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
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
Use the H or HH for quick attacks at close range, but avoid the HHH.
Mix the HHL with an HH, M. The HHjLHH is a better extension than the
HHL, but it doesn't knock the opponent down.
If they block the HL and don't counter immediately, follow up with a
rising attack or another L.
If G+L hits as a counter, all hits in G+L, HHH will combo.
Medium-Range Fighting
---------------------
If the enemy blocks your H+S, stick out an M. The M cannot be
interrupted and will leave you safe. If they try and counter after the
H+S, your M should beat almost anything. If they do nothing and the M
is blocked, you're still safe. This is a GREAT attack pattern.
The walking H hits middle, has good range, and comes out quickly. Mix
with the walking HHHHHH on occasion.
Step H has great range and works on downed opponents.
The Step LH and Step LL make a nice 2-choice.
Give me an L
------------
Master her L links if you want to win. By missing with the first L, you
can set up an easy 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.
Use the Practice Mode to work on repeated L attacks and mixing these
with a rising H. You should be able to go L, L, LLL at such a fast pace
it looks like a regular link. Stick the rising H in at ANY TIME to mix-
up rapid L attacks.
And the Heavens Shall Rise...
-----------------------------
The most important parts of Yoko's arsenal are her rising attack links.
The following moves set you up in the "rising" position:
L, (rising attack or L)
LL, (rising attack or L)
LLL, (rising attack or L)
G+L, (rising attack or L)
Opponent's will learn to recognize the slight pause after a stopped L
into a rising attack, and will block high. It is CRITICAL to mix-up the
rising attacks with ANOTHER low-attack pattern to keep your opponent
guessing.
Yoko's rising attacks consist of the rising H, the rising H+S, and the
rising H+S (hold).
The rising H is your normal "lifter." It comes out faster than the
other two but has a limited range. Use it after blocking low attacks.
The rising H+S has greater range. Stick out an L, even hitting nothing
but air. If they try to counter, pop them up with the rising H+S. If
you familiarize your opponent with rising links he'll start blocking
high after an L. At this point you need to follow with another L OR use
the rising H+S (hold), which pops them up for an air combo and is
unblockable.
Follow up rising attacks with an LLL OR a G+L, HHH for an EASY air
combo.
After a slide, try using the rising H+S (hold) against anyone who
ground recovers. When their invincibility wears off--BAM!
The running G+H is your best counter against opponents who have missed
a big attack. Follow with an LLL or G+L, HHH.
Specials
--------
Yoko's specials are the worst in the game.
You can use the S (hold) L as a ground attack.
Careful with the yo-yo, because if you miss you'll be wide open. Her
other specials are just as risky.
If your opponent likes to jump straight-up over the yo-yo, charge S and
let it fly when they come down.
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
to even things up.
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 a
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.
IV. WHY SHOULD I PLAY YOKO?
---------------------------
Yoko has some major flaws and no usable special moves, but you can have
a great time mixing up the lows and rising attacks. Her middle attacks
are solid, her close-range fighting ability is top-level, and her air
combos are easy to input and do good damage.
If you like interrupts, she's your best choice. Since she doesn't need
the white meter for specials, go ballistic and interrupt anything your
opponent throws at you. Her attack reversal is also fun to use and
works extremely well against attack links that cannot be delayed. Knock
yourself out.