Street Fighter 3: 3rd Strike/Twelve

From SuperCombo Wiki

Introduction

With Necro being his prototype, Twelve is genetically engineered to regenerate, form other shapes (usually weapons) out of his body, copy a person's appearance and skill, and is meant to be incapable of being damaged. The "G-Project", the secret project that resulted in Twelve's birth, was executed by Dr. Kure, and overseen by Gill's brother, Urien. Twelve is ordered to retrieve Necro and Effie after the latter freed and helped Necro escape from Gill's organization. Twelve is also being mass produced by the organization to create an army of Twelve-like creatures. Twelve considers Urien to be his father because of his involvement with his creation. Twelve is a new arrival to Street Fighter III: 3rd Strike.

It's not worth it to deny the fact that Twelve is awful - he's easily bottom two tier-wise, or perhaps even the worst character in the game. He lacks in a lot of important fields, and this shifts his gameplan from what was probably meant to be mixup-heavy rushdown to hit and run, heavy on getting a life lead safely and stalling away. However, contrary to belief, Twelve isn't actually useless or completely unviable - his airdash is a great tool for approaching, mixups and stalling. His walk low profiles projectiles and allows him to go for anti airs more safely. His EX needles can threaten with a knockdown and okizeme opportunity from far away, and he actually has a few decent normals for poking, anti airing and blockstrings. If you pick Twelve, prepare to play one of the most difficult characters in this game. If that sounds like your idea of a good time, however, he's worth trying out.

Super Arts

SA1: X.N.D.L.

Twelve launches an array of spikes that move across the ground as they cross the screen. It's your go-to pick, as this super offers Twelve the most options- resets, EX moves, simple combos and an anti-air. Thanks to the 2 bar stock, Twelve can use a super and still have meter for EX moves after. Using meter for EX D.R.A.s and EX N.D.L.s over X.N.D.L. is also a viable option. Twelve can confirm SA1 from a low hit (crouching LK, A.X.E. (LP) and a high hit (standing close MP), something SA2 doesn't allow.

SA2: X.F.L.A.T.

An air super where Twelve turns into a plane, sort of like a stronger version of D.R.A. with many more hits. Higher damage option, but you have less options for confirming, which could make scoring a hit in the first place difficult. The single bar stock size also makes it a less appealing option than SA1, but it makes up for this somewhat by the amount of damage it does. Useful, but X.N.D.L. offers more.

SA3: X.C.O.P.Y.

Twelve transforms into his opponent and gains bonuses to both his defense and his damage output. It's a pretty good super, because it lets you borrow your opponent's moveset. Against characters who don't rely as much on meter for their strength, it can be a solid option. However, a big issue with this SA is that you can't perform EX moves or Supers while transformed, so your threat level is still going to be lower than your opponent's. Like SA2, it only has one stock bar, so choosing this will limit your EX move usage as regular Twelve, too. Regardless, Twelve's kit is lacking as it stands, so this super can go quite a way toward ameliorating his bad matchups.

Strengths Weaknesses
  • Great mobility with his airdash, used for approaching or stalling
  • Walk can low profile projectiles, only boosting his stalling ability
  • Great high/low or left/right mixups thanks to his airdash and funky j.hk
  • Fireballs can be annoying for certain characters, EX needles can threaten with a knockdown from anywhere on the screen.
  • Some all-around decent normals, especially in close range
  • The worst damage output in the game
  • No conversions unless standing close to opponent
  • Some of the lower health and stun in the game
  • Struggles to get knockdown once he does get a conversion, especially without a super
  • Very poor frame data, meaning he has a hard time being safe or getting + frames
  • While his supers are not awful, he doesn't gain much utility from them, except actually decent damage in some situations
Twelve
#3S_TW
3S Twelve Art.png
Vitals
Life Points 1080
Stun Points 64
Super Art Stock/Size
SA1 2/96
SA2 1/112
SA3 1/120
Ground Movement
Forward Dash duration/distance 20 (113px)
Back Dash duration/distance 18 (103px)
Jumping
Back Jump duration 44(5+37+2)
Neutral Jump duration 42(5+35+2)
Forward Jump duration 44(5+37+2)
Back Super Jump duration 54(7+45+2)
Neutral Super Jump duration 56(7+47+2)
Forward Super Jump duration 56(7+47+2)
Wake up
Wake up duration 59
Quick rise duration 49
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(twelvelp).gif
Startup Active Recovery Hit Cr. Hit
3 3 7 1 1
Damage Stun Guard Parry Block
5 3 - A 1
  • Cancel options: sp su
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
(twelveclosemp).gif
Startup Active Recovery Hit Cr. Hit
6 4 12 -1 -
Damage Stun Guard Parry Block
12 11 - H -2
  • Cancel options: sp su
  • 7 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MP (far)
Far MP
Mp.png (far)
(twelvemp).gif
Startup Active Recovery Hit Cr. Hit
9 4 13 -1 -
Damage Stun Guard Parry Block
11 9 - H -2
  • 20 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP
Stand HP
Hp.png
(twelvehp).gif
Startup Active Recovery Hit Cr. Hit
12 4 17 -1 1
Damage Stun Guard Parry Block
19 15 - H -3
  • 6 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Great anti-air option
FATonline.png
5LK
Stand LK
Lk.png
(twelvelk).gif
Startup Active Recovery Hit Cr. Hit
3 2 10 -1 -1
Damage Stun Guard Parry Block
7 3 - A -1
  • Cancel options: sp su
  • -6 kara range
FATonline.png
5MK
Stand MK
Mk.png
(twelvemk).gif
Startup Active Recovery Hit Cr. Hit
6 6 13 -1 -
Damage Stun Guard Parry Block
12 11 - A -4
  • Cancel options: su sj
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
(twelvehk).gif
Startup Active Recovery Hit Cr. Hit
17 3 25 -1 1
Damage Stun Guard Parry Block
17 13 - H -11
  • -8 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Command Normals

4MK
B.M.K.
B.png+Mk.png
(twelvebmk).gif
Startup Active Recovery Hit Cr. Hit
5 5 14 -1 -
Damage Stun Guard Parry Block
14 11 - A -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(twelveclp).gif
Startup Active Recovery Hit Cr. Hit
3 2 5 4 4
Damage Stun Guard Parry Block
5 3 - A 4
  • Cancel options: sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(twelvecmp).gif
Startup Active Recovery Hit Cr. Hit
5 2 10 4 5
Damage Stun Guard Parry Block
9 7 - A -2
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(twelvechp).gif
Startup Active Recovery Hit Cr. Hit
10 7 18 -1 1
Damage Stun Guard Parry Block
18 9 - A -8
  • Self meter gain: Whiff: 4, Hit: 10, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(twelveclk).gif
Startup Active Recovery Hit Cr. Hit
3 4 8 1 1
Damage Stun Guard Parry Block
7 3 - L 1
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(twelvecmk).gif
Startup Active Recovery Hit Cr. Hit
8 2 14 -1 -
Damage Stun Guard Parry Block
10 3 - L -2
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(twelvechk).gif
Startup Active Recovery Hit Cr. Hit
13 6 25 D D
Damage Stun Guard Parry Block
16 3 - L -11
  • Self meter gain: Whiff: 2, Hit: 11, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(twelvejlp).gif
Startup Active Recovery Hit Cr. Hit
3 13 - - -
Damage Stun Guard Parry Block
5 7 - H -
FATonline.png
j.LP
Jump LP
Uf.png+Lp.png
(twelvejlp).gif
Startup Active Recovery Hit Cr. Hit
4 14 - - -
Damage Stun Guard Parry Block
7 7 - H -
FATonline.png
j.MP
Jump MP
U.png/Uf.png+Mp.png
(twelvejmp).gif
Startup Active Recovery Hit Cr. Hit
5 11 - - -
Damage Stun Guard Parry Block
14 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HP
Jump HP
U.png/Uf.png+Hp.png
(twelvejhp).gif
Startup Active Recovery Hit Cr. Hit
12 2 - - -
Damage Stun Guard Parry Block
17 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
(twelvejlk).gif
Startup Active Recovery Hit Cr. Hit
2 20 - - -
Damage Stun Guard Parry Block
7 5 - H -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(twelvejmk).gif
Startup Active Recovery Hit Cr. Hit
9 4 - - -
Damage Stun Guard Parry Block
12 9 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
(twelvejhk).gif
Startup Active Recovery Hit Cr. Hit
14 6 - - -
Damage Stun Guard Parry Block
21 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
44/66 (air)
Air Glide
B.pngB.png/F.pngF.png (air)
(twelvejffbb).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
  • can cling to walls by holding B.png/F.png towards the wall
FATonline.png




Throws

LPLK
H.U.G.
Lp.png+Lk.png
(twelventr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
15 22 - - -
  • 13 throw range
  • 9 kara range
FATonline.png
6LPLK
F.L.G.
F.png+Lp.png+Lk.png
(twelveftr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 10 - - -
  • 13 throw range
  • 9 kara range
FATonline.png
4LPLK
T.R.W.
B.png+Lp.png+Lk.png
(twelvebtr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 10 - - -
  • 13 throw range
  • 9 kara range
FATonline.png




Universal Overhead

MPMK
J.S.P.
Mp.png+Mk.png
(twelveoh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 - -
Damage Stun Guard Parry Block
7 3 - H -
FATonline.png




Taunt

HPHK
Transparency
Hp.png+Hk.png
(twelvet).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png




Special Moves

236P
N.D.L.
Qcf.png+P.png
(twelvendl).gif
Lp.png/Mp.png/Hp.png
(twelvendlex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
15 11 14 - -
Damage Stun Guard Parry Block
10 3 - A -5
  • Self meter gain: Whiff: 1, Hit: 5, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
15 13 16 - -
Damage Stun Guard Parry Block
10 3 - A -9
  • Self meter gain: Whiff: 1, Hit: 5, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
16 13 20 - -
Damage Stun Guard Parry Block
10 3 - A -13
  • Self meter gain: Whiff: 1, Hit: 5, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
14 13 15 - -
Damage Stun Guard Parry Block
13 5 - A -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214P
A.X.E.
Qcb.png+P.png
(twelveaxe).gif
Lp.png/Mp.png/Hp.png
(twelveaxeex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
6 11 15 - -
Damage Stun Guard Parry Block
10 7 - H -5
  • Cancel options: su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
10 11 16 - -
Damage Stun Guard Parry Block
17 9 - H -6
  • Cancel options: su
  • Self meter gain: Whiff: 2, Hit: 12, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
14 11 17 - -
Damage Stun Guard Parry Block
20 9 - H -7
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
8 11 14 - -
Damage Stun Guard Parry Block
22 9 - H -4
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214P (air)
Air A.X.E.
Qcb.png+P.png (air)
(twelveaaxe).gif
Lp.png/Mp.png/Hp.png
(twelveaaxeex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
9 10 - - -
Damage Stun Guard Parry Block
13 9 - H -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
11 10 - - -
Damage Stun Guard Parry Block
16 9 - H -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
13 10 - - -
Damage Stun Guard Parry Block
18 9 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
6 10 - - -
Damage Stun Guard Parry Block
20 9 - H -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214K (air)
D.R.A.
Qcb.png+K.png (air)
(twelvedra).gif
Lk.png/Mk.png/Hk.png
(twelvedraex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
14 14 20 - -
Damage Stun Guard Parry Block
19 5 - H -14
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
14 19 20 - -
Damage Stun Guard Parry Block
19 5 - H -13
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
14 19 20 - -
Damage Stun Guard Parry Block
19 5 - H -13
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
6 15 21 - -
Damage Stun Guard Parry Block
20 9 - H -2
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png




Super Arts

236236P (SA1)
X.N.D.L.
Qcf.pngQcf.png+P.png (SA1)
(twelvesa1).gif
Startup Active Recovery Hit Cr. Hit
3 76 35 - -
Damage Stun Guard Parry Block
57 14 - A -29
FATonline.png
236236P (SA2)
X.F.L.A.T.
Qcf.pngQcf.png+K.png (AIR) (SA2)
(twelvesa2).gif
Startup Active Recovery Hit Cr. Hit
2 12 49 - -
Damage Stun Guard Parry Block
74 25 - H -24
FATonline.png
236236P (SA3)
X.C.O.P.Y.
Qcf.pngQcf.png+P.png (SA3)
(twelvesa3).gif
Startup Active Recovery Hit Cr. Hit
13 - - - -
Damage Stun Guard Parry Block
- - - - -
  • XCOPY allows you to transform into your opponent. During this time you gain 1.25x damage and 1.75x defense, but Twelve can’t use any EX or supers. Because most characters rely on either/both of these things, it’s not ideal to use it.
FATonline.png
SA3 End
X.C.O.P.Y. End
Qcf.pngQcf.png+P.png (during XCOPY)
(twelvesa3end).gif
Startup Active Recovery Hit Cr. Hit
73 - - - -
Damage Stun Guard Parry Block
- - - - -
  • The other reason why you shouldn’t use XCOPY. When transforming back you take 2x damage, incentivizing the opponent to just turtle you out. In addition, transforming back locks you out of your inputs until the animation completes, which can allow for Twelve-only punishes and infinites.
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill