve at least hooked it up on EX moves or a free super at the end (a la A-groove) there, Capcom.
Twelve’s definitely a whole different way of thinking. Gotta read your opponent, pay attention at every possible moment, capitalize on EVERY mistake and make essentially none of your own. I think it improves many aspects of your general game just doing a lil’ bit of “Twelve Training”.
N
All right, here’s my input on using good 12…
- learn to do low short, jab whip, xndl and make sure you can do it at least 90% of the time. cuz chances are, that’s the only combo you’ll ever land on someone.
- learn low short, xndl.
the difference between 1 and 2 is this…
1 has that jab whip in there and it serves as a hit check before tapping the punch for the super. so i normally do low short, qcb+lp, qcfx2, and that gives me plenty of time to decide whether or not the whip connect. if it does, i just presss a punch and get that combo out. it’s pretty safe. ok, it’s’ not THAT safe,but good enough.
use 2 under these circumstances:
uoh, low short, xndl
air dash, whiff hk, low short, xndl
cross over hk, low short, xndl.
in these cases, you have higher chance of hitting them with low short cleanly. so yeah, you can skip the lp whip hit check part. if in doubt, do the whip part.
anyway…that’s it for twelve combo…
on to the rest of 12’s glory…
poke string or confusing string…
- jumpin hk/hp, low short, standing mp.
- air dash, whiff hk(far), standing mp or standing hp
- air dash, whiff hk(close), throw
these are the basic ones…
now, remember to subsitute any throw attempts with these things…
low short
standing mp/low mk
close mk(after a really close whiff hk)
exwhip(to throw off any throw attempt unless they’re rubbing for a gigas)
and remember that 12’s hp is only good for far jumpin and jumpin away…his jumping mp and mk are better than air hp as jumpins…for air to air combat, i suggest air mp to stuff ppl. for air to ground, 12’s loaded with options. and they vary greatly. so yeah, replace air hp or air hk if they’re stuffing your jumpin with air mp or air mk…just try them out…
ok, more branches…after a close mk, try these
tiger knee air dash, headdive
or tigerknee air dash pass them then hk and resume the hk strings…
or tiger knee air mp, low lk, etc etc…just be creative…
regarding air dash:
close to ground air dash is good only if you’re far away and want to piss the crap out of someone. it doesn’t charge you meter if you do close ground air dash, whiff hk. it doesn’t. and if you somehow accidently close air dashed into someone, they can jsut fierce you. it’s dangerous.
normal jump air dash is better cuz it uses most of 12’s air options. and he gets the option to jump around and charge meter safely. if they catch up to you, simply AD backward, land, ex needle to take them out of air. if they jump with you, ex headdive at them.
super jump air dash is good to run away and run the time off. it’s a really good feeling when those KO wanna bes activate Genei Jin out of blue. only to realize 12’s super jumping air dash around…waste a good 3/4 of their meter. and when they finally get to the same side as 12, they eat a low lk, or ex needle, or some whip.
all in all, mix up your height. against those ppl who like to throw you on landing, do a REALLY close air dash, they might try to throw you but you’ll still hover their head,land right beside them and throw them first. it’s not foul proof, but part of 12’s mindgame.
oh yeah, remember this, THROW them and throw them a lot. just so they’ll try to tech your throw next time and you get a low short, xndl. also, UOH, low short, xndl has really high successful rate for me. i dunno why. maybe it’s just me…and it’s so easy to do.
12’s all abot mindgame, doing the little things. pick you out of air with everything he has. and yeah, sort of like a weird and weak version of rolento. ok, a really really weak version of rolento. it’s hard to put a 12’s straegty into words and this is my best attempt. feel free to flame me into obvilion.
Ok, so, err, yeah. Flame on!
No, not really.
Low short, axe xx SA1 kills a lot of your damage if you know you’re getting it for free. Damage buffering on specials is a beeyuch. Seriously, you only get a few more points for that than just doing EX AXE. If you’re going to get a free combo off of someone, do standing forward xJx (jumpcanceled) into SA1. Now, there’s trickiness afoot! When you jumpcancel it, try to wait until the last possible moment to actually hit the super. XNDL is finicky, you want the maximum amount of hits. The way to do this is hit mk knee, start the motion, then wait until the opponent’s “Ouchie!” frame is pushed back as far as possible before actually slapping the button. This can seriously add like 10-15 points to the damage, versus what you would get for canceling immediately. The change is barely noticeable, but it’s very there.
Da, if you need time though (hullo wakeup games) low short, Axe, SA1 is the way to go.
“Twelveneto” dashing (uber-close to the ground) definitely has it’s uses. You can rushdown-poke with pretty much any button but fierce/roundhouse, you can whiff into throw… come on, don’t squeeze the Charmin!
Pre-Post-Edit/Addendum: Low dash with strong or forward(mk) as anti-air, and juggle with SA1 or SA2. Whoot, hello useful meter wastage.
Um, that’s it for now. I’m lazy and full, like a fat alligator. A fat alligator of justice.
N
Fun combo: Anti-air with ground tentacles, then chase that ish down with a Tiger Knee’d SA2! Woo, if only the game scored in Style points instead of lifebars!
Someone help me out here…
I tried the low short, xndl combo and low short, lp whip, xndl on Ryu in the corner…they work just fine. great actually. i love them. also did UOH, low short, xndl. that’s nice too.
then i did those three combos in the mid screen. guess what…low short doesn’t seem like comboable into xndl on ryu in midscreen…in DC training mode, i did low short, xndl. and ryu clearly got hit by low short, and the super is cancelled andeverything looks just fine. But dummy blocked the super.
is that just my excution? or has 12 just lost another combo…which means he’s getting suckier and suckier by day…
thongboy, test it out if you will. and see if you can get it to work in midscreen. i certainly can’t.
Haha, nah, I could never get it. The hitstun is atrocious on low short, I’m surprised anything works.
N