Street Fighter 3: 3rd Strike/Twelve/2021/Introduction

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Introduction

With Necro being his prototype, Twelve is genetically engineered to regenerate, form other shapes (usually weapons) out of his body, copy a person's appearance and skill, and is meant to be incapable of being damaged. The "G-Project", the secret project that resulted in Twelve's birth, was executed by Dr. Kure, and overseen by Gill's brother, Urien. Twelve is ordered to retrieve Necro and Effie after the latter freed and helped Necro escape from Gill's organization. Twelve is also being mass produced by the organization to create an army of Twelve-like creatures. Twelve considers Urien to be his father because of his involvement with his creation. Twelve is a new arrival to Street Fighter III: 3rd Strike.

It's not worth it to deny the fact that Twelve is awful - he's easily bottom two tier-wise, or perhaps even the worst character in the game. He lacks in a lot of important fields, and this shifts his gameplan from what was probably meant to be mixup-heavy rushdown to hit and run, heavy on getting a life lead safely and stalling away. However, contrary to belief, Twelve isn't actually useless or completely unviable - his airdash is a great tool for approaching, mixups and stalling. His walk low profiles projectiles and allows him to go for anti airs more safely. His EX needles can threaten with a knockdown and okizeme opportunity from far away, and he actually has a few decent normals for poking, anti airing and blockstrings. If you pick Twelve, prepare to play one of the most difficult characters in this game. If that sounds like your idea of a good time, however, he's worth trying out.

Super Arts

SA1: X.N.D.L.

Twelve launches an array of spikes that move across the ground as they cross the screen. It's your go-to pick, as this super offers Twelve the most options- resets, EX moves, simple combos and an anti-air. Thanks to the 2 bar stock, Twelve can use a super and still have meter for EX moves after. Using meter for EX D.R.A.s and EX N.D.L.s over X.N.D.L. is also a viable option. Twelve can confirm SA1 from a low hit (crouching LK, A.X.E. (LP) and a high hit (standing close MP), something SA2 doesn't allow.

SA2: X.F.L.A.T.

An air super where Twelve turns into a plane, sort of like a stronger version of D.R.A. with many more hits. Higher damage option, but you have less options for confirming, which could make scoring a hit in the first place difficult. The single bar stock size also makes it a less appealing option than SA1, but it makes up for this somewhat by the amount of damage it does. Useful, but X.N.D.L. offers more.

SA3: X.C.O.P.Y.

Twelve transforms into his opponent and gains bonuses to both his defense and his damage output. It's a pretty good super, because it lets you borrow your opponent's moveset. Against characters who don't rely as much on meter for their strength, it can be a solid option. However, a big issue with this SA is that you can't perform EX moves or Supers while transformed, so your threat level is still going to be lower than your opponent's. Like SA2, it only has one stock bar, so choosing this will limit your EX move usage as regular Twelve, too. Regardless, Twelve's kit is lacking as it stands, so this super can go quite a way toward ameliorating his bad matchups.

Strengths Weaknesses
  • Great mobility with his airdash, used for approaching or stalling
  • Walk can low profile projectiles, only boosting his stalling ability
  • Great high/low or left/right mixups thanks to his airdash and funky j.hk
  • Fireballs can be annoying for certain characters, EX needles can threaten with a knockdown from anywhere on the screen.
  • Some all-around decent normals, especially in close range
  • The worst damage output in the game
  • No conversions unless standing close to opponent
  • Some of the lower health and stun in the game
  • Struggles to get knockdown once he does get a conversion, especially without a super
  • Very poor frame data, meaning he has a hard time being safe or getting + frames
  • While his supers are not awful, he doesn't gain much utility from them, except actually decent damage in some situations