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 |
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Twelve #3S_TW | |
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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 | |
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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.
|
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
5MP (cl)
5MP (far)
5HP
5LK
5MK
5HK
Command Normals
4MK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
44/66 (air)
Throws
LPLK
6LPLK
4LPLK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
236P
214P
214P (air)
214K (air)