Strategies
Overview
Twelve is one of the weakest characters in the game. His defense and stamina are low, adding to this is his lack of options to land damage without meter. Twelve does make up for this with his high mobility and his arsenal of decent pokes.
Basics
x
Kara-Techniques
Kara-Throw - standing MP
Twelve's kara-throw has nothing to offer to his game, including that the range on his throw is already good.
Kara-UOH - Standing MP
Resets
Anti-air LP, X.N.D.L.
Anti-Air IAD MP, X.N.D.L.
Anti-air A.X.E. (LP) (1-hit) walk-up standing MK, X.N.D.L.
Anti-Air IAD MP, Instant X.F.L.A.T.
Anti-air A.X.E. (LP) (1-hit), walk-up standing MK, super jump cancel, X.F.L.A.T.
Zoning
Standing MP
crouching MK
standing HK
Jump-back HP
N.D.L.
Mixups
Kokkuu HK
- hit from front
- hit behind
- whiff in front
- whiff behind
- fake cross-up
>Kokkuu HK (hit), X.N.D.L.
>Kokkuu HK (whiff), walk-up, throw or walk-up crouching LK, A.X.E. (LP), xx, X.N.D.L.
>Kokkuu HK (block), walk-up, throw or walk-up crouching LK, A.X.E. (LP), xx, X.N.D.L.
Standing close MK (blocked), Super Jump Cancel
- IAD, D.R.A. (LK)
- IAD, EX D.R.A.
- IAD MK (whiff), throw
- IAD MK (whiff) crouching LK, A.X.E. (LP), xx, X.N.D.L.
- IAD MK, X.N.D.L.
When the opponent is in the corner, sweep range, EX N.D.L., standing LP (reset)
- UOH, X.N.D.L.
- Walk-up, crouching LK, X.N.D.L.
Additional Notes
Personal Action: Invisibility.
After landing a H.U.G. on Hugo at mid-screen, Twelve can OTG Hugo with SA1 or an instant SA2. However, this does not combo and Hugo can avoid both supers by quick recovering from the H.U.G.
Cross-Ups:
- Twelve can cross-up a cornered Hugo
- Twelve can ground cross-up a cornered Hugo
IAD (Instant Air-Dash) - Twelve can execute a IAD by simply inputting , or , quickly. The game will register this as if you jumped and immediately pressed , or , . The IAD keeps Twelve close to ground. Due to the low altitude his normals will hit deeper, while his HP and HK will whiff every time. For there is not enough time for both attacks to fully animate. IAD allows you to create high/low/faint/throw mix-ups while keeping the pressure on. Upon executing a normal or not, Twelve cant act immediately upon landing from a IAD. Aside from quick reversals and supers, a blocked IAD normal is usually safe since Twelve will be grounded upon recovery. This allows Twelve to easily land tick-throws.