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===Super Art Selection=== | ===Super Art Selection=== | ||
X.N.D.L. offers Twelve the most options. Resets, EX moves, simple combos and an anti-air. The gauge is composed of two average sized gauges. So upon executing a super, Twelve still has one gauge for EX moves. You may find yourself using EX D.R.A.'s and EX N.D.L.s over X.N.D.L. however. But unlike X.F.L.A.T., Twelve can verify a super from a low hit (crouching LK, A.X.E. (LP) or | X.N.D.L. offers Twelve the most options. Resets, EX moves, simple combos and an anti-air. The gauge is composed of two average sized gauges. So upon executing a super, Twelve still has one gauge for EX moves. You may find yourself using EX D.R.A.'s and EX N.D.L.s over X.N.D.L. however. But unlike X.F.L.A.T., Twelve can verify a super from a low hit (crouching LK, A.X.E. (LP) or mid-level hit (standing close MK). | ||
X.F.L.A.T. is a possibility but landing a succesful is hard in high-level play. There is some speculation with X.C.O.P.Y. since every other character can offer more damage than Twelve, plus the damage and defense bonus Twelve gets during X.C.O.P.Y. Yet, they both only offer one gauge meaning no room for EX moves | |||
===Kara-Techniques=== | ===Kara-Techniques=== |
Revision as of 14:49, 1 April 2007
Introduction
Moves List
Normal Moves
Throws
H.U.G. | LP + LK |
F.L.G. | F + LP + LK |
T.R.W. | B + LP + LK |
Command Normals
B.M.K. | B + MK |
Kabe Haritsuki | While against wall, hold F |
Kokkuu | In air, F, F or B, B |
Target Combos
- None.
Special Moves
N.D.L. | D, DF, F + P | (EX) |
A.X.E. | D, DB, B + P * | (EX) |
* can also be done in air | ||
D.R.A. | While jumping, D, DB, B + K | (EX) |
Super Arts
I | X.N.D.L. | D, DF, F, D, DF, F + P | 2 stocks |
II | X.F.L.A.T. | While jumping, D, DF, F, D, DF, F + K | 1 stocks |
III | X.C.O.P.Y. | D, DF, F, D, DF, F + P | 1 stock |
Move Analysis
Combos
Crouching LK, A.X.E. (LP) |
Kokkuu deep HK, A.X.E. (LP) |
Mid-screen, EX N.D.L., standing HK |
Kokkuu deep HK, X.N.D.L. |
Crouching LKx2, X.N.D.L. |
Crouching LK, A.X.E. (LP), xx, X.N.D.L. |
Standing close MK, X.N.D.L. |
B.M.K., X.N.D.L. |
UOH, link crouching LK, X.N.D.L. |
Crouching MP, link crouching LK, X.N.D.L. |
Standing close MK, super jump cancel, X.F.L.A.T. |
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Basics
Super Art Selection
X.N.D.L. offers Twelve the most options. Resets, EX moves, simple combos and an anti-air. The gauge is composed of two average sized gauges. So upon executing a super, Twelve still has one gauge for EX moves. You may find yourself using EX D.R.A.'s and EX N.D.L.s over X.N.D.L. however. But unlike X.F.L.A.T., Twelve can verify a super from a low hit (crouching LK, A.X.E. (LP) or mid-level hit (standing close MK).
X.F.L.A.T. is a possibility but landing a succesful is hard in high-level play. There is some speculation with X.C.O.P.Y. since every other character can offer more damage than Twelve, plus the damage and defense bonus Twelve gets during X.C.O.P.Y. Yet, they both only offer one gauge meaning no room for EX moves
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Invisibility.
Match-ups
Serious Advantage Match-ups
Advantage Match-ups
Fair Match-ups
Q
Hugo
Disadvantage Match-ups
Chun-Li
Urien
Serious Disadvantage Match-ups
Ken
Akuma
Elena