YES! thanks for posting this. I was able to win a few tough matches with Twelve thanks to using this with the rest of his incredible arsenal. Twelve is such a blast to play with. :wgrin:
Just an observation:
Yamazaki ALWAYS connects mp xx XNDL as his primary option. cr.lk x lp A.X.E xx XNDL seems secondary.
More damage, the lp axe reduces your damage like a bitch.
I dunno, I think Yun is a bad match up and probably 2-8. Today I was in a tournament, beat a Oro, Dudley, Ken, Ryu & Chun-Li. The most trouble was Yun, since he was the only one to beat me. YUn controls the air with that abnoxious dive kick. He’s so over the place that I can never really hit with a D.R.A. ever. It’s like Vega vs. Vega in ST…sort of.
But that Instant A.X.E., niffty but just seeing it in one match is it really practical?
I’ve been doing it a lot lately, and it’s proving very useful. They don’t get to parry -> throw you this way.
how exactly is it done, QCB, UB + P?
I slide from UF to B. It works best with LP and EX version, I only do HP if I think my opponent is going to block it and I need the chip damage.
I was playing an Alex player today and he owned me, he finished off all his combos with a flash chop if I blocked and he would be too far away to do anything afterwards. Do I wait for him to come to me or vice versa?
I try to keep Alex away with NDL as often as I can, he has a lot of moves that beats Twelve’s normals.
Perhaps a EX N.D.L.
Today I was playing different (ala Kuroda DVD and some other thoughts), and I noticed that Twelve has an amazing jab. IAD jabs and random crouching jabs seem to be a lot safer than lk’s. Also, cr.jab has more range than cr.lk.
But more on the instant air A.X.E, it’s been doing me better and better lately. A word of advice though, you might wanna keep a bit more distance doing it against Hugo.
Also, Kuroda LOVES to use NDL against Hugo. I mean, he uses it like crazy. And it worked for me today too :tup:
http://web.archive.org/web/20040204123113/www.karathrow.com/twelve.html
Check out the frame data for his jabs and you’ll see why it’s so good.
I think the range on them is pretty similiar
but still cr. LK hits low and does like 1 point more of damage.
Yeah, but as far as applying block pressure I’m sticking with cr.lp now.
I’m starting to wonder if you cannot throw Twelve outta his c. HK
I was messing around with the system direction and I cancelled his cr. HK into a D.R.A. and a A.X.E., apparently he’s off the ground during the attack at some point.
Unless it’s at maximum distance, I don’t use cr.hk anymore, it gets parried/punished too easily imo.
Any tips to beating ChunLi? I once played a Chun player who owned my ass
true, I just found it interesting
Rush her before she gets her bar built up
Never use s. HK from any range when she has bar - hit, whiff or parry she gets a free super.
And dont assume Chun-Li has no air game (j. HPx2, air throw) and no AA’s (b + HP, cr. HK, s. MK)
I was getting bitched at on GGPO because I was using hit and run tactics. Im sorry but if I am up against ken/urien/akuma I feel a strong urge to get the hell away from them. Then I was told I was playing the “wrong way”. Everyone is happy until they lose to Twelve. :rolleyes:
did I miss the memo that Twelve is NOT Ken? Sure you can rush down but it seems much safer to hit and run and only be aggressive when they let their guard down.
Actually yesterday I destroyed every chun I fought, especially one of them who destroys me every other time I played him.
It’s a matter of getting in correct distances for IAD mix ups and throwing the bitch a lot. If you fly in towards her from too far, she’s going to destroy you. Also, you have to do most of your damage before she is allowed to have a super ready. If you get her down to lets say 30% and you’re still around 70-80% by the time she has her first super stocked, just play safe and you should do ok.
Kuroda handles Chun by getting as many knockdowns as he can so he could crossover IAD on her wake up.
Fact: People hate losing to low tiers. If Twelve was higher up on the tier list they wouldn’t care as much.
Oh, I forgot to reply to a few of scum gales questions so I’ll just address them here:
- Twelve HAS a kara throw, but unfortunately since you can’t control which version of MP you get up close, you only get to do a really shitty one, which almost isn’t worth it. But yeah, if you really need those few extra pixels, it’s MP.
- I’m trying to think of my “bnb” with Twelve, and to be honest, I think the combo that I land most often is just something something into lp A.X.E. Most of my damage comes from random A.X.E’s and throwing. For me, pokes are something I use to keep them in position moreso than try to hurt them. If I really want to do big damage quick, I use crossup air dashing roundhouse a lot.
Air dashing: The different levels of air dashing each have their own uses. IAD jab strings are great. Regular jumping level dashing roundhouse is great for achieving crossup / fake crossup. Superjump air dashing, I use mostly to get out of bad situations, as I haven’t given that one much thought as far as offensive tactics are concerned.