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Street Fighter 3: Third Strike
By: Dan Owen <
[email protected]>
June 21, 2001
Version 1.1
Copyright of Dan Owen, 2001-2002
Table of Contents
=================
I) Introduction
II) Normal Moves
III) Special Moves
IV) Super Moves
V) Combos
VI) General Strategies
VII) Colors
VIII) Revision History
IX) Credits
I) Introduction
===============
I chose to do a Guide on Twelve because he (?) is often a misunderstood
character. I hear a lot of people ranting about how much Twelve sucks
and how he is a worthless character. I have decided to show those
people up and teach them how to be an effective Twelve player.
I am also assuming you know all the basics (dash, high jump etc) so I
will not be describing or listing those, if you don't know them and
want to learn them, you can read any one of the General FAQ's.
OK, enough on that I'll get started on the part you want to here:
III) Normal Moves
================
-Light Punch- LP-
-Standing- Twelve just kinda flings his arm out for a smack type
move. High priority, decent range, but of course very weak
damage. Not a bad move for poking
-Crouching- Twelve does basically the same move except while
ducking. Again, not a bad move for poking
-Jumping- Twelve sticks out his furthest hand at a 45-degree
angle. Comes out fast and stuffs some things, but still pretty
worthless
-Medium Punch- MP-
-Standing- Twelve does a knife hand chop to the enemy's head.
Good for poking though it can be crouched under. Also good as an
anti air when the jump doesn't quite make it all the way to you.
Kinda weak damage though.
-Standing close- Twelve bends over and his far-arm elbow goes
over his back and strikes the opponent, very strange looking. Can
be comboed into either an N.D.L or an X.N.D.L
-Crouching- Twelve sticks his hand up in the air at a 45-degree
angle. A decent anti-air when you don't have time to do an FP.
Horrible horizontal range and will only connect if the opponent
is right on top of you (hence anti-air)
-Jumping- Twelve stupidly sticks his hand out in the same fashion
as his standing MP, except in the air. I don't know its air-air
capabilities because I never use it. Worthless move.
-Fierce Punch- FP-
-Standing- Twelve turns his hand into an axe and whips it upward.
A very good anti-air if you can get the timing down. Poor
Horizontal range but yet hits farther then it looks. A very
important move to master if you want to be good with Twelve
-Crouching- Twelve turns into a ball and rolls at the opponent
while his hands stay on the ground holding his original spot (wow
is it hard to explain). A good move that does 3 hits. Ok for a
late anti-air, good as a surprise move, very effective.
-Jumping- Twelve turns his arm into scissors and closes them like
you would with scissors. Very long range and good damage. Try
using it while you are jumping backwards to surprise your
opponent (~_^)
-Weak Kick- WK-
-Standing- Twelve does a little kick to the shin type thing...
that's about it. It's also comboable.
-Crouching- Twelve sticks his far foot out, not bad as a stuffer
and is comboable
-Jumping- Twelve sticks his knee out, pretty worthless
-Medium Kick- MK-
-Standing- Twelve glides forward (not far) with his knee up. It's
an ok move to put pressure on the opponent, but I don't use it
that much. It can also be cancelled into a high jump (MK, once it
hits, d, u)
-Holding away from the opponent- Twelve gets down with his bad
self and falls backwards and sticks his leg up. Crap for
priority, but it is comboable. Not extremely useful
-Crouching- Twelve sticks his other leg (opposite of WK) out a
good distance. It has good priority and stuffs all sweeps and
shoto ducking MK's. Comes out fast and can surprise your
opponent.
-Jumping- Twelve does a move similar to his b + MK. It is
worthless on the ground and just as bad in the air. I never use
it.
-Hard Kick- HK-
-Standing- Twelve turns his feet into a sickle and swings them
around. This has tremendous distance and hits for good damage. It
comes out slow and has bad recovery. Good when your opponent is
far away, otherwise you'll get nailed.
-Crouching- Twelve turns into a drill and flies forward for a
short distance. Strangely, it only counts as 1 hit, but it has to
be blocked for 3 hits. You can use this to your advantage against
newbies and over aggressive scrubs. If you whiff, put a fork in
yourself, because you're done.
-Jumping- Twelve turns his legs into one big spike. VERY SLOW to
come out, but it has great priority and stuns the opponent
forever. You can follow it up with just about anything, including
an X.N.D.L. (^_^)
-Throws-
-LP + LK (Neutral)- This is a strange move for more then one
reason. Twelve twists around his opponent and squeezes the life
out of them. At the max it does 6 hits for pitiful damage, but
strangely enough, it brings their stun meter way up. I think 5 of
these on Alex stuns him, if only it did more damage...
-F + LP + LK- Cool move! Twelve wraps his arms around the
opponent's legs, scoops them up and slams them to the ground
(like a power bomb) looks cool and doesn't do to bad of damage.
-B + LP + LK- This one looks funny, great for humiliating your
opponent (~_^) Twelve starts off the same as F + LP + LK except
instead of bringing them back down, he just lets go and they soar
through the air behind him and land for the same amount of damage
as the other one. I love Twelve's throws!
-Universal Overhead-
-MP + MK- Twelve hops forward and does his jumping weak punch
animation. Yeah, it's his only overhead.
-Personal Action-
-HP + HK- Twelve raises his arm in the air and turns invisible
for a short period of time. Worthless against the computer, but
against a human opponent it could fool them. Not to bad a deal
besides you are completely vulnerable during the whole thing. If
you do it again while you're invisible, you become visible for a
completely unnecessary move only used to humiliate your opponent.
III) Special Moves
==================
Quick notes:
All his moves are EXable (which means hitting 2P's or 2K's)
QCF= d, d/f, f
QCB= d, d/b, b
QCB in air= Jump in any direction d, d/b, b whilst in air
QCFx2= d, d/f, f, d, d/f, f
QCFx2 in air= Jump in any direction d, d/f, f, d, d/f, f whilst in air
-N.D.L.- QCF + P-
Let us see how dumb Twelve can get! Twelve sticks his arms into
the ground only to have his arms pop up in a different spot:
WP- Right next to him
MP- Halfway across the screen
HP- Almost the entire screen length
This move leaves Twelve completely open if the opponent jumps in
the air. This also is blockable high and low, but can only be
parried low. And if that isn't enough for you, it does pathetic
damage too! This is only used as an anticipation move, so use it
and cross your fingers!
EX version- This is a little better. Instead of a pre-determined
location, it heat seeks to where the opponent is when you do the
move. It comes out very fast and is very good if your opponent
gets jumpy towards the end of the round. Still kinda pathetic
damage, but it has its uses.
-A.X.E.- QCB + P (can also be preformed in air)-
Twelve turns his hands into little whips (?) and flaps them
around like a psycho girl in a catfight (grrr)! It is best used
as an anti air. I only use the LP or MP version because they come
out much faster then the HP. LP has no start up delay at all,
making it a useful last second anti-air and a decent wake-up
move. The only special move you can use in combos, sweet! (-_-)
You can also use this while jumping. It makes a good surprise
move for those parry happy junkies. Good for trickery in the air
because they might see you move the joystick in a QCB motion and
think you're doing a D.R.A. but instead they will get nailed by
the floppy arms of Twelve for 3-4 hits!
EX version- This version of A.X.E. comes out a little faster then
MP and does 6 hits if you mash the buttons. It is best used as a
wake-up or in combos, since if you use it as an anti-air, they
will just bounce off after the first hit for pathetic damage.
EX air version- I still don't exactly know what this one does
differently, probably along the same lines as the standing
version.
-D.R.A.- QCB in air + K-
This is a pretty stupid move. Twelve does a flip in the air and
then drops down at an angle determined by the strength of the
kick:
WK- Almost drops straight down below himself
MK- Goes about 45-degrees from his original direction
HK- Fly's forward about 60-degrees
DO NOT WHIFF THIS MOVE! If you do, you'll get killed. It's better
if it gets blocked, though you are open to a super move. Horrible
if it gets parried, and it is very easy to parry if you are dumb
enough to do it out of nowhere. Only use it occasionally as a
surprise tactic, otherwise it's worthless. Its only real use is
to get you out of corners and not to make contact.
EX version- Twelve flashes, then fly's forward at about the same
degree as the HK, and it hits for 2 hits, harder to parry then
the non-EX version, and does more damage.
-G.L.I.D.E.- F, F or B, B while in air-
Twelve turns into a hang glider and flies in whichever direction
you pushed twice. It does no damage, and doesn't hit anything. If
you are near the "wall" you can hold the direction of the wall
and crash into it automatically killing yourself (but really you
will just cling onto it and push off, and fly in the other
direction). This move is kinda stupid except you can use it to
surprise your opponent by jumping backwards, then flying forwards
and attacking with a FP or HK. Don't use it too much or they will
catch on. (Oh, and I made that name up, pretty creative huh?)
IV) Super Moves
===============
I) X.N.D.L.- QCFx2 + P (2 Short/Medium Bars)
Twelve stands up tall, lets his arms flop around for a second,
and then shoves them into the ground causing a wave of limbs
moving across the ground. It does about 7 hits (8 hit max) for ok
damage. Pretty weak for a super though. Can be comboed off a
close MP, a b + MK, and any version of LP and WK (except jumping
of course). This is his only super that can be comboed into, it
is also my super of choice. It doesn't have to bad of a startup,
but it has horrible lag. Just like most of his other moves, if
you whiff, you are screwed. It also has crap for priority, so if
they do a move at the same time, you'll get hit and they will
too, but only once for pitiful damage (I've been hit out of this
by a shoto sweep!). The farther out it goes, the less damage/hits
it does too. It can be blocked high or low, but only parried low.
+ It is comboable
+ You get 2 bars
- It has horrible lag
- Horrible priority
- Weak compared to other supers
II) X.F.L.A.T.- QCFx2 in air + K (1 Long/Medium Bar)
Twelve transforms into a bird/plane (not superman) and shoots
down at a wide angle to hit the opponent. The strength of kick
you use does not affect the super in anyway. If it should connect
while the opponent is on the ground, you will do one of the
coolest looking super combo of all time in which you fly back and
forth a bunch of times and finishing with a beak/head to the face
for massive damage. Extremely difficult to connect and if you
connect with them in the air, say bye to the massive damage. If
you hit air-air it does about as much damage as a jumping FK (ok
a little more) but it is still pathetic. I hate this super.
There is a strategy I heard from the GameFaq's message board
(submitted by Rebirth Gamer)
"I've seen someone with Twelve taunts, the other person has no
clue where it is, and looked hopeless, and Twelve did the XFLAT
super on him, totally unexpected, so that was kind of cool"
+ His most damaging Super
+ Good for punishment
- Hard to connect
- Easy to see coming and avoid
- You are dead if you whiff
- Long bar, so you'll waste all that time building it up
and will probably never have a chance to use it
- Only does good damage if you connect while your opponent
is on the ground
III) X.C.O.P.Y.- QCFx2 + P (1 Long Bar)
This is a cool super if you are a master at SF:TS, other then
that it is pretty worthless. Twelve floats in the air and
transforms into his opponent. You do more damage then them, and
you have better defense then them. You get all their specials and
normal moves, but not there EX or Super (that would be kinda
cheap ^_^). The only reason I don't like this is because I'm not
good with every character, only a select few, and if you think
you're better then your opponent with their character, go right
ahead and pick this, personally if I wanted to use that
character, I would have chose them, not Twelve. And one more flaw
is that you transform back, and when you transform back you
freeze in place forever leaving you wide open to attacks, cool
eh? (-_-)
+ If you know how to use the other character, you can
dominate
- The lag when the time runs out (ouch)
- Why didn't you just pick that character?
V) Combos
=========
Twelve is definitely not a combo character. He has few comboable moves,
and only 1 special move and 1 super move he can combo into. You won't
be using these too much, but I will list them for completeness on the
FAQ. You will want to use HK for your jump in attack if you jump in.
The Jumping HK is completely optional and will be put in parenthesis,
you get the same amount of hits with or without the jumping HK, but it
will do less damage.
-Comboable Attacks-
Standing WP
Crouching WP
Standing WK
Crouching WK
Standing Close MP
Back + MK
1) (J. HK) WP, WP A.X.E.
2) (J. HK) D. WP, WP A.X.E.
3) (J. HK) WP, EX A.X.E.
4) (J. HK) D. WP, EX A.X.E.
5) (J. HK) WP, X.N.D.L.
6) (J. HK) D. WP, X.N.D.L.
7) (J. HK) WK, WP A.X.E.
8) (J. HK) D. WK, WP A.X.E.
9) (J. HK) WK, EX A.X.E.
10) (J. HK) D. WK, EX A.X.E.
11) (J. HK) WK, X.N.D.L.
12) (J. HK) D. WK, X.N.D.L.
13) (J. HK) MP, WP A.X.E.
14) (J. HK) MP, EX A.X.E.
15) (J. HK) MP, X.N.D.L.
16) B. MK, WP A.X.E.
17) B. MK, EX A.X.E.
18) B. MK, X.N.D.L.
19) EX N.D.L. Juggle with HK (Thanks SlimX)
You can actually juggle an EX N.D.L. with any move,
including an A.X.E. and X.N.D.L. (Thanks to Zamuel)
20) *J. HK, X.N.D.L.
The J. HK stuns the opponent for a long time, so when you
land, perform the X.N.D.L. and you will get a 8-9 hit combo
for good damage (^_^) I usually perform this after I dizzy
my opponent, but on some rare occasions you can pull it off
on them, like to punish a mistake
21) MK, d, u
Not really a combo because down, up doesn't do any hits,
it's just MK cancelled into a high jump, use if for when
you are trapped in corners and you need to get away.
22) MK, super jump cancel to X.F.L.A.T.
"Remember your "combo" #21? Well, you can do the super from
the super jump (Of course, like all his combos, you can do
the optional jumping Roundhouse to start). The way I do
this is to do the standing Forward, immediately do a Tiger
Knee motion (d, d/f, f, u/f), then immediately do QCF+K.
It's very hard, but if you do it right, Twelve will barely
hop off the ground, do the super, and it will combo. It is
his most powerful combo. Figured you'd like it."
(I do like it! Thanks Josh the FunkDOC for your awesome
combo)
23) MK, X.C.O.P.Y.
Not actually a combo since the X.C.O.P.Y. doesn't damage on
the start-up animation, rather just a cancellation into the
X.C.O.P.Y.
(Thanks to Shadowgeist for that one)
VI) General Strategies
======================
-Poke! Keep the opponent away from you at all times. Twelve has
the best keep away maneuvers in the game. Use his long reach to
your advantage and keep those nasty players away. I will list
what I think his best pokes are:
1) WP
2) D. WP
3) MP
4) D. WK
5) D. MK
-Twelve has a butt load of Anti-air moves. I will list them for
your convenience:
1) MP
2) D. MP
3) MK
4) B. MK
5) FP (!)
6) D. FP
7) FK
8) A.X.E.
9) EX N.D.L. (be careful)
-Master his FP. If you can get the timing down on that, your
opponent will NEVER be able to jump in (it's great to see
opponent jump, you smack him with FP, opponent jump, smacked with
FP and so on).
-" N.D.L. isn't dumb but rather a special use move. This and a lot
of Twelve's moves are good against the projectile happy. Catch
them in their startup animation or wait until it is right in your
face since he ducks when he does the move. Non-projectile users
will probably dash at you after being thrown so use this to stop
their dash before they get near you." (Thanks Zamuel for that
constructive criticism)
-The EX N.D.L. is a very sneaky move. If you ever see them jump
backwards, launch this out and they will land right on it. Also
you can launch it when they jump in at you, although this is
risky, it is effective. Twelve will duck down avoiding MOST jump
in attacks, and the opponent will land on the limbs.
-Use his throws!!! Twelve has great throws, and you can get them
in a lot. Parry, then throw. His throws also create a large
amount of distance making your keep away game even more annoying
(thanks for that input Thehy). His neutral throw is very weak but
does incredible stun damage. A good technique is to do a neutral
throw, super jump forward (you'll land behind your opponent) and
do it again, they will try to hit you out of the air, but their
attack will be headed towards the other direction because of
Twelve's awkward jump (^_^), oh look, half their stun gauge is
already filled, haha.
-His jumping FP is a great move. A funny thing to do while your
opponent is about sweep distance away is to jump straight up and
throw this out. Most likely they will walk right into it! Another
way to use it while your opponent is right next to you (which
should never happen) is to jump backwards and throw it out, and
because of its incredible range, the opponent will probably get
hit. Finally, when the opponent is far away, jump backwards,
G.L.I.D.E. forward (in air, f, f) then throw out this move. The
poor unexpected victim will be suffering from Twelve's scissor
hands!!!
-When you are stuck in a corner, do "combo" #21, and when at the
peak of your jump, do a HK D.R.A. and you will be out of the
corner!
-WP A.X.E. isn't just for Anti-air boys and girls, you can use it
as a highly successful wake-up move. It comes out so fast that
the opponent will never see it coming... though it still does
pathetic damage.
-"Twelve can also be a pain as they're getting up. Again, the
crouching HP/HK are excellent though use the HK with discretion
(mixing with universal overheads) but both will stuff most wake-
up parry happy people. And that's not even mentioning the A.X.E."
(Thanks again to Thehy for his infinite knowledge)
-His taunt can be useful (I don't use it though) to confuse your
opponent. I cannot see myself; I have no clue where I am!!! (But
neither does your opponent). I don't see (bad joke) how this
really helps, but that's just me.
-And of course I must state the obvious. LEARN HOW TO PARRY! If
you have DC SF:TS go to parry training (this is how I learned)
and pick your character and fight Ryu. Have him use Shinku-
Hadokens, Hadokens, and EX Hadokens on you over and over. In no
time you will get the hang of it. (You can also read Thehy's
awesome parrying Guide for advanced tactics)
-Twelve can walk under most projectiles when he walks! I will
have a list of what he can and can't walk under in my next
update, I swear!
VII) Colors
===========
Colors have nothing to do with strategy, but you might as well look
cool while winning (^_^)
This is for the DC version, but I will list what the buttons equal on
the arcade stick too. Only DC gets the hold start colors, you receive
those after you defeat the game with Twelve.
X- WP
A- WK
Y- MP
B- MK
L- FP
R- HK
Normal | Holding Start
X- White | Platinum (Shiny White)
A- Aqua | Light Pink
Y- Yellow | Purple
B- Green | Lime Green
L- Dirty Orange | Black
R- Brown/Grey | Green and Orange (strange)
Special Color- To do this push X, B, & L at the same time:
XBL- Gold (my color, don't steal it (~_^)
VIII) Revision History
======================
V.1.0- Created my First FAQ ever
V.1.1- Added some new strats, Color guide, and Some sweet combos
V.1.2- Fixed a typo, fixed my huge mess-up on the buttons, and
attempted to organize the color chart so it was readable (^_^)
IX) Credits and Thank You's
============================
First off, I would like to thank Capcom for making the best games
ever (including Mega Man, Power Stone, Cannon Spike, Ghouls and
Ghosts, Strider etc...)
Capcom again, but this time for making Street Fighter 3: Third
Strike and adding the misunderstood awesome character Twelve
GameFaq's for being the best page on the web (it's what got me
into this game and prompted me to write this FAQ) hopefully this
will appear on there
Kao Megura for the move names. I'm sorry about your issues with
other web pages. I, and others, really appreciate your work, and
completely respect you for what you do.
Thehy for being a genius in this game (to bad you had to go to
Hong Kong, we'll miss you (;_;)
SlimX for also being a genius in this game and for signing my
guest book at my web page (www.dgo.homestead.com). If it wasn't
for you, I bet I would still completely suck at this game.
Shadowgeist for telling me about the MK, cancelled into
X.C.O.P.Y.
Josh the FunkDOC for that awesome X.F.L.A.T. combo. If I could
only do that consistently it would be my favorite super.
Thanks to Zamuel for his input on the EX N.D.L. and the N.D.L.
strategies.
Anyone who is reading this, and decided after reading this to
move the cursor off Ken and over to Twelve (^_^)
I am completely open to criticism and praise so give me feed back
at <
[email protected]>
So there's V.1.1, I will get the Projectiles that are walk-
underable in here soon, I swear!