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Jo Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


This is as an "easy reference" guide for Jo players. The strategies are 
from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 









H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


JO => Tap the buttons sparingly and you'll win a few. She's fun to   
====    play, but you need to be careful with her links.  

Jo was designed to be the ULTIMATE 2-choice powerhouse, with all moves 
hitting either middle or low (absolutely NO high attacks), and the 
ability to mix-and-match her moves to pull off two, three, or even FOUR 
2-choice variations in one attack sequence. 

Unfortunately, the game designers didn't make the 2-choice attacks 
quick enough. You simply can't call most of her links "2-choice" 
attacks when the movements give you enough time to spot the difference 
between the mid and the low, and block accordingly.

The worst part is the consequences that result from having your moves 
blocked. To "balance" Jo's strength and keep her from doing 2-choice 
combos the whole time and killing the opposition, the game's designers 
made sure that if Jo's opponent was "lucky" enough to block the low 
attacks, Jo would be left open for a counter. But as I explained, most 
of the 2-choices are easy to distinguish, and when an opponent knows 
how to read your moves and blocks the lows, you're going to get 

Jo can be considered a STRONG character against beginners who can't 
read her 2-choice attacks (much like Eddy in Tekken 3). You will find 
that she is best played defensively, and to win you'll need to avoid 
using all links that are easy to distinguish (i.e. 50% of her moves).

Close-Range Fighting

Against top-level opposition, many of Jo's links are slow and useless. 
You need to keep things simple and concentrate on using what few 
quality moves she has.  

Note: There's a LOT of information to cover. I had to break it up into 
all of the different links because there are simply to many follow-ups 
after each move. If you aren't a Jo player and are just looking for the 
basic information, you need to check another FAQ. I'm about to get 
REALLY DEEP (perhaps too deep) into her playing style.

The Rising H

The Rising H is a CRUCIAL move for Jo, and you need to stick it into 
your links as much as possible. 

1. If the Rising H is blocked or you hit air => Add the M
2. If the Rising H hits => Input LHL if you're close to the opponent
                           Input the Basic M if you're too far away

IMPORTANT: You can input the M late, so don't add it on if the rising H   

Check the Yoko section for tips on linking rising attacks to your basic 
L links. Like Yoko, Jo is set up for the rising H after most low 
attacks. You need to be more careful with Jo's button timing, however, 
because unlike Yoko if you press the H button too early a different 
move might pop out. Use the Practice Mode and learn to link all of Jo's 
low attacks to the Rising H. 

Remember to mix-up a rising H with another L to start the chain over.

The Rising H doesn't have much priority over other moves and comes out 
painfully slow. If your opponent keeps nailing you when you try the 
rising H, STOP doing the rising H and input the ducking H (hold G after 
a low and hit H) or Basic M to counter almost anything they dish out.

Follow the Back-Turn (BT) with:

1. M (standard follow-up) 
2. JH (against slow counters when opponents realize the M isn't coming)

Note: For all moves that are listed as "shift to BT," you need to hold  
      the directional pad away from your opponent before (or slightly 
      after) inputting the command to cancel the technique and turn 

Follow the Basic H with:

1. H (to Basic HH links)
2. H (delayed; against interrupts; to Basic HH links)
3. L (to Basic HL links)
4. G+H (to G+H links)
5. Tackle (against opponents who expect the 2-choice)
6. Basic M (against counters)
7. Basic S (against counters)
8. Duck (set-up Rising H)

Follow the Basic L with:

1. H (to Basic LH links)
2. L (to Basic LL links)
3. Rising H
4. Rising L (to Rising L links)
5. Ducking H (against slow counters; hold G after L to set-up)
6. Basic M (against counters)
7. Basic S (against counters)
8. Tackle (if the L hits; against opponents who expect the 2-choice)
9. Throw (if the L is blocked; against opponent who are expecting the 

Follow HH with:

1. H
2. H (delayed; against interrupts)
3. H (shift to BT; against interrupts)
4. G+H (to G+H links)
5. L (can follow with Rising H) 
6. LH (against counters after the L)
7. LH (shift to BT)
8. Basic S (against counters)
9. Throw (against opponent who "turtle" against the 2-choice)
10. Basic M (against counters)
11. Basic HH (restart HH links)
12. Basic HL (start HL links)
13. Basic L (start L links)
14. Duck (set-up Rising H)

Follow HL with: 

1. H               
2. L               
3. L (shift to BT)
4. Rising H
5. Rising L (to Rising L links)
6. S (against counters)
7. Throw (against opponent who "turtle" against the 2-choice)
8. Basic M (against counters)
9. Basic S (against counters)

Follow the Basic LH with:

1. H
2. L
3. H or L (shift to BT; if LH hits simply hold back after the LH)
4. Rising H
5. Rising L (to Rising L links)
6. Basic M (against counters)
7. Basic S (against counters)

Follow the Basic LL with:

1. H
2. HH
3. HH (shift to BT)
4. L (to Basic LLL links)
5. L (shift to BT)
6. Rising H
7. Rising L (to Rising L links)
8. Basic M (against counters)
9. Basic S (against counters)
10. Throw (against opponents expecting the 2-choice)
11. Basic S (against counters)
12. Ducking H (against counters; hold G after L to set-up)

Follow the Basic LLL with:

1. H (if opponent tries to counter the Basic LLL)
2. Throw (if opponent blocks the LLL)
3. Tackle (if the LLL hits)
4. Basic M (against counters)
5. Basic S (against counters)
6. Ducking H (against counters; hold G after L to set-up)
7. Rising H


1. Since the LLL knocks your opponent down, these moves only apply  
   when the last hit is blocked or misses your opponent.

2. The Basic LLL does NOT set you up in the rising position.

Follow the Rising L with:

Note: If the Rising L isn't blocked, hold back for BT shift.

1. Rising H
2. Basic M
3. Basic S
4. L
5. L, Rising H
6. LH (if the H hits and you opponent doesn't ground recover, input the 
       LLL immediately for a rebound combo)

Follow the G+H with:

Note: After G+H hold back for BT

1. H  
2. HH
3. L
4. LH
5. G+H
6. G+H, G+H (shift to BT)
7. G+H, G+H, M
8. G+H, G+H, M (shift to BT)

Note: 1. Duck at any point to set-up Rising H.
      2. Input the Basic M or Basic M at any point against counters.

Other Close-Range Attacks

The basic M is a necessary move after an opponent blocks your attack. 
It is your fastest counter (except the transformation), cannot be 
interrupted, works great against airborne opponents, and leaves you 
relatively safe when blocked. Try not to hit air. 

If your opponent CONSISTENTLY counters after the Ducking H, you can pop 
the Ducking HH to nail him. Otherwise, stay the hell away from the 
Ducking HH. You have to input the second H immediately, and there's no 
opportunity to check and see if the initial hit connects. If you land 
the first hit, the second will hit air and you'll get nailed. 

Medium-Range Fighting

Bad doggie! Heel! Stay close or die.

The Quick-Step

Hit L and quickly tap to the side to zoom around your opponent. Make 
your opponent miss with the quick step, and either attack from the side 
or quick step AGAIN to get behind him. You can also quick step in the 
middle of slow link combos like Godhand's running HHH.

It is risky to quick-step at close-range because multi-hit links track 
incredibly well. Only use the quick-step at medium-range, where single-
hit, long-range moves are common.

Follow the Step L (release G), H with:

1. Rising H
2. Rising L
3. Tackle
4. Basic M (against counters)
5. Basic S (against counters)

Note: The Step (release G), H is your best move to close the distance  
      between you and your opponent. Occasionally mix in the Step LL 
      for a 2-choice.

Follow the Walking H with:

1. H
2. H (shift to BT)

Defense? What's defense?

By playing Jo defensively you can put your links together at a close-
range to avoid opponents escaping and pounding you after you finish the 
link. One of Jo's weaknesses is an inability to close distances 
effectively. This weakness can be avoided with defensive gameplay. 
Block their attack, and start the 2-choice frenzy.

Countering Opponent's Mistakes

After blocking a low attack, pop the rising H. If you don't have enough 
time, you can do the ducking H, throw, or set up your 2-choice links.

After blocking high attacks, throw or set up the 2-choice links.

Good Doggie

The Transformation

The best part of Jo's special is the transformation itself. It counters 

Each time you transform, a large chunk of your white meter comes off. 

Push S while on the ground to counter ANY ground attack.

If you're stunned and getting nailed in the back, press S repeatedly 
near your recovery point, and you'll knock them on the floor with a 

The Moves

Use the H to knock them down, use the L to hit them on the ground, and 
nail running opponents or opponents coming down from a jump with your 
running M. 

You Only Have EIGHT Seconds 

If your opponent runs away, you can change back to save your white 

Be careful when your white meter runs out. You'll be open during your 
change back into a human. If you're close to your opponent and running 
out of time, do a running M away from your opponent to give you enough 
space to safely revert to human form.


Note: (a) = input the move listed before (a) and press backward to turn 
            your back
      (b) = input the move listed before (b) and press to the side to 
            do a "quick move"

90-degree (either direction), H
360-degree (either direction), H
H+S, L(b)L(a)HMjH 
H+S, shift to Doggie-Style
L+S, H
M+S (tap S repeatedly)
G+L(a or b), LH to Doggie-Style or Puppy-Style
G+L(a or b), LHL(b)LHMjH
Walking H(a)H
Running H
Running L
Running MH
Running ML
Projectile-Evade, H
G+H(a), H(a)H
G+H(a), L(a)H(a)
G+H(a), M(a)
G+L(a), H(a)
G+H(a), G+H(a), M(a)
G+H(a), G+H(a), G+H(a), M(a)
G+H(a), G+H(a), G+H(a), jH(a)(can repeat jH infinitely), M(a)
Step LH
Step L (delay) H
Step LL
Ducking HH
Rising HM
Back-turned M 
Back-turned L
Back-turned jH






front, hold H
front, hold L
back, hold H


S (human -> wolf; wolf -> human)
S (white bar empty)


Running M
Back-turned, H


Against the Mix-Ups

Learn her links and 2-choice mix-ups or you'll pay. Most are easy to 
read once you've seen them enough times.

If she likes to quick step, don't use big moves. 

Bad Doggie

The dog is small and hard to hit, so I always run away (jumping in 
various directions) and wait for the meter to run out. If the meter 
runs out while Jo is right next to you, set up a lifter to nail her 
after she reverts to human form.

J+L works well against the dog.



1.0- used Expert FAQ Version 1.3 
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38

I won't update this FAQ again. New Jo strategies will appear in my 
Expert FAQ first.

Send any questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

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