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)
HHH
HHLH
H (quick L) HHjLjHjH
HHjHHHHHHHHHHH
H (quick L) HHHHHHH
90-degree (either direction), H
H+S, H, H (hold the last H to track upward)
L
L+S, quick H
L+S, quick L
L+S, quick H, quick L
L+S, quick L, jH
L+S, M
L+S, jHjH
M
M+S
Walking HH
Running HHH
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H
G+H, quick H
G+L, H
Ducking H
Ducking H (hold)
J+H, LL
J+L
Step HH
Step HLjHjH
Step LHH
Step LM
Step LLL
Step LLH
Step LLM
Rising H+S
Throws
------
front
left
right
back
360-degree
Specials
--------
S
SS
J, S
S (hold)
S (white meter empty)
After a basic L, mix-up another L, a throw, and the rising HH.
2-choice the HHL and the HHjH. You can extend the HHL to HHLH, and
lengthen the HHjH to HHjHHHHHHHHHHH for variety.
After a successful HHLH or G+L, H, follow with HHH for an easy air
combo. This air combo also work well after a Step LH.
The HHjHHHHHHHHHH and H (quick L) HHHHHHHH work great to push enemies
into the corner. Hold down the button on the last hit of either to make
it unblockable.
Hold the last H in H+S, HH on a successful hit to track your opponent.
Mix a basic G+H in with your walking H, regular L, and regular H since
these don't hit middle. The basic G+H, unlike Vincent's regular M,
doesn't leave you open if blocked.
Vincent's 90-degree H comes out faster if you input counter-clockwise.
Only use the HHH for air-combos.
Medium-Range Fighting
---------------------
Mixing up the G+H and G+H, H is VERY effective. Use the G+H normally to
keep them blocking high, and mix in the unblockable version to knock
them down. Remember that the unblockable hits high, so if you use it
too much your opponent will look for it, block low, and pop you up.
Mix-up the Walking H and Rising H with the G+H. The Walking HH and
Rising HH hit middle, middle, and keep opponents blocking high. To
secretly do the G+H, H, stop walking and immediately do the G+H, H. It
look like the walking H, and opponents will block high for the second
hit.
You can perform a decent 2-choice from half-way across the screen by
mixing L+S, quick H and L+S, quick L. Watch out for jumping opponents.
Use the running G+H instead of the running M (unless they like to
interrupt). Follow up a blocked running G+H with a basic G+H, an L+S,
jHjH, or a throw.
After J+H you can mix up the L, a basic M, and a throw. You can also
mix up the LL, an L, M, or an L, throw.
The running HHH cannot be interrupted, but your opponent can knock you
out of it with a fast jab if they block the first or second hit.
Step To It
----------
Don't use the step LH, H attack. For more damage (and to save your
white meter), stay with the step LH, followed by HHH for an air combo.
Mix up the Step LLH with the Step LLL. You can make this a 3-choice by
mixing in a Step LL, throw.
Vincent's best 2-choice starts with a Step. Follow with an H or an LLL
for a 2-choice. If you go with the H, keep the following things in
mind: If you have quick reflexes, input the second command depending on
if the H hits. If your opponent blocks the H, you can 2-choice with an
H or LjHjH. If the original H hits, however, you'll hit air if you
follow with an H, but the L will land for a two-hit. Only extend the L
to the LjHjH if your opponent blocks the initial hit.
The Step LH hits high and is not mixed well with the Step LLL. Since
the Step LLL and Step H (these hit low and middle) mix-ups work better
than mixing up the Step LH and Step H (both are stopped with a high
guard), try using the Step LH exclusively as a counter.
If the first low in a Step LLL hits as a counter, both will connect
with no problem. However, on a normal hit your opponent can (and often
will) block low on the second hit, leaving you open for a counter. On a
normal hit you can mix the Step LLL with a Step LLH, a Step LL, M or a
Step LL, throw.
The L+S
-------
You know how fantastic the L+S, jHjH is for normal fighting, but its
superior range also makes it ideal for opponents pulling a ground
recovery from afar. Begin the move when they start to rise, and it will
hit them after the invincibility wears off.
At medium range 2-choice the L+S, quick H with the L+S, jHjH. The L+S,
jHjH is the best low attack in the game, combining great range with
high damage, and is difficult to block.
Wake-Up Games
-------------
M+S can be used against "turtles," but is much more effective against
opponents who consistently ground recover. Knock them down and start
the M+S. When their invincibility wears off--POW! The M+S also beats
many wake-up attacks.
If your opponent misses with a wake-up attack, always counter with Step
LH for an air combo.
After a low block, stick with the rising H+S. It does 35 damage, leaves
you safe if blocked, and cannot be interrupted. If the rising H+S is
too slow to counter, pop in the basic M to damage and knock down your
opponent.
Specials
--------
Vincent's basic S misses easily and is completely ineffective at long
range if your opponent knows the projectile-evasion. You can aim the
bullet with the directional pad if you know which way your opponent
will run or jump.
Unless a perfect "shot" is available, save your white meter for
interrupts and jumping shots after your opponent misses.
Vincent's jumping S is MUCH better than Godhand's grenade. Jump
backward if your opponent rushes and knock him down if he tries
anything. Use the Practice Mode to work on the "low-height" and "quick
jump" versions.
Other
-----
Vincent has no throw variations, and against opponents who know the
"break" points, you'll need to keep throwing to a minimum.
Against "Vincent Extensions"
----------------------------
Watch out for "Vincent Extensions" of Godhand's moves, including the
J+H, LL; the L+S, jHjH; the Step LLH; the H (quick L) HHjLjHjH; and the
H+S, HH.
Against Close-Range Fighting
----------------------------
The last hit on his HHjHHHHHHHHHHH is unblockable if they hold the
button down, so hit him out of it if your opponent tries.
You can interrupt the basic M.
After an HHL, don't be foolish or extra H (which hits MIDDLE) will nail
you for big damage AND set you up as an airborne punching bag. Look for
the lifter, and if it comes interrupt or block.
Against the Step
----------------
If he steps, try jumping straight up to avoid (and COUNTER) the Step
LLL and Step H. The Step LH will hit late jumpers, so be careful. If he
doesn't pull a Step move and is waiting to pop you when you come down,
use the control pad to get away in mid-air.
Vincent players will tack on the L after a successful Step H. You can
ground recover after the Step H to pass through the L and counter.
Against Specials
----------------
Use J+L or jump up and counter a "trigger-happy" Vincent.
If Vincent jumps, be prepared to projectile-evade any jumping shots.
IV. WHY SHOULD I PLAY VINCENT?
-------------------------------
Vincent is a Godhand clone to satisfy Final Fantasy fans. Thus, I don't
like him because I'm more of an Ehrgeiz fan than a Final Fatasy fan. I
think including him (and Yuffie) in the game is going to make Ehrgeiz
appear to be a "Final Fantasy game where you fight" instead of a
recognized "fighting game" like Tekken.
Vincent has a few minor differences, but his playing style is
"remarkably similar" to Godhand. If you like Godhand, you'll like
Vincent. Enough said.