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Vs. Twelve

In my opinion, this is probably the only match-up where Sean is at an advantage. Twelve's health is is terrible and like Sean, a good amount of his special moves leave him crouching on block/parry. Twelve rules the air with his IAD's and wall bounces but Sean has many Anti-airs which means that you have half the match won if you can keep him out of the sky. Learn to parry his Cr. HP and Cr. HK as those moves are among the most risky in his arsenal to use. Towards Roundhouse is the perfect counter-poke to Twelve's Standing Roundhouse. Parrying is still important in this match-up, don't jump in the air without buffering first. Twelve is one of the very few who can be hit by Cl.HK x Dragon Smash (though its not as consistent as it is with Elena).

This is one of the few match-ups where Wheel Kicks are effective due to them taking a good portion of the screen up and keeping him out of the air.

His main close range poke Cl. MK can be parried both high and low. Its risky to try and counter this normal due to him being able to SJC it.

Don't jump without buffering parry because Twelve has many different set-ups and pokes in the air


Recommended Super:

Shoryu Cannon by far over the other 2 supers. Its the only super than can punish his EX Dive on block (which also leaves him crouching) and its Sean's true Anti-air. 2 Cl. HK x Shoryu Cannon confirms and the match is won.



Tackle-able Normals:

St. HK
Cr. HK (Can be EX Tackled)
St. HP
Cr. HP


The key to this match-up is to not get frustrated by 12's pokes while getting meter because you will start running into shit otherwise.

If shotos forward throw 12, you are at -2 on advantage due to how fast he recovers. Take heed that he has extra invulnerability on wake-up (3 frames worth) so timing meaties is crucial.

DP (especially EX) is strong in this match-up since Sean gets his free left/right mix-up on QS no matter where he is on the screen. Parry - EX DP is worth a bunch here.

Red parrying his EX DRA, AXE's and Cr. LK x 2 chain will be the key to winning. They are some of 12's best tools but as they are multi-hits, they can be punished quite handily. Especially DRA since it leaves 12 crouching.

AXE's blocked hits remind me of triplet notes in music. Learn this timing to red parry the 2nd hit of it and punish.

Basketball set-ups are extremely strong in this match-up if you can manage to trap 12 in the corner. For one, he has no wake-up game to be scared of (no truly invincible moves). Also, since Cl.HK x DP works in this match-up, you can throw the ball post-sa2 and do either Cr. LK or Cl.MP before the ball hits then do Cl.HK x DP for great damage and meter gain (standing only).

In my opinion, its actually not bad to combo into MK Tornado here since even though its only -4, 12 cant punish you with anything threatening (unless he has super). You get to gain a lot of meter fast and do decent damage while doing so. Eating a throw or 2 doesn't matter too too much.

Kara SA2 can punish AXE on block if its not up close.

Cl.HP is only punishable by his lights and can't be confirmed into super since hes too far away. Cl. HP x HP Dragon Smash is a good confirm in this match-up since it hits stand or crouch.



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