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Yoko Guide by MAllen

Version: 1.2 | Updated: 05/15/1999

YOKO FAQ
VERSION 1.2
5/15/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

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

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


=======================================================================


TABLE OF CONTENTS
-----------------

I. STRATEGIES

II. COMPLETE MOVES LIST

III. V.S. YOKO

IV. REVISION HISTORY


=======================================================================


KEY:
====  

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)


Terminology:
------------

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


=======================================================================


YOKO => Only a few usable moves, but several of them can lift your
=====    opponent really high. Do you like air combos? Thought so.


Writing this FAQ has allowed me to analyze why I like certain 
characters more than others. It seems that I am most interested in 
characters that can set up your opponent to look for one move, and then 
punish him with another. You might call this "baiting," "dictating your 
opponents moves," or "controlling the fight." In any event, this style 
of fighting is what I love to do. 

Yoko is the epitome of this fighting style. When I play Yoko, I can 
only shake my head when I see opponents duck to avoid the low, just as 
I had planned out, and I bust the G+H. I can only chuckle when they 
REFUSE to block low, even once, because they're sick of getting nailed 
with my air combos. But the greatest moment of all is when the opponent 
who SWEARS he'll never block low finally gives in after taking six 
straight lows, and at that precise moment I switch over to the Rising 
H. The look on their faces is priceless.

Playing Yoko is so simple, yet so much fun. You won't require more than 
10 or 15 different moves to play her effectively. She is closely behind 
Tifa and Godhand as my third favorite character. While her fighting 
style is number one in my heart, I wish I could use more than 10 to 15 
of her moves and still be effective. With Godhand and Tifa, I can use 
entirely different moves and techniques each round. Yoko is the same 
every time.


Close-Range Fighting
====================

Yoko's is the best close-range fighter in the game. You cannot beat her 
deadly combination of a fast jab, quick lows, the counter G+L, and her 
five lifters.


Follow the Jab with:
--------------------

1. H (will combo if jab is a counter; can extend entire link to HHjLHH)
2. Basic L (can extend to LL, LLL, or LLS; can follow w/ rising attack)
3. Basic M (against most counters; against low blocks)
4. H+S (against low counters; against low blocks)
5. G+L (against high counters; can extend link to G+L, HHHH)
6. G+H (against low blocks; follow with LLL or G+L, HHHH)
7. Basic H (against immediate counters; restarts the jab links)


Follow the Basic L with:
------------------------

1. L (can only be input if the Basic L hits) 
2. LS (can only be input if the LL hits; follow with LLL or G+L, HHH)
3. LL (can only be input if the LL hits)
4. H (against immediate counters)
5. Basic H (against delayed counters; follow with H links)
6. Basic M (against most counters; against low blocks)
7. H+S (against low counters; against low blocks)
8. G+L (against high counters; can extend link to G+L, HHH)
9. G+H (against low blocks; follow with LLL or G+L, LLL)
10. Running G+H (against low blocks; follow with LLL or G+L, LLL)
11. Rising H (against low blocks; follow with LLL or G+L, LLL)
12. Rising H+S (against low blocks; follow with LLL or G+L, LLL) 
13. Rising H+S (hold) [against turtles; follow with LLL or G+L, LLL]
14. Basic L (against high blocks; restarts the L links)


Important! 
----------

Even if the Basic L is blocked, you'll be safe. However, if the second 
and third lows in LL and LLL are blocked, you will likely be countered. 
As a Yoko player, you need to practice linking together multiple Basic 
L attacks instead of doing the LL and LLL. If you work hard enough, the 
Basic L can be done repeatedly at a fast enough rate to rival the speed 
of the LL. Practice. Practice. Practice.


Notes:

The HH will combo if the jab hits as a counter.

Don't use the HL and HHL. If you opponent blocks the low in either of 
these moves, you'll get countered.

If G+L hits as a counter, all hits in G+L, HHH will combo.

By missing with the Basic L, you can set up a 2-choice with the second 
low and a rising H+S. If you hit with the LL, you have another 2-choice 
with the LLL and LLS. 


Yoko's Rising Attacks
---------------------

The following moves set up the rising position:

1. L   (follow with a rising attack or Basic L link)
2. LL  (follow with a rising attack or Basic L link)
3. LLL (follow with a rising attack or Basic L link)
4. G+L (follow with a rising attack or Basic L link)

Opponents will recognize the slight pause after any of these low links, 
and will block high in expectation of the rising attacks. It is 
CRITICAL to mix-up the rising attacks with ANOTHER low-attack pattern 
to keep your opponent guessing.


1. Rising H
------------

The rising H is what you'll normally use. It comes out faster than the 
other two but has a limited range. Use it after blocking low attacks.


2. Rising H+S
--------------

The rising H+S has greater range than the Rising H. 

Stick out an L, even hitting nothing but air. If your opponent tries to 
counter, pop him up with the rising H+S. 


3. Rising H+S (hold)
--------------------

After sticking in a few Rising H+S attempts, opponents will learn to 
look for this attack. At this point, you should switch over to the 
Rising H+S (hold), which is unblockable. 

After a slide, try using the rising H+S (hold) against anyone who 
ground recovers. When their invincibility wears off--BAM!


Medium-Range Fighting
=====================

Yoko is played best at close-range. Use the following techniques to 
close the distance between you and your opponent.

The H+S is your best move to get back into close-range. It cannot be 
interrupted, leaves you safe if blocked, and avoids low attacks.

The walking H hits middle, has good range, and comes out quickly. Mix 
with the Walking HHHHHH. 

Step H has great range and works on downed opponents.

The Step LH and Step LL make a nice 2-choice. 


Countering Opponent's Mistakes
==============================

The running G+H is the obvious counter after opponents hit air. Follow 
with an LLL or G+L, HHH.

The Rising H is your standard counter after a low block. Again, you 
should follow with the LLL or G+L, HHH.


Wake-Up Games
=============

The G+L is your safest down attack. If your opponent ground recovers 
through the G+L, add the HHHH to nail him when the invincibility wear 
off. 

The S (hold), L is another great move that cancels out many wake-up 
attacks.

The Step H and J+L are two other moves that can hit downed opponents, 
although the G+L and S (hold), L are generally more effective.


Specials
========

Yoko's specials are the worst in the game.

The only special we use is the S (hold) L. It makes a fantastic ground 
attack.

If you wisely chose to go the "no specials" route, Yoko players who are 
serious about winning need to master interrupts. Interrupt every round 
until your white meter runs out. Interrupts offer "free," easy damage 
and can be used to get around some of the oppositions nastier attack 
patterns.

If your opponent likes to jump straight-up over the yo-yo, charge S and 
let it fly when they come down.

 
YOKO'S COMPLETE MOVES LIST
==========================

HHH
HL
HHL
HHjLHHjHHHHHjLL
90-degree (either direction), H
H, quick S, HHHH
H+S
M
LH 
LLL 
LLH
LLS 
L+S, H
L+S, M
Walking HHHHHH 
Running HL
Running HHH
Running L
Running M
Projectile-Evasion, H
Running G+H
G+H
Ducking L
Ducking H
G+L, HHHH 
J+H
J+L 
Rising H 
Rising G+H
Rising H+S
Rising H+S (hold)
Step H
Step LH, quick L
Step LL, quick H
Step LL
Step LH
Step LM

THROWS
------

front
front, hold L
left
left, hold (H or L)
right
back
360-degree
M+S (attack reversal)

SPECIALS
--------

S
J, S
S (hold)
S (hold), L
90-degree (either direction), S
S (white meter empty)


V.S. YOKO
=========

Against Basic Attacks
---------------------

Watch for the G+L, and make sure it doesn't hit as a counter. 

After an L look for another L, but if it doesn't come watch out for the 
Rising H. 


Against the Attack Reversal
---------------------------

If she likes the attack reversal, stick with lows attacks. You can also 
set her up to look for a reversal point and switch over to an 
unblockable or throw move.


Against the Special
-------------------

If she charges the S, duck and counter.


=======================================================================


IV. REVISION HISTORY
--------------------

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

I won't update this FAQ again. New Yoko 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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