H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
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"
HHH(a)
HHLH(a)
90-degree (either direction), H
360-degree (either direction), H
HLH
HLL(a)
L(b)L(a)HMjH
H+S, HH
H+S, L(b)L(a)HMjH
H+S, shift to Doggie-Style
L+S, H
M+S (tap S repeatedly)
M
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)
J+H
J+L
Step LH
Step L (delay) H
Step LL
Ducking HH
Rising HM
Back-turned M
Back-turned L
Back-turned jH
HHH (can delay second and third hit)
HHL (can delay second and third hit)
HLH (can delay second hit)
HLL (can delay second hit)
LHL (can delay third hit)
LHH (can delay second hit)
LHHL (can delay second hit)
LLL (can delay second hit)
Jo's nastiness is defined by these 2-choice mix-ups. Most of her other
mix-ups are too easy to read, so stick with these. Try mixing the LHL
with the LHH, and if you chose the LHH you can add on another L.
You can 2-choice the G+H, H and the G+H, L.
You can always stop links early and mix in a throw or special against
"conditioned" opponents.
The basic M is a nice counter, cannot be interrupted, works great
against airborne opponents, and leaves you relatively safe when
blocked. If you hit air you'll be wide open.
After low attacks that leave you in a ducked position, you can mix-in
the rising H or the ducking H (hold G after a low and hit H). The
rising H is for air combos, and the ducking H is used as a strong
counter against most moves.
Medium-Range Fighting
---------------------
Bad doggie! Heel. Heel! Stay close or die.
You can 2-choice with the Step (release G), H and the Step LL. If the
Step LL is blocked you'll be open.
The Step L (release G), H leaves you unexposed when blocked, and is
PERFECT for closing distance between you and the enemy.
The H+S has GREAT range. You can add an H or L after the attack.
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.
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. Follow a rising H with LHL for an EASY
air combo.
If your opponent blocks the rising H, you normally want to stick on the
M for a back-turned kick if they counter. You can input the M late, so
don't add it on if the rising H hits.
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 will pop out. Use the Practice Mode and learn to link all of her L
chains to a rising H.
Remember to mix-up a rising H with another L to start the chain over.
Here are a few rising H links:
HLL, rising H (or L or Ducking H)
L, rising H (or L or Ducking H)
LL, rising H (or L or Ducking H)
LLL, rising H (or L or Ducking H)
LHL, rising H (or L or Ducking H)
LHHL, rising H (or L or Ducking H)
The Rising H isn't the strongest attack in the world, and your opponent
might find a way to counter effectively. 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) to counter almost anything
they dish out.
If your opponent CONSISTENTLY blocks the ducking H, you can pop the
ducking HH if they try to counter. Otherwise, stay the hell away from
the ducking HH. You have to input the second H immediately, so 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.
Turn Your Back?
---------------
Jo's back-turned moves are slow, and I don't advice using them. If your
timing is off any you get hit by Naseem's 8-hit Indora-chain with your
back turned, it's going to hurt--BAD.
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 out
of slow link combos like Godhand's running HHH.
The best part of Jo's special is the transformation itself. It counters
EVERYTHING.
Push S while on the ground to counter ANY ground attack.
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.
If your opponent runs away, change back to save your white meter.
This one's nice: If you're stunned and getting nailed in the back by a
long chain combo, press S repeatedly near your recovery point, and
you'll knock them on the floor with a transformation.
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.
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.
IV. WHY SHOULD I PLAY JO?
-------------------------
Jo is a 2-choice machine that needs to be controlled to be effective.
Ehrgeiz doesn't support big, everlasting moves, and most of Jo's
extended links can be easily avoided and heavily countered. As long as
you learn to control your button-pushing, you can dominate opponent's
up close. Jo's lack of high attacks makes it hard for opponents to
duck. You'll never have an opponent "duck the high attack and counter"
when playing Jo. This is a SERIOUS advantage at close-range.
Unfortunately, getting to close-range is the hard part. Jo closes
distances poorly, and it takes "skills" to get in your opponent's face
offensively. Most Jo players will need to lure the opponent close,
block the opposition's attack, and counter with a 2-choice.
The dog is kickin'. Jo's dog-form is the scariest "character" in the
game, and is several times higher on the "fear-scale" than Sephiroth
with the sword out. Use the transformation to counter anything, and
hover over your opponent like a caged animal. Oh yeah, you ARE a caged
animal. Roar.