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Halrey's writeup on Twelve

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May 12th, 2019
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  1. Cr.lk is a good poke similar to makotos
  2. Use it to cancel into axe
  3. And ofcourse use axe to confirm super
  4. Sa1 is his best super
  5. Sa2 is swag
  6. Sa3 is just kidding yourself that you’re playing 12 and anyone who uses xcopy is a dickhead
  7. Far mp is good button
  8. Deceptive range
  9. Close mp can confirm super after
  10. Crouch mp is good for building meter
  11. Back mk is a funky button that kinda hits directly up and forward
  12. Can also cancel into axe from it, good for anti airing
  13. Close mk is great for closing the distance after pressure strings and ofcourse can confirm super with SJC or fly away to safety etc
  14. Far HK is a bad boy move, use it after EX needle for corner resets etc.(edited)
  15. St HP is good if you can anticipate jump attempts
  16. I wouldn’t use it as an anti air as it’s slow and one hit
  17. Jump HP is a great air to air
  18. IAD mp and mk are very nice and can hit at weird timings if you delay it enough or do it immediately, keep your opponent guessing
  19. You can also use HP or HK after IAD for a empty air dash in
  20. Jump HK is a god like button, perhaps his best tool
  21. It can cross up , it can not cross up, it can cross up and put you in front, it can not cross up and but you behind, it’s ambiguous as fuck
  22. And if you do neutral jump into a late air dash followed by funky times jHKs you essentially have a budget dive kick
  23. It’s fun to abuse this in corner against larger characters
  24. He has a Kara throw/UOH with mp
  25. And a backwards Kara with hk
  26. There is a set up which uses the reverse Kara uoh but it’s probably not that practical
  27. And no one would even know you did it other than you lol..
  28. EX needle is maybe his best special
  29. I use it a lot after air to airs to force the opponent to stay locked down
  30. Which allows me time to re position and anticipate
  31. But for the most part he’s very much a hit and run char, try to be a wall to the best of your ability, get a cheeky knockdown with ex needle, air dash in and oki into more knockdowns or super confirms etc
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  33. ---------------------------------------------------------------------------------------
  34. Few things here, probably obvious.
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  36. If you’re airdashing and getting srk’d, stop doing it lol.
  37.  
  38. Try just neutral jumping and see if they take the bait, you can use j.hp or some other long range normal to punish.
  39.  
  40. Try using IAD with j.hk/axe to cancel your approach quicker for other ways to bait srks.
  41.  
  42. For the most part though, you will probably want to just stay away and build meter safely. Once you have EX NDL you have a lot more options since you can score easy knockdowns or use it as anti air against opponents approach. Typically if you’re building meter, the opponent will too. You can catch them out with ex ndl, air dash in while they’re getting up. Start your ground oki. I tend to mix it between raw Axe / Cr.lk xx axe / throw / meaty close mp (super confirmable) / stand Just outside of throw range and use mk sjc super...
  43.  
  44. If you’re fortunate enough to score knockdown close to corner you can really go to town with obscurely times airdash j.hk for ambiguous jump ins. St.mk is a great pressuring tool on ground since you can jump cancel on block and retreat/oppress. Any damage is worth getting when you’re playing 12 since opportunities don’t arise very often and his damage output is already lacklustre outside of landing super. Throwing will be your best option in most cases to earn corner / screen control. I wouldn’t recommend burning meter on EX axe since it a) doesn’t score knockdown and b) it’s probably unsafe on hit.
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  46. The way I see it, shotos are a really bad matchup for 12 since their options are so obviously good at shutting down what 12 “normally” wants to do- so your entire game plan revolves around conditioning/baiting the shoto into making these obvious decisions so you can exploit their simple brain decisions and defeat them.
  47. Also don’t axe against ken/Chun since they will super it on block. I think it’s like minus 4 or 5... bad idea!
  48. Jump axe is nice against tall characters, but that’s getting off topic
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