What about Twelve vs. Hugo? I always seem to have issues with him. Nothing feels really safe with him, not even EX dives…while I’m at it I guess I’ll contribute.

Vs Urien

Don’t carlessly AD vs Uiren or get fireballed>tackled to death into the corner. Use random NDL to get him from far away. Cr.MK and St.Strong are good safe ways to keep Urien off you and get some free damage. With Uiren I only AD maybe twice when they don’t expect you to, after you’ve stayed grounded for a while.

XNDL’s the only super to use on Urien as it can go through Aeigs corner-traps and allow you to possibly SJ> AD your way outta there.

Hugo is a kinda 50/50 match. Twelve has the right kinda pokes to keep him back, is fast & mobile and controls the air. Hugo is real slow, must get close and has no reall good anti-airs. But he can take damage, Twelve can’t and Hugo can fuck 12 up in the corner of course lol

NDL’s, EX NDL’s, standing far MP, standing HK and AD HP are all good pokes to keep him away.

Try to mix up your AD/AID game. Throw out MP a lil bit more then u would and throw it out as soon as possible so you can counter his Shootdown Backbreaker/Megatron Press.

Don’t try for too many tick-throws, AD/IAD LP/MK sparingly.
Don’t try for any tick-throws or set-ups on a knocked down Hugo, unless u want Hugo to give u a free hug :D. Remeber one hug fits all sizes lol :smiley:

For wake-up I’d say use NDL (HP) or early AD HP from max range. Or crouching MK maybe. AD/IAD MK (whiff) to throw every now & then.

Anti-air his SDBB with HP or AXE (LP) or EX NDL. For HP to connect it must be thrown out early. Or even walk foward, so when he lands behind u he can’t throw u.

Don’t try going for the usual AD HK (whiff) throw like on Ken. All Hugo can do hear is just block or parry, to throw.

crouching HP & HK are both highly punishable when whiffed or blocked

EX Dive is safe most of the time when blocked (kinda) hear um no unless ur lucky and throw him first lol. As usual use EX Dive is good to use to get out of corners.

Overall, don’t try for any throw set-up’s. And dont do anything that can be punished with a throw. Stay as safe as possible. Just zone him, u dont wanna take the chance of being hit with a throw at all.
DO NOT try to revolve your game on lading a neutral throw to super, big no no

The one thing Twelve has going for him against Yun is that he can runaway from Genei Jin. If the Yun player combos into it though he’s still screwed.

well Iwasn’t sayin to revolve your game and countering the dash punch, but if the Yun player is some scrubby n00b, uses it randomly and abuses it sure then maybe try to counter it lol

But yeah Urien vs Twelve is a hard match-up. My bro is a real good Urien player, so I get plenty of practice. At the beginning of the roudn when it says FIGHT, DO NOT JUMP! Basically dont make ur AD/IAD easy to see coming or anything. oh and stay outta the corner, but that’s easier said than done lol. Also be ready to tech-throw him when he does a Dangerous Head-Butt (LP) lol. Always try to quick recover when he knocks u down, to stay out of the mid-screen unblockable.

Urien:

This matchup, I recently discovered, is a total bitch. Urien has alot of anti-air moves to keep Twelve grounded. If you get cought by his aintair fireball it means tackle and possible Aegis for the end of the match. Great. The thing you can do to make this matchup a bit easier to simple: turtle. Alot of Uriens like to turtle, so do the smart thing and just out wait them. Use NDLs and Ex NDLs to keep him at bay. The occasional standing strong or roundhouse is ok too. IAD back can be a great mixup weapon against him. Example: Jump in and parry his fireball and while still in the air hit him with a roundhouse. Next time jump in and IAD back. Then jump in, IAD back, bounce off the wall and come at him. That should throw him off and keep him guessing. Beware of random tackles and headbutts though, a knock down can be deadly, espically with Uriens good mixup. Also be really careful while in the air, not just of fireballs but of random cr. fierce. This is Urien’s main combo starter and a soild anti-air.

Overall: 8.5/10

With many anti-airs, deadly combos and Ageis Reflector, Urien is no fun. Turtle against him and be careful with your jumps and you should be OK. If you find yourself cornered do NOT try to jump out. This is important as any character, not just Twelve. Urien players try to keep you cornered so that they can Ageis you or tackle you for major damage. You need to outsmart Urien in this one to win. On elast thing, his throw is insane. Its really fast, it has major range and can set you up for an Ageis. Tech that shit!

Hugo is the only character I reliably get perfects on. Yes, you heard me. PERFECT. With TWELVE.

He can’t duck standing fierce, so just throw it out sloppily. Seriously, you can just throw it out and not worry about it. Any time you feel like it. Air-dash in his face with fierces and just slap his ass around.

Hugo has basically no mobility, and Twelve has the most. Use that to your advantage. You should never stand and fight with Twelve, that’s ridiculous. Air-dash all over him and fierce him in the head.

I don’t think I’ve lost a round to Hugo, even Adolfo’s. Hugo’s just too big. Easiest matchup by far.

N

Nice shit. I’ve only run into problems with one Hugo. I can’t remeber who played him but he played him damn well. He sac threw me about 100 times haha. I was IAD too close to him, of course this is before i knew IAD fierce is the way to go. Its not hard to poke him out of his Backbreaker antiair either. Just stay away from the big man.

Edit: Good to see you post Thongboy. :tup:

yeah as long as can keep Hugo away ur good lol. I’ve gotten many perfects as well with 12. Moving on, where is that Necro tutorial vid TB?!

in addition, you can cross-up/ground cross-up Hugo in either corner. Donno how useful this is never tried it. But I dont think u wanna cross him up and put ya self in the corner lol

Oops :sweat:

lol tha’s ok

What about Makoto. Only thing I can add here is that straight up jump HK beats any attempted air dash attempt. she can get 3 outta 4 hits from her SA2 on you if it hits as an anti-air, leading to major damage still & a juggle(s), Blocked Hayate is open to throws, and learn to parry her last hit of SA2, without bar do either parry to throw or parry to cr. HK

I’m pretty familiar with the anti air fireball that Urien so often throws out vs. Twelve. Sometimes it can be baited out by placing a proper IAD -> hk, but it’s pretty risky. Anyone know good ways to punish Urien when he misses the AA fireball besides ex NDL? It’s pretty fast, so the amount of time for which you can punish feels pretty tight.

If your close enough:

Cr. Short xx AXE
AXE (I belive strong will hit him)

If your not close then
Ex NDL
Standing Strong
Cr. Roundhouse
Cr. Fierce

Not positive on crouching fierce but its got 3 hits and decent startup time.

Twelve vs. Ken/Dudley match video

I dunno how this guy does it. Gotta love them Japanese.

heh, u cant combo into AXE (MP), they can easily block it lol

Hehe that was all off the top of my head. Just assuming.

He knows every distance, perfectly. The only way to beat them is to turtle and stay away from the corners. Notice that the Ken and Dudley didn’t do one Shoryuken. I think thats because the Twelve was the perfect distance away and was really patiant. Very well played.

Question- What’s a good SA to use against Urien? In one combo vid by KYSG he did a Close MP–>QCB+PxxSA III, Standing MP–>Headbutt
^Is such a combo possible with the right timing?

Yeah, but SA3 is a horrible super and that combo is not practical in high level play. You’ll pretty much never get it and never charge your bar long enough to utilize the super. Let alone try doing that combo. Most of the combos on KYSG are “flash” combos that aren’t really utilized at high level competitive play.

Speaking of that vid, I liked how he used s.LP as an anti air and buffered it into EX NDL/XNDL if they parried. I’ma have to use that. I see what you’re saying though. Staying away from the corners is important for Twelve cuz he literally has no way of guaranteeing himself a way out of them. Any meaty low poke shuts out reversal XNDL. He made use of Twelve’s walk to walk under cross up attempts and stay out of the corner. Plus he was always able to stay right outside of SRK range and only moved in when he knew the opponent figured it’d be too risky. Something that’ll take a lot or practice before I get used to.

he can use EX DRA to get outta the corner