Street Fighter 3 3rd Strike; Twelve FAQ!

Despair

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TWELVE

Special Moves
A.X.E.: d, db, b + P, press P repeatedly (useable in air) [EX]
N.D.L.: d, df, f + P [EX]
D.R.A.: In air, d, db, b + K [EX]
Float: In air, press f, f or b, b
Wall Leap: Float into the wall and press the opposite direction of the wall
Pop-Up Kick: press b + forward kick

Super Arts
I X.N.D.L.: d, df, f, d, df, f + P (2 Levels, medium gauge)
II X.F.L.A.T.: In air, d, df, f, d, df, f + K (1 Level, medium gauge)
III X.C.O.P.Y: d, df, f, d, df, f + P (1 Level, large gauge)
* EX Moves and Super Arts are not useable during X.C.O.P.Y.
If X.C.O.P.Y. is used on another Twelve, then Twelve will morph into a different color Twelve and will not be able to use EX Moves & Super Arts.

Kara-Throws: standing far away strong punch, standing fierce punch

Personal Action: Invisibility
* Twelve will become invisible for a brief period of time, unless Twelve is hit. Invisibility can also be cancelled with a Super Art. This will cause Twelve to become visible again.


Combos

· Float forward, jumping deep roundhouse kick, crouching fierce punch

· Float forward, jumping deep roundhouse kick, standing close forward kick

· Crouching short kick, crouching short kick

· Float forward, jumping deep roundhouse kick, crouching short kick, A.X.E. with jab punch

· Standing close forward kick, A.X.E. with strong punch

· Standing close Pop-Up Kick, A.X.E. with strong punch

· When the opponent is in the corner, EX N.D.L., A.X.E. with fierce punch

· EX N.D.L., standing strong punch

· EX N.D.L., standing roundhouse kick

· When the opponent is in the corner, EX N.D.L., standing fierce punch

· Float forward, Jumping deep roundhouse kick, crouching short kick, EX A.X.E.

· Standing close forward kick, EX A.X.E.

· When the opponent is in the corner, EX N.D.L., EX A.X.E.

· EX N.D.L., N.D.L.

· Crouching short kick, crouching short kick, Super Cancel, X.N.D.L.

· Standing close forward kick, Super Cancel, X.N.D.L.

· Standing close Pop-Up Kick, Super Cancel, X.N.D.L.

· EX N.D.L., Super Cancel, X.N.D.L.

· Float forward, jumping deep roundhouse kick, crouching short kick, A.X.E. with jab punch, Super Cancel, X.N.D.L.

· Leap Attack, crouching short kick, Super Cancel, X.N.D.L.

· Standing close forward kick, Super Jump Cancel, X.F.L.A.T.

· When the opponent is jumping at you, A.X.E. with jab punch, Super Jump Cancel, X.F.L.A.T.

· When Elena is in the corner and jumping, A.X.E. with jab punch, Super Cancel, Spinning Scythe with forward kick, Scratch Wheel with forward kick

· When Remy is in the corner and jumping, A.X.E. with jab punch, Super Cancel, Cold Blue Kick with forward kick, Rising Rage Flash with roundhouse kick

· When Dudley is in the corner and jumping, A.X.E. with jab punch, Super Cancel, crouching roundhouse kick, Machine Gun Blow with jab punch, Ducking Dashing Uppercut with forward kick

· When Urien is in the corner and jumping, A.X.E. with jab punch, Super Cancel, Chariot Tackle with roundhouse kick, Chariot Tackle with forward kick, Dangerous Head-Butt with jab punch

· When Urien is in the corner and jumping, A.X.E. with jab punch, Super Cancel, Chariot Tackle with roundhouse kick, Chariot Tackle with forward kick, Chariot Tackle with forward kick
 

Despair

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Advanced Strategy

Twelve is bit of brain buster. It’s not a flashy combo machine; it can’t be picked up and easily played like a Shotokan scrub either. Twelve doesn’t come close in game play to anyone. Although, it does share a few similar moves to Necro. They both have the same standing jab punch, strong punch, short kick, crouching jab punch, short kick, strong punch and forward kick. They are both decently effective at pokes. In addition, they both carry a rapid-fire general counter move. At the same time, this doesn’t mean Necro players can pick up on Twelve quickly. Twelve is a very mobile fighter with good defenses. Twelve can be suitable for turtling since Twelve is not a typical rush down character. The main goal with Twelve is to mix-up your attacks, keep your opponent away from you and make your opponent play guessing games.

Twelve is not just a brain buster to its players but also to its opponents. Most of the time you want to stay on the defensive side with Twelve. Its best pokes and keep aways are standing strong punch and standing roundhouse kick. Standing strong punch is a lot safer due to the fact it has lesser recovery time, unlike standing roundhouse kick. Standing roundhouse is also an easy move for the opponent to set up a nasty counter to with so much as a Super Art.

At the same time, you must mix up these attacks. You must also learn to mix up N.D.L.’s when needed. These will always keep your opponent guessing and at a far distance. If your opponent is standing close, use a standing close jab punch, short kick, N.D.L. with strong punch. This will push your opponent away to a further distance. Then tag on a standing strong punch or standing roundhouse kick at the end. N.D.L.’s will also come in handy due to their surprise value and anti-air use. The only downfall of the N.D.L. is they cannot be two-in-one’d. N.D.L.’s also occupy various distances. If you don’t learn these distances you could easily leave yourself open and fail at your keep-away or poke string. Jab punch N.D.L. is for standing close. N.D.L. with strong punch occupies a step outside of standing close. A fierce N.D.L. occupies a much further space, so never use these when standing close or one-step outside of range. This will lead to a N.D.L. that goes behind your opponent. EX N.D.L.’s can be ok to use due to their juggling and reset use. They also have more anti-air priority. Just don’t abuse EX N.D.L.’s or you’ll be wasting your gauge.

To stay mobile with Twelve, you must learn floating. This will give good opportunities to build gauge with a floating fierce punch or roundhouse kick. Floating can also be used to set-up throws and combos. A backwards float into a D.R.A. with short kick is always a good confusing retreat. In addition, it will build gauge. Once you master floating, you must learn instant floating by pressing uf, f or ub, b. Floating is a great way to get from point a to point b. Twelve’s walk is excellent for traveling under projectiles, your opponent will not be stupid enough to launch a projectile. Again, resort to mix-ups. Use floats and dashes for a while and your opponent will tend to forget about Twelve’s walking advantage. Even though walking under projectiles is good and embarrassing to your opponent. You must have a good set-up to counter with. This is where standing strong punch and or standing roundhouse kick come into play.

Another thing that works just as good or even better is to jump back immediately when your opponent fires a projectile and use a D.R.A., your opponent will be stuck in their projectile throwing state and waiting to recover. This gives enough time to counter them with Twelve’s D.R.A. move. This strategy will confuse your opponent and once again make them think twice about using projectiles. However, if your opponent recovers first then they can use a general counter or anti-air counter. D.R.A. is relatively not a safe move, for if it is blocked, Twelve is left vulnerable. Although, EX D.R.A.’s don't result in vulnerability. An EX D.R.A. will keep you safe just about most of the time. Every now then use a short kick D.R.A. after you jump back, if the opponent is far away this will psyche them out. If you just so happen to land in front of the opponent go in for a poke, or Twelve’s crouching fierce or crouching roundhouse. A throw works just as well. A somewhat decent set-up for a well timed D.R.A. is Twelve’s standing close forward kick, Super Jump cancel and D.R.A., though this will look like a two-in-one, it is not. Yet, using this will confuse the opponent.

To keep Twelve defensive and somewhat offensive, he uses the A.X.E., a repetitive hitting counter. This can be used against standing, crouching and jumping opponents. This is Twelve’s only special that can be linked. Only strong punch and jab punch A.X.E. will link. Even if you cannot master Twelve’s difficult combos, its A.X.E. two-in-ones are always easy and good to use. Another value of this move is it can be used in the air. Fierce A.X.E.’s can come in handy for nasty cross up’s. Just don’t retain to using this for cross-ups continually. Regardless of the button you use, any strength A.X.E. just about works well in situations outside of combos. If you happen to be standing over a knocked down opponent, a well-timed A.X.E. will work well. The A.X.E. also take out airborne opponents. Except, for resets and combos you must refer once again to jab punch or strong punch anti-air A.X.E.’s. Yet, a jab punch A.X.E. is likely more reliable for anti-air’s. A.X.E. is also the only special move of Twelve’s that can be super canceled. Learning to super cancel this move can be rather difficult. You must be quick and precise, allowing only one hit from this attack. EX A.X.E. are not much different but work well in corner juggles. Try not to rely on this move or you’ll be wasting gauge. As far as wake-ups go, A.X.E. is not a bad choice. You can always use a crouching forward, crouching jab punch instead.

A neutral grapple from Twelve always guarantee’s a good wake-up game. Another thing Twelve is known for, is its airborne attacks that can easily whiff. Jumping fierce and roundhouse are among his best air attacks. Fierce has great range and roundhouse can quickly end your floating. A jumping roundhouse is also known to be a good combo starter. Overall, jumping roundhouse and forward kick is known to whiff the most. With roundhouse you can use this to your benefit. A well-timed deep roundhouse can be used to cross up your opponent or psyche out a cross up and still hit. If roundhouse is whiffed, then this opens up a great opportunity to throw your opponent. Throwing and floating is a big chunk of Twelve’s game. Floating keeps Twelve on the go, while throwing creates space between Twelve and its opponent.

Even though A.X.E. and N.D.L.’s remain as Twelve’s best anti-airs, it still has a few more. This includes crouching strong punch and crouching fierce punch. Pop-Up Kick is decent but covers little ground. Only refer to a Pop-Up Kick if your opponent comes in deep. Even though these anti-airs are rendered useless. Crouching strong punch is great for building gauge and crouching fierce can hit up to 3 times, if the opponent is grounded. Crouching fierce is also good due to its range and yet it still keeps Twelve at its original sitting position.

Never, I repeat never taunt with Twelve. Yes Twelve becomes invisible how neat, if your 5 years old. It gives Twelve no advantage and has a bad wind-up time. It can be good to confuse your opponent, but finding the right time to use it hard enough.

Twelve’s super arts all resemble its game play as much as the other moves do. The X.N.D.L. is an enhanced N.D.L., with more range, anti-air potential, speed and packs more damage. Overall, X.N.D.L. is Twelve’s best super art. Twelve receives two average sized gauges, which are not difficult to max out. X.N.D.L. also works well in juggles, resets and combos. It looks like X.N.D.L. can pack some good wake up play but it doesn’t really. X.N.D.L. goes along with Twelve’s keep away play.

The X.F.L.A.T. is an all right Super Art. It carries a rather large gauge but is none the less an effective technique. Super Canceling it can be a pain, but it’s worth it. X.F.L.A.T. can just about be used in the same areas as D.R.A. does. However, using it to dodge a projectile and missing your opponent can be a real drag. If you’re cornered, the waste of a gauge is ok. The wind up time on this just gives a lot away. This move can work as an excellent counter but will do less damage and fewer hits. This means to not use it as an anti-air. If timed right, X.F.L.A.T. can be used as a wake-up similar to X.N.D.L’s wake-up value.

X.C.O.P.Y. is no other but a gimmick move. Twelve will take the form of its opponent and use their moves. In order to activate this move, you first got to build an enormous gauge. Then once activated, Twelve is left open for punishment. Then, when Twelve morphs back to his original form he is left open. It may give Twelve more combo ability and variety, but this move cannot be reset. Plus, if you don’t know your opponent, then you are in a bad situation. You must master every character to use the X.C.O.P.Y. maneuver. Even though it set-ups good combos from the help of Twelve’s A.X.E., X.C.O.P.Y. combos can be terrible or average. One pro about this move is you can use your opponent’s taunt and it will travel over to Twelve in his default form. The best time to use this move is when your opponent is stunned. You can also stun your opponent at the last minute and morph back into Twelve. Then while your opponent is stunned, you can use a Twelve combo of choice.

If you are looking for more of a challenge, then Twelve is the one for you. Once you mastered Twelve, it’ll be a favorite of yours for years to come.
 
Last edited:

SouthtownKid

There are four lights
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Yikes, man, paragraph breaks... Looks like good work, though.
 

moonwhistle

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I thought the metal dude in the trenchcoat was a pretty cool chracacter. Unofortunatley I think all the other chracters bar the oldies (ryu,ken,chun li etc...) in SF3 are terrible and that really put me off the game. Plus that rapping intro makes me shudder every time.

Why did Capcom put so much effort into delivering great animation only to let it all down with such dreadful character design. Oro and that morphing guy take the biscuit, worst characters ever....
 

Chicago Cheeseburgler Crew

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moonwhistle said:
I thought the metal dude in the trenchcoat was a pretty cool chracacter. Unofortunatley I think all the other chracters bar the oldies (ryu,ken,chun li etc...) in SF3 are terrible and that really put me off the game. Plus that rapping intro makes me shudder every time.

Why did Capcom put so much effort into delivering great animation only to let it all down with such dreadful character design. Oro and that morphing guy take the biscuit, worst characters ever....

Most of the characters are fine by me. No worse than most KoF designs.
 

Despair

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Other stuff such as his normal moves

Standing
LP - 1 hit
LK - 1 hit
MP - 1 hit
MK - 1 hit
HP - 1 hit
HK - 1 hit

Standing close
LP - 1 hit
LK - 1 hit
MP - 1 hit
MK - 1 hit
HP - 1 hit
HK - 1 hit

Crouching
LP - 1 hit
LK - 1 hit
MP - 1 hit
MK - 1 hit
HP - 1-3 hits
HK - 1 hit

Jumping/floating
LP - 1 hit
LK - 1 hit
MP - 1 hit
MK - 1 hit
HP - 1 hit
HK - 1 hit

Special Moves
N.D.L. - 1 hit
A.X.E. (LP) - 1-2 hits
A.X.E. (MP) - 1-3 hits
A.X.E. (HP) - 1-5 hits
Jumping/Floating A.X.E. - 1-5 hits
D.R.A. - 1 hit

EX Moves
N.D.L. - 1-2 hits
D.R.A. - 2 hits
A.X.E. - 1-5 hits

Super Arts
X.N.D.L. - 1-8 hits
X.F.L.A.T. - 10 - 18 hits

Throws
Neutral - 1 6 hits
f/B + throw - 1 hit
 

Tenshokyaku

King's Dry Cleaner
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May 4, 2003
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397
Yikes, I almost went blind trying to read that, but very nicely done.

I have yet to see ANYONE use Twelve with any semblance of skill. It would be interesting to see someone kick ass with him because I'm sure it's possible.
 

SonGohan

Made of Wood
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I'm not a Twelve user, so it's something I'd like to try and learn. However, 2 things put me off from reading this FAQ and applying it:

1 - It's unorganized. If there's a wealth of knowledge there it should be categorized and filed accordingly. Split it up into sections like pokes, 2-in-1s, bnbs, turtling, etc etc.

2 - I consider myself above average in CvS2, and the strats you gave in that weren't very good. I don't want to dive into this FAQ if it isn't really informative, and tried-and-tested. Not trying to be a prick, but I value my time.

So maybe you can work on #1, and somebody else confirm on #2? kernow?
 

Despair

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That tutorial video is an excellent thing to use to get good wit' Twelve. I'm friends wit' Thongboy Beebop so if ya have any ?'s onTwelve I'll ask em. I also recomend pickin' up Evolution 2002 DVD. On there is Chikyuu who playes TWelve. He kicks ass wit' him.
 

Despair

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Taunting with Twelve

Not the best taunt but kinda neat he turns invisible. This allow tricks and mind games. You can cancel the invisibility by pressing HP + HK again. Plus u can use a SUper Art and that will also cancel the taunt. Of course if u get hit or even block, u become visible. The only thing visible during this is N.D.L. & EX N.D.L.

Yet for some reason if u use X.C.O.P.Y. on Twelve, u cant taunt :spock:

The best to use the Taunt is after a throw. You must be far away and knocked down your opponent. So use a N.D.L., EX N.D.L., X.N.D.L., or throw (but not neutral throw).

Be creative when invisible . Move around a lil', I'd say use any moves where Twelve doesnt make noise, then your oppoent wont know where the hell u are nor what your doin'.

Master parrying because u can parry and still stay invisible!
 
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