This match often lasts a really long time, definitely much longer than any other Q-vs-whoever match. Wins by time-out or very close to time-out happen aren’t uncommon. I don’t know how to play Twelve very well, so I can only tell you what makes Twelve hard for me as a Q player.
You have two options here, and both of them are annoying for Q. One, you can rush Q down. Twelve’s airdash mixup game is pretty annoying, and if you’re getting parried on it you’re not doing it right. Don’t just mix up the attacks and when they hit (though do that), you gotta also put in stuff like instant air dash fierce, that looks like it’ll hit but won’t, and you get a throw. That guessing game is very annoying to Q because he doesn’t have good ways to stop you apart from blocking and parrying. Your air attacks will stuff just about all of Q’s attacks; your jumping roundhouse and fierce will even stuff Q’s SAII if you do them at the right angle. And throw in other random crap like jumping whippy hands, crouching shorts, whiffed attacks into throws, etc, you know, whatever annoying stuff Twelve dishes out. If you pressure Q constantly, he won’t have time to taunt, and that’s good for you.
That said, stopping the taunts isn’t as important as it may seem. Some of the most competent Twelve players I’ve played against have used an excellent runaway game. Q doesn’t have any good ways of closing in on Twelve because jumping fierce, roundhouse, and jab stuff the dash punch so cleanly; just doing something as simple as jump back fierce causes a lot of problems for Q. Throw in a random ndl or two, and if you see Q taunt make sure you punish him for it with an ex ndl. If Q manages to close the distance, no matter, your superjump air dive or air dash will get you on the other side and far away, and you can set up the whole defense thing again. Twelve’s defense is very hard for Q to get through, so let him try to come to you. Do some chip damage with ex ndl so that the Q player can’t just sit there; Q can’t attack from far away, so if he gets damaged and Twelve doesn’t, he needs to follow Twelve around. That’s exactly what you want him to do.
Essentially Q has to rely on his damage output, his ability to take damage well, and Twelve’s paltry damage output to give him time to wait for Twelve to make mistakes and then capitalize on them. You can win by rushing down and by running away, but I tend to think it’s more annoying when Twelve players run away from me. This match is probably 6-4 in Twelve’s favor, so you should win more often than not. The only reason it’s even that close is the relative damage thing.