It seems like every other character has one of these threads so I guess I’ll make one for Twelve. Feel free to add/suggest your own corrections to this. Here goes…
First of all I HIGHLY reccomend you watch Thongboy Bebop’s Twelve tutorial vid. It is made of win and god. [media=youtube]K3-Oc503dQs[/media]
Cross-Ups:
IAD or Jump :hk:
Meaties:
Cl.:mp:
Cr.:lk: and :lp:
Cr.:mk:
Normal Moves:(Far)
:lp:: A quick shot to the face. It’s your average jab, it has some tick-throw potential.
:lk:: A shot to the shins. Nothing really fancy
:mp:: A knife-hand to the face. Twelve’s quickest and safest poke. Use this control the space between you and your opponent
:mk:: Twelve sticks his knee into the air and look even wierder than he already does. Not very useful out in the open but Cl. MK(Which has the same animation) has uses, more on that later.
:l:+:mk:: Twelve rears back and flicks his leg into the air. Those normal is almost totally useless, it can me canceld/link into SA1 for meh damage
:hp:: Twelve flings an Axe at his opponent at an angle. A useful on-reaction AA just don’t use it too much as it’s somewhat slow recovery and it’s easy to punish if you get parried.
:hk:: Twelve flings the lower half of his body a ways away from him to slice his foe. This is an okay poke to throw out randomly. Good player will parry this with ease and take advantage of thhe recovery time.
Normals:(Close)
:mp:: Looks almost like Necro’s B+MP, it’s Twelve’s only cancelable normal(CL.MPXSA1)
:mk:: Same animation as far MK just up close, It’s pretty safe if blocked. If it hits you can Jump-Cancel this into many many diffrent things(See Combos)
Normals:(Crouching)
:lk:: Use this along with Cl.MK as part of Twelve’s High-Low wakeup game. It’s safe on a block where you can do LP AXE which actually pushes you away from your opponent. If it hits go for Cr.LK, LP AXE into SA1.
:lp:: Best use as tick-throw bait. Not nearly as useful as LK but a deccent poke that add to Twelve’s poking game.
:mp:: Twelve’s meter building normal. Very quick to spam when you need meter for EX moves.
:mk:: Twelve’s best low poke.
:hp: Twelve turns into a ball and launches himself forward. Not really useful but throw it out once or twice during a match.
:hk:: Twelve’s legs turn into a drill and he slides at his foe. Only do this near your opponent since it’s slow as hell. It hits multiple times on a block for some odd reason.
Combos:
SA1:
Cross-up HK, Cr.LK, LP AXE, SA1
Cl.MK (Jump-Canceld) SA1
B+MK, SA1
Leap Attack, SA1
Anti-Air IAD MP (Reset) SA1
Neutral ThrowXXSA1(Hugo)
SA2:
Cl.MK (Jump-Canceld) SA2
Anti-Air IAD MP (Reset) SA2
LP AXE, Walk Foward, MK,(Reset) SA2
Neutral Throw Instant SA2(Hugo)
For more on Jump-Caceling and instant SA2. See Thongboy’s Tutorial.
Special Moves:
:qcf:+:p:(NDL): The :lp: version comes out right in front of Twelve, The :mp: is almost a half-screen distance away and the :hp: version is a full screen distance away. The EX version has homing capabilites and is very useful as an AA. The normal version is useful as a long range poke.
:qcb:+:p:(AXE): Twelve turns his arms into spines and flails them around. :lp: version has some use as an AA and in combos off Cr.:lk:. :hp: and EX versions are useful in chipping your opponents to death.
:qcb:+:k:,In The Air(DRA): Twelve dives down at his foe. :lk: version comes down at a steep angle and is used in IAD mixups to bait DP’s. :mk: goes down abot a 45 dgree angle, the HK version has the farthest reach and can nail people by suprise. All versions are VERY easy to parry. The EX version is fast and hits twice and is relativley safe if parried or blocked mix it up with the EX and orther DRA variations. All versions are overheads.
Supers Arts:
:qcf::qcf:+:p:XNDL(SA1): Twelve’s most useful super, also an easy AA on reaction. Combos off Cr.Lk and Cl.MP. It has upper-body invincibilty. Meaning you can parry the first two or so hits of a fireball super and still nail them with a super for damage. You can do this on Urien too if he corners you with an Aegis. The only bad thing about this super is that the less of the wave hits your opponent the less damge it’ll do(Think Venom’s Death Bite Hyper In MVC).
:qcf::qcf:+:k: In The Air, XFLAT(SA2): I only use this vs scrubs. You only get one longass super bar to land an easy to spotand avoid super. It’s Twelve’s most damaging super but the only reliable way to land it really is to JC if off a Cl.MK really. You can nail jump-happy people in mid-air for blah damage or get parried(Yes you CAN get parried as it’s only one hit) and blow a whole super…
:qcf::qcf:+:p:XCOPY(SA3): This is actually better than SA2 sometimes. You basicly turn into your opponent’s character and can use thier moves but not thier EX moves or supers. In return, you do more damage and take less damage than they do. Make sure you score a knockdown or GTFA from your foe before you change back. Twelve takes a FUCKLOAD of damage while he changes back.
Jumping/Air-Dashing
:lp:: Twelve sticks out his furthest hand at a 45-degree
angle. Comes out fast and stuffs some things.
:mp:: Twelve stupidly sticks his hand out in the same fashion
as his standing MP, except in the air. This has good On-reaction AA capabilites and will stuff certain moves.
:hp:: Twelve turns his arm into scissors and closes them like
you would with scissors. Very long range and good damage but if you get parried it’s your ass.
:lk:: Twelve sticks his knee out. I randomly throw this out after a bunch of MP’s when I AD. It hits people like 80% of the time, even if they are parry happy.
:mk:: Twelve flicks his leg out at an angle. I never use this because it’s only useful for whiff-throw mixups while AD-ing.
:hk:: Twelve turns his legs into one big spike. This crosses up and is actually useful to use as they wake-up because they’ll get paralyzed in block-stun. Leaving you safe to do anything.
Air-Dashing:
To IAD simply tap :r: :r: quickly as you jump or :l: :l: for a reverse Air-Dash. You CANNOT parry while you are AD-ing since the game registers this as a dash instead of a normal jump. So you MUST plan to avoid whatever kind of AA the opponent WILL throw at you.(See Thongboy’s Vid)
Air-Dashing Strats:
This section will explain what attacks to use at what distance/situations/etc. All of the normals are while Twelve is AD-ing BTW
Air to Air:
:hp:
:mp:
AXE(:lp: Version)
Air to Ground:
:hp:
:hk:
:lp:
:lk:
DRA(Any Version)
Air to Ground:(Wakeup)
:hk:
DRA(:hk:)
More to come…