Marvel vs Capcom 2/Amingo: Difference between revisions

From SuperCombo Wiki
No edit summary
(normals)
Line 16: Line 16:
== Normal Moves ==
== Normal Moves ==
{|
{|
!Jab: 5 damage. 3 frames startup.
!Jab
!Crouching Jab: 5 damage. 3 frames startup.
|5 damage
!Jumping Jab: 5 damage. 3 frames startup.
|3 frames startup
|-
|-
!Strong: 8 damage. 6 frames startup.
!Crouching Jab
!Crouching Strong: 8 damage. 6 frames startup.
|5 damage
!Jumping Strong: 8 damage. 5 frames startup.
|3 frames startup
|-
|-
!Fierce: 4 hits on arcade/DC/PS2, 5 hits (bug) on 360/PS3.  5+5+5(+5)+4 damage. 7 frames startup. Awesome.  Also his snapback.
!Jumping Jab
!Crouching Fierce: 14+14 damage. Two hits. 8 frames startup.
|5 damage
!Jumping Fierce: 14 damage. 10 frames startup.
|3 frames startup
|-
|-
!Short: 5 damage. 3 frames startup.
!Strong
!Crouching Short: 5 damage. 3 frames startup.
|8 damage
!Jumping Short: 5 damage. 4 frames startup.
|6 frames startup.
|-
|-
!Forward: 8 damage. 6 frames startup.
!Crouching Strong
!Crouching Forward: 8 damage. 6 frames startup.
|8 damage
!Jumping Forward: 8 damage. 6 frames startup.
|6 frames startup.
|-
|-
!Roundhouse: 14 damage. 8 frames startup.
!Jumping Strong
!Crouching Roundhouse: 14 damage. 9 frames startup.
|8 damage
!Jumping Roundhouse: 3 hits: 5+5+5 damage. One of the best air-to-ground normals in the game. 9 frames startup.
|5 frames startup.
!Downforward Roundhouse: 10 frames startup.
|-
|-
!Snap: Standing fierce3 frames startup, can cancel into from any point of the fierce.
!Fierce
|4 hits on arcade/DC/PS2, 5 hits (bug) on 360/PS3 5+5+5(+5)+4 damage
|7 frames startup
|Awesome.  Also his snapback.
|-
!Crouching Fierce
|14+14 damage. Two hits
|8 frames startup.
|-
!Jumping Fierce
|14 damage
|10 frames startup.
|-
!Short
|5 damage
|3 frames startup.
|-
!Crouching Short
|5 damage
|3 frames startup.
|-
!Jumping Short
|5 damage
|4 frames startup.
|-
!Forward
|8 damage
|6 frames startup.
|-
!Crouching Forward
|8 damage
|6 frames startup.
|-
!Jumping Forward
|8 damage
|6 frames startup.
|-
!Roundhouse
|14 damage
|8 frames startup.
|-
!Crouching Roundhouse
|14 damage
|9 frames startup.
|-
!Jumping Roundhouse
|3 hits. 5+5+5 damage
|9 frames startup
|One of the best air-to-ground normals in the game.
|-
!Downforward Roundhouse
|
|10 frames startup.
|-
!Snap (Standing fierce)
|
|3 frames startup
|Can cancel into from any point of the fierce.
|}
|}



Revision as of 12:57, 15 October 2011

Introduction


Colors

LP http://i11.photobucket.com/albums/a154/magnetro/LP-1.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HK-1.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-1.jpg

LK http://i11.photobucket.com/albums/a154/magnetro/LK-1.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HP-1.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-1.jpg


Created uniquely for Marvel vs Capcom 2, there's no real backstory here. He may be searching for the 'destructive wind sweeping across the land' that's destroying plant life, since that's part of the game's "plot". He is generally considered bottom tier.

Moves List

Normal Moves

Jab 5 damage 3 frames startup
Crouching Jab 5 damage 3 frames startup
Jumping Jab 5 damage 3 frames startup
Strong 8 damage 6 frames startup.
Crouching Strong 8 damage 6 frames startup.
Jumping Strong 8 damage 5 frames startup.
Fierce 4 hits on arcade/DC/PS2, 5 hits (bug) on 360/PS3 5+5+5(+5)+4 damage 7 frames startup Awesome. Also his snapback.
Crouching Fierce 14+14 damage. Two hits 8 frames startup.
Jumping Fierce 14 damage 10 frames startup.
Short 5 damage 3 frames startup.
Crouching Short 5 damage 3 frames startup.
Jumping Short 5 damage 4 frames startup.
Forward 8 damage 6 frames startup.
Crouching Forward 8 damage 6 frames startup.
Jumping Forward 8 damage 6 frames startup.
Roundhouse 14 damage 8 frames startup.
Crouching Roundhouse 14 damage 9 frames startup.
Jumping Roundhouse 3 hits. 5+5+5 damage 9 frames startup One of the best air-to-ground normals in the game.
Downforward Roundhouse 10 frames startup.
Snap (Standing fierce) 3 frames startup Can cancel into from any point of the fierce.

Special Moves

Cactus Dash QCF+P (air)
Cactus Bounce QCB+P
Child of the Earth (punch) QCF+LK
Child of the Earth (kick) QCF+HK
Child of the Earth (grab) QCB+K

You can have two cactus Children on-screen at any time. They can only go one screen length before becoming dizzy and passing out. They can be destroyed with any move by your opponent. The grabbing Child is unblockable.

Super Moves

Law of Vegetation (Maraca Super) QCB+2P
Sun's Blessing (Vine Super) QCF+2K

The Maraca Super's "capture" helper cannot be destroyed, but can be blocked.


Assist Moves

Type Assist Counter Team Hyper Combo
A Life Up Fruit HP Cactus Bounce Vine Super
B Defence Up Fruit HP Cactus Drill Vine Super
Y Crouching MP (rings) HP Cactus Bounce Vine Super

The Bonus Fruits pop off the vine in a random direction - you must catch them before they land in order to gain their benefit. They cannot be used by your opponent.

The Basics

Advanced Strategy