Tweleve
Character specific stuff
Shoryu-shoryu
- Stand HP shoryu kara-shoryu
CORNER:
- TC LP shoryu LP/MP shoryu (plink MP into LP to make the timing easier)
UOH setup
- crouch LK > crouch MP
SA3 cross-up setup
- Hold down, stand LP superjump
Crouch LK>LP>LK
- YES
Shoryu confirm
- Crouch LK > crouch LP xx Shoryu
Corner cross-up jump
- YES
Notes
- Make sure to anti-air
- Use normals
- Has no damage
- You can afford some more risks, usually his best punish is a throw
- Has no reversal > pressure on wakeup
- Will throw a lot
- Walks under fireballs and cross-ups
- May neutral (super) jump to bait DP
- Cannot parry during airdash!
- Use stuff like stand MK and HP against airdash if you're not fast enough for DP
- If you're both whiffing to build bar he may EX fireball you and get oki
- His SA1 is actually a really good anti-air so watch his meter before you jump
- If you have a sizeable life lead it's possible to timer scam him by just blocking, since Twelve matches tend to take a long time and he struggles to do damage
- So annoying