Marvel vs Capcom 2/Amingo: Difference between revisions

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== Super Moves ==
== Super Moves ==


{|
{{MvC3MoveListHeader}}
!Law of Vegetation (Maraca Super)
{{MoveListRow | Law of Vegetation (Maracas) | qcb + lp + hp ||The Maraca Super's "capture" helper cannot be destroyed, but can be blocked.
|QCB+2P
}}
|-
{{MoveListRow | Sun's Blessing (Vine) | qcf + lk + hk || Mash buttons for 2 bonus hits}}
!Sun's Blessing (Vine Super)
{{MoveListFooter}}
|QCF+2K
|}
 
The Maraca Super's "capture" helper cannot be destroyed, but can be blocked.
 


== Assist Moves ==
== Assist Moves ==

Revision as of 09:42, 20 October 2011

Introduction

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.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-amingo.png

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

Name
Command
Damage
Special Properties (glossary)
Law of Vegetation (Maracas)
qcb + lp + hp
The Maraca Super's "capture" helper cannot be destroyed, but can be blocked.
Sun's Blessing (Vine)
qcf + lk + hk
Mash buttons for 2 bonus hits

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Life Up Fruit
Vine Super
HP Cactus Bounce
Beta.png Defence Up Fruit
Vine Super
HP Cactus Drill
Gamma.png Cactus Drill
Vine Super
HP Cactus Bounce

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