The Worst Street Fighter Character
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- Опубликовано: 6 июн 2024
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0:00 Why Twelve?
2:05 incorrect things people say
4:01 XCOPY
7:25 terrible combos
10:19 forbidden strats
12:46 Online vs Akuma
14:06 Online vs Makoto
15:43 vs Ken
23:10 trolling with XCOPY - Игры
He called twelve because he dozen do damage
the classic
Lmao
Bars
Lol
I thought it was because he's minus twelve on everything.
twelve's idle animation is exactly how my dad dances at every special occasion.
Lol thought I was alone
Based.
Was he a raver back in the early 90s?
@@DenkyMannerno he was a analog synthesizer player
My dad does twelves walking animation at the function
I'm convinced Twelve was designed by somebody who really wanted to make a Darkstalkers game but never worked on any of the Darkstalkers games.
Buff, morphing monster that has no details on its body other than anatomically correct musculature?
Yup, fits perfectly.
There was a clip somewhere of a Twelve full parrying Chun SA2 but he didn’t have a bar so the punish was literally just raw H Axe
EDIT: Turns out I misremembered and he did have a bar. But I guess he didn’t want to spend it, and raw H Axe is in fact Twelve’s max damage meterless combo
All that work for a drop of blood
No clue what you said gonna have to show the clip
@@theshadowking3198 It’s Twelve parrying the same super that Daigo parried vs Justin Wong in EVO Moment 37
EDIT: Look up “SFIII 3rd Houyoku-Sen Parry Compilation” and it’s three and a half minutes into that vid
@@reflectivejade oh thanks for Edit I’ll take a peek
@@reflectivejade I see with the brown 12 right
Between 12 and Q, the Third Strike Weirdos must have some of the best idle animations of all time 😆
Necro too.
Twelve's idle is so good, it became a meme in the latinamerican community some time ago.
ruclips.net/video/MvscTh7_UZs/видео.html
Someone should make a game of just the weird unplayable characters to make them viable
Twelve's best attribute is he's an absolute pain in the ass to fight even if he's so horrible. I'm not in a good mood when I beat him and I want to chuck my monitor out the window when I lose to him.
I just imagined the moniter turning to Twelve and him just fly away after you throw him outside the window
The funny thing as well is, is that Twelve players aren't having a great time either; They're never "winning". They're always losing until they win.
The fact that he is the 2nd worst character but still have advantage against the bottom 5 is amusing
Im the top 12 player in my country.
@@doyouevendab77no verification needed. Congrats 😁
X-copy would be so hype with a few tweaks. Imagine if you could start a combo as twelve, X-Copy in the middle as an extension and finish the combo as your opponent's character... and imagine if you could cash out the rest of the X-Copy bar to use your opponent's super, making changing back safe!
It'd probably be busted as hell, but it would make X-Copy the coolest super in the game.
Honestly that’s a super solid concept but I agree it’d probably be busted as shit😂
@@XSinister88 In a game with Genei-Jin though ... Why not? He needs it lol.
4rd strike gave 12 that where he basically gets to Genei-Jin but with whatever the opponents' character is
Let him keep the glide and wall jump. Imagine Hugo with that mobility.
That's something i though about before, but the super part wouldn't work well. Some supers would be OP as hell (Gigas with the 25% buff 😮), others - if you transform back as soon as the super is finished - would be useless (aegis would disappear before you even touch ground), and some, i don't even know how it would work (installs). Or you get one super of the opponents character that works, even though it's not the one he picked ? But i would be weird, i guess.
But the extend combo feature would be really cool. If it looks too strong, you could imagine an ex xcopy that would transform instantly, that could be used to extend combos or bait a parry. The only problem is that twelve would need actual combos to make it really useful 😂
@@maximepaccalet4449 The way I see it, if he has all these changes he doesn't *need* the 25% damage buff... hell, you could probably add some combo scaling on top to keep it balanced.
It'd also be kinda weird with buff supers, I agree, although it'd be hilarious to see Twelve under the Genei-Jin effect, it'd also open the gate to an X-Copy infinite in the mirror match, so probably no install supers.
Unrelated to how he plays: twelve is easily the most beautifully animated character in 3rd strike. It really shows how amazing capcom had gotten at this stuff before they made the switch to 3d. I don't think we've reached the level of mastery at 3D as they did with 2D, yet.
HI, I'm HERTZ, I'm glad I was able to play against you, it was fun, it's a shame I lost because of that grab, thanks for the FT, it was very fun, greetings from Colombia, I like your content :D
Hi, learn how to anti air.
@@malcolmjelani3588
Hello, yes I'm on it, thank you very much for your contribution :D
>Most unique design of any Street Fighter character ever, even the EX ones
>Insanely fluid animation
>X.F.L.A.T. is just Maximum Spider with an Ippo-style jet engine sound effect
>Speaks in binary in the winquotes
>Has a win pose where he actually shouts "YIPPEE" while a circle of other Twelves surrounds your corpse
And this guy is the worst Street Fighter character HOW exactly???
Cool character but Twelve does absolutely no damage if you don’t have meter.
I only object to design.
yeah all the while rufus and abigail exist
Aaaand he sais lmao in binary, so here's a w
I do think Twelve is really cool, he deserves a comeback
Bafael made an interesting observation which is that Twelve and Chun Li are similar characters
Great neutral, bad combos, bad damage
The biggest difference being that Chun Li has Chun Li SA2, which is powerful enough to negate the last two issues
Having the best super in the game tends to make up for shortcomings. Well that and she has great pokes like back heavy punch and low medium kick. You can get a lot of free random hits when playing Chun which adds up over the course of the match.
Can't be true. I can cheap out a cpu Gill using basic pressure with Chun-Li and feel nothing. I doubt TwElvE is doing that, and it being satisfying.
Bafael is a legend, love his balance videos
@@OrtadragoonX Other than that first sentence, you also just perfectly described Twelve 😅
Yes.
You can use other character's taunts in XCOPY too- and they carry over. So in a Q matchup, 12 can taunt 3 times and get Q's defense bonus that lasts after XCOPY ends. Still, not a great consolation though. Still doesn't make XCOPY useful lol.
By the time he gets X-Copy and 3 taunts off, he might still have enough HP left to survive another 1/8th of a fireball. Pretty busted
@@PaddyRoon7Yeah, the Q matchup is pain for 12, especially without X.N.D.L.
Q could just back dash and taunt three times and he cares not for Twelve's shit lol. Q lasts way too long for 12 to do anything meaningful after.
@@PaddyRoon7 Not particularly?
Round 2/3 round start you should have X.C.O P.Y. stocked, and after a back throw gives you enough time to get the super off and a taunt in.
12 beats Q in terms of runaway and mobility pretty easy. Q also only really can get a good punish against the taunt if he has super too, trading a healthy taunt for a single dash punch is probably in 12's favour.
None of this is a reason to pick 12 over say... Ken... But still lol 😂
the "roundhouse punishable by chun-li SA2" is, if i had to guess, at least in part due to a guide from WAY back in the early 00s "thong of rage" by thongboy (no i'm not joking). It's a beautifully edited streets of rage style video that explains a ton of useful twelve knowledge.
it shows footage of chun-li SA2 punishing roundhouse on block, but the text also says this works on hit. at least, that's where i got the misinfo from and people who think twelve is cool should check out that guide.
Agreed. The guide was amazing for the time though!
Thong of Rage...man, that's waaaay back
I've been playing 3rd Strike since 2004, and have mained Chun-Li, Akuma, Sean, Hugo, and Elena. But I also picked up Twelve a few years ago for the change of pace. I've written extensively about it on various places online, so I'll mention some major things that you (and pretty much everyone else) overlooked:
-Most of its aerials/instant air dash enders can combo into its normal attacks. All of its fierce, roundhouse, strong, and forward enders can combo into its weak/short normals. Basically, all of its best combos start off as aerials, and go in _reverse priority_ compared to the other characters. That's why a lot of players have trouble using it, because they don't realize that _its combos are inverted._ Twelve's ground offense has only a few useful pokes, corner juggle variations with EX NDL, and SA1. But it has way more options in the air; his aerial combos can go from heavy -> medium, heavy -> light, medium -> medium, or medium -> light. It depends on the matchup and the timing/spacing can be tight, but it's all about getting that extra little bit of damage in and letting it build up over time.
But more importantly, they can also combo into its neutral medium kick. It's that awkward knee attack with little range... but it also inflicts high stun. Seriously, fire up training mode and see for yourself. Not only can you easily rack up stun and keep the opponent on the defensive, but it also hit confirms into SA1. This is absolutely essential for pressure tactics. Aerial medium punch does the same amount of stun as standing medium kick, but it's slightly harder to land. Also, its heavy and medium aerials can hit confirm into SA1. You can also hit confirm on the ground by comboing into crouching light kick into light NDL to SA1, but that input is needlessly convoluted. Also, notice how far the attacks push the opponent back; they're intentionally designed to get the opponent into the corner quickly and force them into defending against Twelve's seemingly unpredictable guessing game. SA1 and SA2 can also OTG Hugo if done immediately after a neutral throw. It's obviously very risky, so I rarely use it.
-Its back dash has some unique properties if your opponent is in the corner and you're using aerial attacks. Let's say you try go in for an instant air dash and end it with a fierce, roundhouse, strong, or forward. If your opponent gets hit or blocks, watch Twelve's animation carefully. As soon as it lands on the ground, input a back dash immediately. If done correctly and depending what attack you used, it'll backdash somewhere between half and all the way across the screen. This can be used to discourage opponents from trying to counterattack on block. When combined with the combo ability of its aerials to its normals, it becomes clear that Twelve's strategy was never about high damage; it's about maintaining pressure, keeping the opponent off balance via unpredictability, racking up stun (which is very easy to do with the knee), and finishing with a super.
-Also, SA1 can counter pretty much any projectile super, like Akuma's standing Messatsu Gou Hadou, Sean's Hadou Burst, etc. It will also go through Urien's Aegis Reflector, Oro's Yagyou Dama, Chun-Li's Kikosho at certain distances, and beat out Necro's Electric Snake. It can also counter Remy's Light of Justice, but you need to be mid-range and trigger it before the second wave of projectiles come out. Also, both NDL and SA1 can stop Akuma's KKZ. You have to space and time it perfectly, so doing it in a real match is really difficult.
I hope you utilize this information in another video and/or matches. Have fun!
Oh, and a couple more things: Aerial roundhouse can cross-up if positioned correctly, but the hitbox is a little finicky. Using EX DRA is much more reliable for that kind of thing, and even that's inconsistent depending on the angle. To elaborate on the EX NDL juggle: It works best when your opponent is in the corner. The attack will send them up off the ground and leave them vulnerable to a single follow-up attack. The follow-up can be a normal, most EXs, and even SA1. Probably not the best way to spend meter, but it's a good way to mess with unsuspecting opponents.
Wait, Twelve actually DOES have real combos/okay damage?
@@dorkasaurus_rex Yes, it absolutely does. But most players never realize this because they never bothered learning Twelve, let alone realized that all its best combos start in the air and go in reverse priority. Seriously, fire up training mode and lab some of it. It'll probably be easier if you push the opponent back in the corner. The timing is pretty tight and depends on the matchup, but they're absolutely doable. They work great on shotos. And there are different ways to hit confirm into SA1, not just the light arm flail. And the damage is mediocre at best; it's more about "death by a thousand cuts," racking up stun, and dodging than it is about quick kills. Twelve is basically the highest risk/lowest reward character; it has a lot of weaknesses, so you've got to keep outmaneuvering your opponent.
@@dorkasaurus_rex For example, I'm in training mode VS Ryu right now. That back/forward throw that everyone jokes is Twelve's max damage attack is 14 (with 11 stun). However, that's nothing but an old meme. Here's what training mode says:
Aerial HK + Standing MK = 21 (23 stun). Aerial HK + Crouching MK = 20 (15 stun). Aerial HK + Standing/Crouching LP = 17 (15 stun). Aerial HK + Standing/Crouching LK = 18 (15 stun).
Aerial HP + Standing MK = 18 (25 stun). Aerial HP + Crouching MK = 17 (17 stun). Aerial HP + Standing/Crouching LP = 14 (17 stun). Aerial HP + Standing/Crouching LK = 15 (17 stun).
Aerial MK + Standing MK = 15 (21 stun). Aerial MP + Crouching MK = 14 (13 stun). Aerial MP + Standing/Crouching LP = 12 (13 stun). Aerial MP + Standing/Crouching LK = 13 (13 stun). Aerial MK + Standing/Crouching LP = 11 (11 stun). Aerial MK + Standing/Crouching LK = 12 (11 stun).
There's also Aerial HP + L AXE = 14 (19 stun). Aerial HK + L AXE = 17 (17 stun). Aerial MP + L AXE = 12 (15 stun). Aerial MK + L AXE = 11 (13 stun). L AXE combos into SA1. However, there are easier ways. The damage changes slightly because the hitboxes on the spikes are inconsistent and it depends on how close the character sprites are, but the numbers that come up most consistently are Aerial HP + SA1 = 42 (27 stun). Aerial HK + SA1 = 45 (25 stun). Aerial MP + SA1 = 37 (14 stun). Aerial MK + SA1 = 37 (14 stun.) Hope this helps you figure out how Twelve works and gets you (and others!) to give it a chance. Have fun!
@@dorkasaurus_rex Oh, and if you're having trouble with the timing, try practicing with regular jump-ins instead of using air dash. That way you won't have to worry about having to calculate for forward momentum, and you can practice some aerial parrying. As for Twelve's ground moves, the only thing worth mentioning aside from the L AXE into SA1 combos (which are way too convoluted for my liking), is its EX NDL. It can be used as anti-air, even though it's probably safer/easier just to crouch walk out of the way. Since it tracks, it can also hit/juggle opponents who try doing cross-ups.
However, EX NDL has one other use: a corner juggle. If a standing opponent doesn't block it, they'll knocked into the air and vulnerable to a follow-up attack. This can be Standing/Crouching LP = 10 damage (7 stun), Aerial LP/LK = 10 damage (11 stun)/11 damage (9 stun), Standing/Back/Crouching MP = 14 damage (14 stun)/15 damage (14 stun)/12 damage (11 stun), Standing/Back MK = 14 damage (14 stun)/15 damage (14 stun), Standing/Crouching HP = 17 damage (18 stun)/11 damage (9 stun), Standing/Crouching HK = 16 damage (15 stun)/16 damage (7 stun), L NDL = 14 damage (7 stun), L/M/H Standing AXE = 14 damage (11 stun)/15 damage (11 stun)/17 damage (11 stun), Standing/Aerial EX AXE = 18 damage (11 stun)/17 damage (11 stun), and SA1 = 23 damage (13 stun), again, slightly more or less depending on the hitbox. I never use this juggle, but it is technically an option.
Edit: I can't believe I forgot about Standing MK. Like I mentioned in the first post, it's essential for pressure tactics due to how easy it is to combo into, its relatively fast recovery time, as well as how much stun it does. 8 damage (11 stun) on Ryu might not seem like a lot, but it adds up very quickly; it only needs to connect 7 times to stun him. The hitbox makes the stats inconsistent, but the best I could get on a cornered Ryu with Standing ML + SA1 = 45 damage (24 stun) with all 9 hits. That's not bad at all.
Is XCOPY the most disrespectful super of all time? You pick a bottom 2 character, play most of the round without EX moves, and then finish them off with their own character, under time pressure!
Omfg I’m bout to start playing twelve
I want Twelve and Sean in Sf6 so bad, Especially Sean. I’d love to know how that guy is doing.
I agree with Sean big time. The vibe of the game would fit him perfectly!
According to Ken, he is ballin
If they bring twelve back prob be called thirteen
Sean is valid but twelve? Gl with that shi
Look I want Sean comeback too but Im a bit sick of the shoto clones as of now. If he do ever comeback Capcom will might have to do a bit redesigning him at least making him more unique.
twelve suffers from the same issue as Remy. He's not bad just in the wrong game
And Twelve is bad
would make for a great Dark Stalkers character.
Twelve's pretty much proto-Arakune and "blob monster" is a classic horror trope that's not in Darkstalkers so it'd fit there too.
@@zaneseibert yea if 12 was in darkstalkers with his mobility in a game with magic series combos he would be a fiend
That's easy to say they are in the wrong game, when if they were inserted anywhere else there's no guarantee they would be much better.
That's a poor cop out.
Talking about a bad character and discussing the cool stuff they do have is always more interesting than simply writing them off from the get-go.
Fun character to casually play against people that aren't used to playing against him:
The goal is to zone and control space, he can be a major nuisance and frustrate the heck out of you
1. EX needles is juggle-able, anytime you land ex needles, throw a standing RH or if they are too far, try a regular needle - underrated extra damage
2. Standing FP is incredibly good for shutting down jumping opponents on their way up on the jump (or crouching mp when they do jump) - it knocks them right out. If you're the right distance and you whiff because they don't jump, the recovery is usually fine. If you're playing a solid 12 zone game, you'll have your opponent in the corner looking for a way out and you'll cripple them when they try and jump flee
3. Spam air movements - don't just jump or air dash at enemies, that's as easy as any jump in to handle. Instead, air dash back FP into the wall, this immediately cancels the air dash allowing 12 to repeatedly become a backwards flying maniac that's building meter. Keep doing this and start mixing stuff up, EX needles when you land, you'll be surprised how often you'll actually hit your opponent while they're throwing out normals to build meter after they've watched you dash back into the wall 3 times. Lure them closer and start mixing it up with ex air dive, this move is incredibly fast, decent damage, and I think it's safe on block. It also works as anti air if they're trying to jump chase you down while back dashing into the wall. Any good 12 is spending a lot of time in the air
4. EX tentacles is the best straight up damage move
Twelve is a great character with an interesting toolset, people consider him the worst because they want an easy character to get easy wins with
I'm a Twelve main mainly because of a video of yours.
I say this in the most respectful manner possible, but I started playing Twelve after watching you get your ass handed to you with sauce and cherries on top by a Twelve player (you were playing Ibuki).
I found that fome me, some of the worst matchups for Twelve are Ken and Makoto (not even Chun 'cause she struggles so much with Twelve's airborne nature). Even the best Twelve in the world will have a lot of trouble dealing with tatsus and Makoto's air shenanigans and ridiculous damage but and you handled them beautifully. That just goes to show how good of a player you are!
Thanks for taking the time to explore my favorite character in the entire SF franchise and spreading awareness about the struggle of Twelve players. We are a proud people!
Love you man!
this was such a fun video to watch!! loved the tips and tricks and the XCOPY challenge at the end was so fun to see
Twelve is playing an anime fighter with none of the speed or damage that come along with it. He really doesn't belong in SF3.
12 can be competitive against many of the cast. Even with his low damage, his hit and run style can be troublesome for slower characters.
The real problem with 12 for me is that he lacks gimmicks and setups that that can turn the tide of battle in his favor. Despite his unorthodox look, he’s an honest character at heart.
Props for actually doing the research on some of the things that get passed around about this weird little guy
Every RUclipsr who plays street fighter must inevitably make a twelve video
every youtuber within the fighting game niche, more like it
Dang jm you've been on a roll with these banger videos. Lovin it!
Straight up, TL:DR of Twelve, he has no damage. He needs 4 hits to match the damage of any one hit from others. And while as a very slippery, neutral dominant character, he can get a lot of hits in, he just can't get the same damage output of any reasonable character. Stray hits left and right but no damage behind them means he's still losing. And because he has no damage or combos, he can't get ANYTHING off of parries. Not to mention people don't really get punished going for ballsy parries against Twelve. Like, if they miss, they take a tiny bit of damage, but if they land it, they get HUGE damage
Twelve needs to engage in neutral and win +10 interactions to win a round. Any other character only needs 3 interaction. The best characters only need TWO.
Damage is never normally a consideration into what makes a character good or bad, but Twelve's reward off of stray hits is so miniscule that they're not threatning for the opponent. And landing a simple knockdown for more pressure is much harder for Twelve than it has any right being normally.
@@leithaziz2716 As I recall, Twelve's only non-metered move that causes a knockdown is his incredibly slow crouching drill move. Like everything else leaves them upright. That alone neuters his ability to get those +10 interactions as it's hard for him to chain successes together like others have.
Nice summary of Bafael's Twelve video 😂
@@PaddyRoon7 Hey, if no one else is gonna do it
Love these videos. Play guides are always fun to watch.
I had a roomie who argued that twelve was more ninja than Ibuki. That same roomie also had a 4' mega bong.
i can see his point
Nah, he's onto something
X-ISM Dan (Street Fighter Zero 3)
Man I’ll bet he has TODs that are actually easy to execute against him 😂
Twelve: *attempts to copy Akuma*
Akuma: None shall be equal to me. Perish!
K.O.
Cool video! Hope you make one about Remy too
I would love more videos like this! Maybe the next worst character? Maybe a tier list where you talk about each of the other "worst characters" a little bit? Idk I just really find these informational videos really interesting as a casual player
the pure glee on jm's face when winning alone is worth watching this :D
and that Gouki set at the end was so fire, I was actually popping off^^
Love this kind of content. Thanks JM!
One of your best videos yet. You made 12 look top tier in that Ken matchup.
I wish JM would've talked through SA2 for Twelve. Just to make this a more comprehensive vid for the character's strengths & weaknesses. Still a pretty great breakdown and some pretty great wins at the end!
PUNISHABLE ON HIT? WHAT?
I used to think that Twelve was terrible, unusable and lame. Until i saw Alex Valle kicking ass with him on Fightcade. That man is a legend.
24:36 fun fact actually: all of twelves voice clips with xcopy are stored separately in the game files. you can even go listen to them if you go into the sound test. there are also voice clips for twelve doing other characters supers and ex moves, which are normally impossible to hear during normal play (ie. yuns "genei jin" voice clip and makotos "sechusan godanzuki" voice clip)
It would be cool to see this video concept for other series. KoF, VS games, etc.
The joy in this dude’s voice and reactions is so genuine I can’t help but feel happy
Twelve is very fun to play. Thanks for uploading 3rd strike stuff
Perfect mix of knowledge, memes, and hype moments!
Hey jmcrofts love your videos and just subscribed after watching a ton of 3rd strike and mvc2 videos- learned a lot, thanks
question for you though- why don't you use crt shaders/scanlines etc on the older games? they make them a lot more visually appealing, in my eyes anyway
they're pretty quick to set up too
perhaps you or others prefer the raw look a bit more
anyway thanks for the videos!
I was a dedicated Twelve main for like a year and overall this is a very good summary of their weak points that clears up some very common misconceptions. I'd like to mention a few things though:
- First off invis is a gimmick through and through. If the opponent knows to watch how the screen scrolls then you just wasted an oki opportunity.
- Twelve gets massively screwed by the parry system not just because they get very little off of it. It goes hand in hand with the fact that every single one of Twelve's scary moves is parryable high except 2LK. Parry option selects absolutely ruin Twelve because they cannot mix up high and low parries in a way that matters.
- Twelve's airdash is where almost all of their power is focused into and yet it gets instantly hard countered by DPs and other good. Airdashing into a Ken/Ryu/Akuma/Dudley is just death.
- In the event that you play a matchup where you do get to airdash on oki, j.HK is the capital G Goofiest air normal in the game. It can hit front or back completely ambiguously and Twelve can also land front or back ambiguously in some matchups, making it at best a 4 way mixup that leads into super. It's also impossible to tell what side it'll be based on how far away Twelve starts jumping from because you can time it differently out of the airdash.
- Twelve has some of the lowest HP and stun while also being one of the physically largest characters in the game
- At a high level this character is in fact irredeemable. I'm sorry to tell you but they are just not viable and the reason for that is mainly the parry weakness. If you watch enough Twelve gameplay from people like Yama and Aihara you notice sometimes they just do stuff in neutral that is insanely risky but counters high parry OS (for example EX axe in neutral) and they have to do this because at the highest level Twelve just has no solid gameplan. They never have a consistent way to play their game. That's only at the highest level though, they're usable even up in like FC2 A Rank but very hard to make work.
As a twelve player you missed a few tricks with him and completely missed my favorite super with him he's a character that strives off of creativity (been told I play crazy after beating a ken in tournament) but his hit and run style plus being able to walk under fire balls makes positioning with him mad easy. Thanks for shouting out and making a vid on my favorite sf character
I always love coming across a fighting game video showcasing a character I had zero interest in ever playing and then my mind is changed. This is also why I tend to main a bunch of characters out of sheer fun.
one thing i find cool about Twelve is that you can do light kick into X.N.D.L but it's a 1 frame input.
When I first played 3rd Strike, I was quickly drawn to Q and Twelve. Such great designs.
It didn't feel too good to learn that they were bottom 3 along with Sean.
3rd Strike is an all-time great fighting game.
But man...one last patch to the basement tiers back in the 2000s would have made it so much better.
how would you buff twelve? do you think maybe partially there's an identity to the "great neutral no combos stab the guy a bunch" playstyle and we could just kind of make that aspect better or should he be more like a normal character?
Loved this video. As a guy who just likes to watch your videos I love 12 I think he looks so cool
I like that the first match was green twelve, bc i was just thinking "his invisible taunt reminds me of a certain green ninja"
LET’S GOOOO I was holding my breath on that final akuma round lol
XCOPY also prevents the opponent from quick standing on strike knockdowns. I learned today that if you xcopy a Q, then taunt three times he does mantain the defense buff. I think there's some fun potential with it! There's also some juggle combos when you activate with an anti-air 214P, and you can cancel into xcopy on block like an activation... though it's not very good.
Dan Hibiki and Sean Matsuda Chads Rise Up!
To answer your question/theory about the xcopy character voices having a filter applied in real time, that's actually not the case. They are separate voice files that have a filter already applied. There are even unused voice clips of super arts with the filter, as noted on The Cutting Room Floor.
Twelve would honestly fit so well into SF6, I'd really love to see him back sometime!
You can all check Alex Valle playing twelve and being a god
His air dash game and meter build is perfect.
Great narration 👍
OK this video is a lot cooler than I originally thought.
Glad video, ur making me wanna play with Twelve now 😂🤣
Watching u play and enjoying Sf3 either win or lose is very satisfying, unlike other players who get so salty over a lost 😘😍😗😙☺
They call him twelve cuz that’s how many times he has to win neutral.
I would love to see him come back in 6 with X copy as a real level 2. Imagine cancelling an ex move into a nasty character specific combo.
Mad respect with the adaptations vs the green Ken, and props to him for letting the set rock. Lot of fun to watch that one!
Xcopy with Gen'ei Jin bar size but same duration as normal and no transform back weakness would be so hype
I cannot believe you released this 6 days ago I swear you already made a twelve video
If 12's moveset would ever return in SF6, we would finally get our Nightmare Fuel custom characters a fitting movements.
would love to see 4rd Strike on JM Cup. Twelve is hype in 4rd Strike!
I must admit, these matches were quite hype!
Seeing the vanish taunt into super got me hyped each time xD
Twelve was my favorite character in Third Strike when i was a kid. This video brings me great joy
Interestingly, 12 was a very similar archetype to Chun li. They both have very little damage and limited combos in exchange for dominate neutral tools. Just goes to show how much a character can be improved by a few tools (chun SA2).
The standing roundhouse made me think of Faust from guilty gear, and now I'm wondering whether a crossover with that would make a good game.
Twelve is just cool though. And the fact that he's so low tier just makes him even cooler. Winning with him just looks and feels so good, especially in a game like third strike.
Glad you highlighted how awful X-Copy is. Save your bar for EX Squidward Hands and leave that shit in the trash.
fun fact: twelves is the name of a monkey pet of a well know singer in Brazil, unfortunately he died in 2018 in rio de janeiro, until this day the fans still love him
Its funny if you check the sound test on the arcade version you can hear the xcopy voice clips for everything including everybodys supers which cant be performed since copy doesnt include other characters supers
you dont talked about the instantaneous air dash , its a really good tool
I'm flailing those arms
gotta throw out servbot for a low tier deep dive. think in general could be interesting to make videos about low tiers in team games because you have the opportunity to talk about teams that have been crafted specifically to make bad characters work. umvc3 hsien ko could also be a good subject
Dude this is my 1st time seeing how fun the SF series is. and also, why does Ken's super move at 21:18 do less damage blocked than 12's normal whip at 21:23??
I love his design! Would be cool to see something so out there, in SF6’s realistic style
Is this a re-upload?i remember ive seen something like this before.
Honestly, it would be interesting to see you try Remy or Necro.
I believe you actually keep taught benefits after X-copy ends so you can use it vs Q, taught up and keep the health buff as 12.
hey i love twelve's idle animation. like it's bopping to some hiphop music.
Does down heavy kick low profile projectiles?
I saw a Twelve user at Evo and my jaw almost hit the floor, i couldn't believe what i was seeing, i think he was fighting Alex
Having an air dash in SF6 would go crazy
Seems like it comes down to invincibility frames- if 12 has invincibility while morphing to/from or while dash floating, he probably could be good, but he's in the history book at this point because they aren't going to tune or change any of that at this point. It's sort of like trying to make good use of Reptile in MK2-- there are some things you can do, but once your opponent figures it out you have like no options.
Those matches were hype
Street fighter 3 animations are so smooth bro
one thing you forgot to mention about twelves walking animation is the gyatt
I just saw that Twelve can combo Lp A.X.E. and SA1. Maybe it can do a decent punish after a Parry.
Twelve's face next to his health in the SF3 UI is hilarious
it's not that his normals are outright bad per say, it's the fact that theres no meaningful high/low parry mixup i.e. there is no reason to not stand parry everything at most ranges because his low threat to punish stand parry is essentially non existant and because all of his stretchy buttons are quite long startup so he is just total parry bait
for the akuma matchup all I can think of is that story Aris says about some guy bemoaning no EX moves on akuma "all his moves are ALREADY EX". so xcopy damage boost plus that must be real nice
Matches were hype!
What is the actual damage boost you get when in XCOPY?