A while ago I posted a pretty comprehensive list of ways to land shippu with Ken. Including all the wacky corner throw, cancelled hurricane stuff etc. I’m wondering if anybody has, or would mind typing up, something similar for Twelve? Exactly what he can link, cancel etc and against who. I’m just as interested in what’s possible as I am in what’s actually practical.
Yeah, I could glean this info from sitting down and taking notes from every Twelve combo vid ever put together, but I just can’t find the time these days. Besides if we got a list going it would benefit more folks, as a quick reference, than just myself.
I could probably start us off with most of his normals and specials, but I’m too tired to fire the old X-Box up
Okay, some early results…
Don’t think any of Twelves normals link into one another. I haven’t tested any crouching, meaty, reset or stun combos yet though.
Normals: Almost all normals and jumping normals can be landed after NDL (EX) in the corner. Dunno’ about crouching normals though.
#Anybody know if MK super jump cancels into standing specials?
#Anybody know if AIR AXE can be followed up after landing?
#Anybody know if DIVE can be followed up after landing?
#Isn’t there a way to cancel XFLAT off air AXE or something?
<MOVE> : <COMBOS FROM …>
AXE (LP): :lp:, :lk:, close :mp:, :l: + :mk:, :d: + :lp:, :d: + :lk:, :u: + :mk:, :u: + :mp:, :u: + :mk:, :u: + :hp:, :u: + :hk:, NDL (EX)
AXE (MP): close :mp:, :l: + :mk:, :u: + :hk:, :u: + :hp:, NDL (EX)
AXE (HP): NDL (EX)
AXE (EX): close :mp:, :l: + :mk:, :u: + :hk:, :u: + :hp:, NDL (EX)
AIR AXE (LP): NDL (EX)
AIR AXE (MP): Nothing?
AIR AXE (HP): Nothing?
AIR AXE (EX): NDL (EX)
DIVE (LP): Nothing?
DIVE (MP): Nothing?
DIVE (HP): Nothing?
DIVE (EX): NDL (EX)
NDL (LP): N.D.L. (EX)
NDL (MP): ??
NDL (HP): ??
NDL (EX): ??
XNDL: NDL (LP)$, NDL (EX)$, NDL (EX)$$, :lp: + :lk:, close :mp:, :mk:, :l: + :mk:!, :lk:, :d: + :lk:, all jumping normals. All AXE (including EX). UOH.
XFLAT: :mk:%., :lp: + :lk:.
$ Appears to cancel at point blank.
vs Hugo if he doesn’t tech roll after neutral throw.
% Must be super-jump cancelled.
! Tricky. :qcf:, :l: + :mk:, :hcf:, (drum) :lp:, :mp:, :hp:
Don’t rely exclusively on these results though. It can be tough to determine whether XNDL (in particular) actually combos, due to it’s wildly varying number of hits. Auto stun cannot be used to overcme this, because it extends the frame advantage of the move being tested :sad:.