I think the best way to fight against Twelve is to either not jump at all (and deal with his distance game) or to get in his face, which shouldn’t be easy because he’s got too many things to keep you at bay.
If you’re jumping or doing stupid things like jumping Hurricane Kick (EX or no, which is everybody’s first instinct when fighting him), you’re doing exactly what he wants.
I think if you’re a good 12 player, you should be jumping when your opponent isn’t and on the ground when he is… so is that why people are saying he sucks? Because there is no way to develop this skill with time? That’s all there is to it, really.
I also think that XFLAT and XCOPY are garbage and should never be used and that XNDL should never be comboed (takes off more on its own). I also think that you should rarely use XNDL since the opportunity rarely comes up and you’ll be using most of your meter for EX NDL or FLATs anyway. If you have an opportunity to hit your opponent and you don’t have any meter, use a point blank EX AXE (good damage), which won’t knock down but’ll put you at a distance to have a good mixup opportunity (opponent may do something gut reaction afterwards so just sit and parry into c. hk… or if he just sits there, air dash backwards and keep bullshitting).
You can anti air with either an early s. hp (good for meter and damage)… but only if you think he’ll jump (that is if you hit opponent on the rise). If you use it when or after the opponent gets to top of jump it’ll most likely get parried and you’ll get fucked up.
If you want to anti air when opponent is at or after top of jump, use either back and forward kick (handstand kick) XX medium punch AXE (and tap tap tap)… which rarely if ever gets parried… and if opponent wants to parry it let him… he relies on jumping in too much anyway… either that or use 12’s best anti air (works for all anti air situations) EX FLAT. It’s fast, rarely parried and knocks down.
I wouldn’t try anti airing with XNDL because opponent only has to parry early and parry once to get a free 50% combo on you for trying… but any heroes who wanna keep trying “cuz it’s kool” can be my guest. Just watch out when you get to california.
Footsies shouldn’t happen, but if you get close and need to get out of sweep range, I’d use c. lp, c. lk, c. mk, and a NDL of some sort afterwards (or just stop after c. mk would be smarter). Of course, if your opponent taps down after everything he blocks that whole sequence will get nipped after c. lp, so in that case, just c. lp, air dash away (heheh that’s what you parry fiends get).
If you want to punish stupid shotos who c. mk all day, just uni overhead like you would with everyone else (who doesn’t have anything better… i.e. chun li and elena’s s. hk)… but you won’t get much more out of it unless they’re really stupid. If the overheads work, you could try tapping down after they connect (will parry another low kick or dragon punch… stupid gut reaction fiends) and lead into super somehow depending on the situation, but see… it wouldn’t last long (and once again, shit doesn’t happen in california).
oh shit… LEET 12 INFORMATION: s. mk super jump cancels!!
So what. The only real use for this is to combo into XFLAT, which is insanely hard to pull much less easy to land (if you’re gonna hit with s. mk [which has start up], hit with XNDL instead!)… and anything creative with that shit (like s. mk XX super jump, FLAT [EX or not]) is just stupid and even uglier if it hits.
MORE LEET INFORMATION!! YOU CAN DO AXE IN THE AIR!!
This is stupid, too… even to “drop out of the air quick” you could do it just as well with j. hk or FLAT, which has just as much start up time as AXE.
FLATs in the air are actually useful, however… for example:
EX FLAT is safe when blocked, which means you can parry afterwards (when they attack) or super (when they throw attempt).
The regular FLATs have mad priority. The hit box for 12s head is huge and takes out regular attacks long before they come out (trades with shoryuken!).
But don’t let that fool you… regular FLATs suck and are risky. If they get parried, for instance, you’re ground beef. You should only do them if you know they’ll hit. Now, if they’re blocked you should be screwed, too but for some reason (which I’m still scratching my head over), people rarely take advantage of this. I wouldn’t abuse that, anyway, since once they get used to it party’s over.
Two tricks I have with regular FLATs (even better with EX FLATs, of course):
- Jump up, air dash and j. hp (scissors)
this of course needs to be done when you have a window to do it… shouldn’t be too hard to find
Whether they block or get hit, air dash back, land
super jump backward, hk FLAT
the HK flat is almost 100% guaranteed to hit because opponents instinctually jump after you hit and run
The other trick is simple and stupid looking… but works a lot! (tried and true)
- air dash forward
this is the low air dash forward, of course… you can’t hit with either of the fierces when you do the low air dash… but you can hit with the fucking FLAT!
- hk FLAT
this usually hits people that stay on the ground…
The thing about this trick is that you have to know when to do the air dash forward… you have to train opponents to stay on the ground in order to get windows to do it… this is done by air dashing back and attacking all the time (and occassionally doing EX NDL), which I stole from Chikyu, of course! (Praise the man!) Also hits a lot cuz all FLATs are overheads (of course).
12 players will have already noticed that you cannot do EX specials when you’re in air dash mode and that you have to reverse special move motions when you’ve crossed the opponent with an air dash (which shouldn’t happen at all so why did I say it oh yeah cuz I’m LEET).
Also, as a general rule, you should not try to to hit with low air dash forward attacks. It just ain’t happening, my man. If it does, your opponents are weak and you must move to california. If you’re ever gonna hit with low air dash attacks, it’ll be with hk FLAT or a tick grab (which is too slow to call a tick anyway so I wouldn’t even do that!!).
You should only attempt to hit with air dash attacks if you air dash from a height. The low air dashes are Chikyu’s invention, they’re cool, but they’re only used to close distance… trust me. There is no “twelve-neto” or instant overheads. All these warnings and you probably won’t pay attention to reason just like I DIDN’T after relenetlessly pursuing the stupid idea of “a Magneto in 3S”… or even a CvS2 Rolento! But you will try, and fail like me and end up remebering this message and knowing you’re a fucking fool.
12 doesn’t work that way. In the end, you’ll have to ask yourself whether you want 12 to work or if you want him to work your way, which just doesn’t work at all. So either you’ll seperate and stop picking him (like most faggots-go back to Ken, bitch) or give up and use what works like me. (You should be proud you manly man - put yourself on your hairy back YEAAH!!!)
You’ll soon find that EX FLAT is his best move and that you must learn the command to access it quickly (up, QCB plus KK). Once you learn to sense when opponent leaves the ground, he’ll never want to jump anymore! Of course, it can be parried but opponents who parry that often can be exploited. THIS MOVE SHOULD MAKE 12 CHEAP. IF YOU DON’T THINK SO, YOU’RE NOT USING IT RIGHT. DON’T ARGUE WITH ME BECAUSE YOU SUCK WITH 12.
EX FLATS in conjunction with throws are where you get your knockdowns (you can use c. hk occassionally, but it’s not abusable like EX FLAT and throws). Once you learn to tap people in the head with jumping hps (usually preceded by air dash), you’d do good to either air dash back right afterwards (most of the time!!) or just walk up and throw once they come to expect that (in which case they’ll be sitting there waiting for a low move after the jump-in). Occassionally, you can throw the low move THEN air dash back (just to keep them guessing). Once you get those throws, air dashing hps and EX FLATs going, you’ve got a decent 12. Only extra little things make him “better,” which of course don’t… but they do make him LOOK flashier!! (HEHEHEH )
AH YES WE ALL LOVE THAT LEET MYSTIQUE.
Also, wall bounce air dash is stupid, time consuming and can be costly… I haven’t found any use for it. Either dash under a jump in or EX FLAT to get out of the corner. A lot easier.
Invisibility works! But only after a fling or slam throw… also depends on what your opponent has to wake up with (if they roll and EX machine gun blow with Dudley, for instance, you’re fucked)… but if you can pull it off, it can be useful. After doing so, I’d either use s. hp (hard to parry when you can’t see it), jump air dash hp or hk FLAT. Of course, invisibility is only good for those three tactics and b/c it’s risky to start up, it isn’t cheap. Just good to know that it ain’t good fer nothin.
Don’t use regular NDLs. I use them, but only from full screen and sparingly. You shouldn’t build a game plan around this move. The move you should be planning around is EX FLAT. EX NDL is better than the others, of course, but like I said don’t plan around this move. Also never do it outside of full screen range.
s. mp and s. hk are cool, but ultimately become rare. Everything they do, c. mk can do better (hits low unlike s. mp and isn’t punishable unlike s. hk). Dance with that instead. Of course, 12 doesn’t have to dance outside of sweep range when used properly and that’s why we love him.
All this and other cool tidbits of information upon inquires or requests. I’ve beaten lots of people (good people too) with 12 so I’m pretty sure with my advice you can come up with him in your arcade.