Get Evolution 2002 DVD and watch Chikyuu. Also watch his 12 tutorial at combovideos.com. Also read the SFAE strategy guide for 12 (however I disagree on some of the stuff in there)
Overall, not bad. You kept a good ground game and I like that. Even though Twelve succeeds mostly in the air, I think players should develop some sorta ground game. But dont throw out too many far MP’s. MY main use for them is, walk-under fireball to MP while they are still recovering. Use a few more NDL’s as well, normal/EX. Crouching LK/MK is your best friend. Crouching LKx2, crouching MK is your best poke string. I always use.
Don’t throw out very many random HP’s either, your lucky neither of those guys punished you for them. And always after it hits an airborne opponent, go for a HP/EX NDL, hit or not it keeps them pinned.
Learn Air-Dash MK (Whiff) to walk-up throw. Mix this up between air dash LP (block) to throw. Espcially against cornered opponents, but you will have to learn AID to make it much more useful.
Jumping HK, land Jumping HK also works well, espcially against cornered opponents. I’ve even been locked in it. Also after a jumping hk, jump back hit HP in case they jump so mix it up.
Air-Dash MP is also good. Safe if blocked from max range, possible tick-throw or walk-up throw. A bit risky. If it does hit, land and NDL them or reset to XNDL (risky). MK also works in these same cases.
Dont overabuse the EX DRA. Cause that got you in trouble. Mainly to punish whiffed ground attacks or get out of corners. Every once-in-a-while as a poke is ok. But you used it so much that your opponents learned to counter it.
Also, you got lucky with the A.X.E. on wake-up. I mean it works ok but very risky. I would say try to cover it up with a cr. LK at 1st. Or early EX one, so it’s already out when they get up. Also learn to super cancel it to XNDL if it does hit.
Never throw when getting up I saw u do that against Ibuki…BIG NO NO!
XNDL is not a great anti-air. The opponent has to be a character’s length away from you and very deep.
Maybe try for a UOH on wake-up every now and then. Cost most players are used to blocking high to low when playing against 12. So use it also after jump-ins to throw them off guard. Also possible to walk-up throw after, but not the safest thing.
After a throw. I like to go for a air dash HP (max range so the tip hits), blocked or not hit them with a standing HK. This is a miracle against n00bs lol or I liek to use a HP/EX NDL on wake-up after landing a throw.
U did good against Urien none-the-least. That aint an easy match-up, just try to balance out ur ground and air-game. And stay outta da corner.
Ibuki, I was expecting u to have problems. Cause she has such a better mix-up games and lots of tricks. Stick to the airs there is my advice.
Learn standing close MK, XNDL for punishment situations. If u have no bar just throw them.
Overall, ur already pretty good.
Welcome to the art of Twelve…brother