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{{ | {{MVC2 Character Intro|char= amingo|full=Amingo|short=AMG|content= | ||
= | == Story == | ||
Amingo is a character created uniquely for Marvel vs Capcom 2, there's no real backstory here. | |||
Amingo is a member of a race known as the Man-Plants (人植物, hito-shokubutsu?), characterized by their cheerful and gentle personality. | |||
Amingo is a big-bellied cactus man wearing Mexican clothes and carrying a guitar with him. Although sentient, he appears to speak exclusively by repeating his own name. | |||
When a cursed wind started killing off all plant life on land, Amingo decided to venture on a journey to find its cause. He'd later discover the awakening of the ancient Armor of Erosion is the origin of this wind. During the ending's ride back home on Ruby Heart's ship, he can be seen onboard offering a flower to either Shuma-Gorath (Arcade version) or Rogue (home consoles version). | |||
In [[Marvel vs Capcom 3|Ultimate Marvel vs. Capcom 3]], Amingo (mispelled "Amingos") makes a cameo in the Days of Future Past stage, featured in a giant wanted poster in the background, with a "Slain" bar over his mugshot. | |||
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". | |||
TODO- Update special moves and supers to fit new format, tweak the pro/con table, add images for all moves | |||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content= | |||
'''Amingo''' is generally considered bottom tier, but he still has some great moves in his kit. His overall slow pace and awkward playstyle pales in comparison to the rest of the cast. | |||
{{ProConTable | |||
|pros= | |||
* '''Incredible Normals:''' 5{{hp}} and j.{{hk}} are two of the greatest normals in the game, with great damage and range. | |||
* '''Deadly In The Corner:''' If you can get them into the corner, he has an infinite against Colossus, Sentinel, Megaman, Roll, and Servbot. | |||
* '''Good Range:''' Generally has pretty good range on his normals due to his size. | |||
* '''Good Super Utility:''' Supers have some utility, mainly because they can allow him to get out of harm's way quickly with a DHC. | |||
* '''Cactus Kids:''' Cactus kids can be used to irritate your opponent, though they won't stand up to counter-zoning. | |||
|cons= | |||
* '''Poor Aerial Mobility:''' Air mobility isn't really there, which is a problem in this game. You can Cactus Dash in midair to get past some stuff, but it's kinda laggy and not as useful as an airdash | |||
* '''Big Body:''' He's pretty big. Easy to combo, in other words. | |||
* '''Little Offense/Pressure Potential:''' Amingo's moves are OK for the most part and can get you somewhere, but he's certainly no Sentinel. | |||
* '''Easy To Lock Down:''' Amingo is easy to lock down with strong zoning. If your opponent starts a long-distance beam warfare against him, he's probably gonna die from chip damage if he can't escape. | |||
* '''Relatively Low Damage:''' His normals and specials are OK, but his supers are pretty weak for the cost. | |||
* '''Poor Synergy:''' Hard to build a team around or use him to support another character. It's easier to play him as a point character, but he'll need support of some kind to do this with any reliability. | |||
* '''Just Not Great:''' Probably should have waited til MVC3 to show up rather than this game, as he gets squashed by the higher tiers. | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>0i-VJc95YYU</youtube></center> | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;Kaze no Sakebi (Cactus dash) | |||
*{{qcf}} + {{lp}} / {{hp}} | |||
;Midori no Kanki (anti-air leap attack, sort of like Tiger Knee) | |||
*{{qcb}} + {{lp}} / {{hp}} | |||
;Daichi no Kodomo- Capture (mini Cactus grab) | |||
*{{qcb}} + {{lk}} / {{hk}} | |||
;Daichi no Kodomo- Punch/Kick (mini Cactus punch/kick) | |||
*{{qcf}} + {{lk}} / {{hk}} | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Taiyou no Megumi (Anti-air vine super) | |||
* {{qcf}} + {{lk}} + {{hk}} | |||
;Shokubutsu no Okite (Shaker grab) | |||
* {{qcb}} + {{lp}} + {{hp}} | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Moves|content= | |||
;Type α - Projectile Type | |||
*Assist: Healing Fruit (healing, no equivalent in his movelist) | |||
*Counter: {{lp}} Midori no Kanki (anti-air leap attack) | |||
*Combination: Taiyou no Megumi (anti-air vine super) | |||
;Type β - Launcher Type | |||
*Assist: {{hp}} Defense up Fruit (raises defense for a short time, no movelist equivalent) | |||
*Counter: {{hp}} Kaze no Sakebi (cactus dash) | |||
*Combination: Taiyou no Megumi | |||
;Type γ - Ground Type | |||
*Assist: {{hp}} Kaze no Sakebi | |||
*Counter: {{hp}} Kaze no Sakebi | |||
*Combination: Taiyou no Megumi | |||
}} | |||
}} | |||
}} | |||
= Colors = | = Colors = | ||
Line 12: | Line 87: | ||
= Moves List = | = Moves List = | ||
== Normal Moves == | ==== Normal Moves ==== | ||
{| | |||
|5 | |||
| | {{MoveData | ||
|- | |image= Amingo_5LP.png | ||
|caption= | |||
|5 | |name= Light Punch | ||
|3 frames | |linkname= 5LP | ||
|- | |input= 5{{lp}} | ||
|data= | |||
|5 | {{AttackData-MVSC2 | ||
| | |Damage= 6 | ||
|- | |Startup= 9 | ||
|Active= 4 | |||
| | |Recovery= 12 | ||
| | |Guard= HL | ||
|- | |Special Property= None | ||
|Cancel= Chain, Special, SJ, Super | |||
| | |Adv. Hit= - | ||
| | |Adv. Guard= - | ||
|- | |Adv. Pushblock= - | ||
|description= a quick morning star shaped punch | |||
| | }} | ||
| | }} | ||
|- | |||
| | {{MoveData | ||
| | |image= Amingo_5MP.png | ||
| | |name= Medium Punch | ||
|- | |linkname= 5MP | ||
|input= 5{{mp}} | |||
| | |data= | ||
|8 | {{AttackData-MVSC2 | ||
|- | |Damage= 6+3 | ||
|Startup= 7 | |||
| | |Active= 6(3)6 | ||
| | |Recovery= 29 | ||
|- | |Guard= HL | ||
|Special Property= None | |||
| | |Cancel= Special, Super, SJ cancellable frames 17~33 | ||
|3 | |Adv. Hit= - | ||
|- | |Adv. Guard= - | ||
|Adv. Pushblock= - | |||
| | |description= a quick clap with thorns<br>mostly a combo filler if you manage to hit 5{{lp}} | ||
| | }} | ||
|- | }} | ||
| | |||
| | {{MoveData | ||
|- | |image= Amingo_5HP.png | ||
|caption= Get used to seeing this attack | |||
| | |name= Heavy Punch | ||
| | |linkname= 5HP | ||
|- | |input= 5{{hp}} | ||
|data= | |||
| | {{AttackData-MVSC2 | ||
|6 | |Damage= 10+10 | ||
|- | |Startup= 21 | ||
|Active= 39 | |||
| | |Recovery= 40 | ||
|6 | |Guard= HL | ||
|- | |Special Property= None | ||
|Cancel= Special, SJ, Super | |||
| | |Adv. Hit= - | ||
| | |Adv. Guard= - | ||
|- | |Adv. Pushblock= - | ||
|description= you will use this move, for everything<br>the most damaging normal in the game, Amingo's longest poke, can be made safe with a special cancel to 236/214{{k}}<br>a bit boring but that is the way of the low tier | |||
| | }} | ||
|9 | }} | ||
|- | |||
|3 | {{MoveData | ||
|9 | |image= Amingo 5LK.png | ||
| | |caption= Ken's kick, but not as good | ||
|- | |name= Light Kick | ||
|linkname= 5LK | |||
|8 | |input= 5{{lk}} | ||
|8 | |data= | ||
|- | {{AttackData-MVSC2 | ||
|Damage= 5 | |||
|8 | |Startup= 7 | ||
| | |Active= 2 | ||
|- | |Recovery= 17 | ||
|- | |Guard= HL | ||
! | |Special Property= None | ||
| | |Cancel= Chain, Special, SJ, Super | ||
| | |Adv. Hit= - | ||
| | |Adv. Guard= - | ||
|} | |Adv. Pushblock= - | ||
|description= generic low kick<br>hitbox is way longer than it appears visually but it's still shorter than 5{{lp}} | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo 5MK.png | |||
|caption= | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= 5{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 5 | |||
|Startup= 10 | |||
|Active= 3 | |||
|Recovery= 18 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Special, SJ, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Honestly a pretty alright move<br>a combo filler with barely any pushback and can combo easily into his supers | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_5HK.png | |||
|caption= hitting this move releases dopamine | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 18 | |||
|Startup= 13 | |||
|Active= 2, 2, 2 | |||
|Recovery= 35 | |||
|Guard= HL | |||
|Special Property= Launcher | |||
|Cancel= Special, SJ, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Amingo bounces up and slightly launches opponents on hit<br>a decent anti-air but you can't combo off of it<br>is it outshined by 3{{hk}}? maybe... but does 3{{hk}} come even close to the swag of this move? | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_2LP.png | |||
|caption= | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6 | |||
|Startup= 8 | |||
|Active= 2 | |||
|Recovery= 16 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= 5A but low | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_3HP.png.png | |||
|caption= Cactus uppercut | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6+3 | |||
|Startup= 13 | |||
|Active= 3(3)3 | |||
|Recovery= 28 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super, SJ Cancellable 22~38 | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= nearly identical to 3{{hp}} | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_2HP.png | |||
|caption= | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10+10 | |||
|Startup= 16 | |||
|Active= 36 | |||
|Recovery= 39 | |||
|Guard= HL | |||
|Special Property= 2nd hit unblockable | |||
|Cancel= Special, SJ, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Long low poke, except it's in MvC 2<br>has a hitbox in front of amingo so it will hit twice if done in close range<br> | |||
if this happens, it does great damage | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_3HP.png | |||
|caption= | |||
|name= Universal Launcher- Punch version | |||
|linkname= 3HP | |||
|input= 3{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10+10 | |||
|Startup= 16 | |||
|Active= 36 | |||
|Recovery= 39 | |||
|Guard= HL | |||
|Special Property= 2nd hit unblockable | |||
|Cancel= Special, SJ, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= a quick uppercut<br>launches opponents on hit, can be followed by an air combo | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_2LK.png | |||
|caption= footsies | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6 | |||
|Startup= 9 | |||
|Active= 3 | |||
|Recovery= 20 | |||
|Guard= L | |||
|Special Property= None | |||
|Cancel= Chain, Special, SJ, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= very fast, but that's about it | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_3HK.png | |||
|caption2= | |||
|name= Crouching Medium Punch | |||
|linkname= 2MK | |||
|input= 2{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6+3 | |||
|Startup= 12 | |||
|Active= 2(9)2 | |||
|Recovery= 28 | |||
|Guard= L | |||
|Special Property= None | |||
|Cancel= Special, Super SJ cancellable 22・42 | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description=nearly identical to 3{{hk}} | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_2HK.png | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6+6+6 | |||
|Startup= 12 | |||
|Active= 2(9)2(4)2 | |||
|Recovery= 36 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= a spin that knocks down | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_3HK.png | |||
|name= Universal Launcher- Kick version | |||
|linkname= 3HK | |||
|input= 3{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6+6+6 | |||
|Startup= 12 | |||
|Active= 2(9)2(4)2 | |||
|Recovery= 36 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Amingo attacks with low vines<br> Same animation as crouching medium kick. It launches opponents on hit, and can be followed by an air combo | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.LP.png | |||
|caption= God of Creativity | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 5 | |||
|Startup= 6 | |||
|Active= 4 | |||
|Recovery= 16 | |||
|Guard= H | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= 5A but jumping | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.MP.png | |||
|caption= | |||
|name= Air Medium Punch | |||
|linkname= j.MP | |||
|input= j.{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 8 | |||
|Startup= 8 | |||
|Active= 3 | |||
|Recovery= 22 | |||
|Guard= H | |||
|Special Property= None | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= 3{{hp}} but jumping | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.HP.png | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 18 | |||
|Startup= 12 | |||
|Active= 4 | |||
|Recovery= 34 | |||
|Guard= H | |||
|Special Property= Flying screen | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= a giant smash attack<br>knocks down aerial opponents | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.LK.png | |||
|caption=2LK but jumping | |||
|name= Air Light Kick | |||
|linkname= j.LK | |||
|input= j.{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 5 | |||
|Startup= 6 | |||
|Active= 5 | |||
|Recovery= 21 | |||
|Guard= H | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= has an alright downward angle | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.Medium_Kick.png | |||
|caption= literally just 2HK | |||
|name= Air Medium Kick | |||
|linkname= j.MK | |||
|input= j.{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 8 | |||
|Startup= 9 | |||
|Active= 4 | |||
|Recovery= 28 | |||
|Guard= H | |||
|Special Property= None | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= filler air combo move | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.HK.png | |||
|caption= Here it is! the other half of your kit | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 15 | |||
|Startup= 11 | |||
|Active= 5 | |||
|Recovery= 23 | |||
|Guard= H | |||
|Special Property= Flying Screen | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= BIG<br> deals great damage and is a multihit<br>opressive hitbox for some characters | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == | ||
Line 107: | Line 551: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Cactus Dash (Kaze no Sakebi) | {{MoveListRow | Cactus Dash (Kaze no Sakebi) | ||
|qcf + | | {{qcf}} + {{p}} | ||
|4 x 2 + 10 / 3 x 6 + 12 | | 4 x 2 + 10 / 3 x 6 + 12 | ||
| airok | | {{airok}} Probably Amingo's single most used special move in the game, due to his bread-and-butter combos using it to end combos. This can be done with either {{lp}}, which is faster or {{hp}}, which has more range and deals more damage but is much slower. | ||
}} | }} | ||
{{MoveListRow | Cactus Bounce (Midori no Kanki) | {{MoveListRow | Cactus Bounce (Midori no Kanki) | ||
|qcb + | | {{qcb}} + {{p}} | ||
|4 x 2 + 12 / 5 x 2 + 12 | | 4 x 2 + 12 / 5 x 2 + 12 | ||
| | | a short bounce<br>can be used to end combos for somewhat reliable damage but isn't used much | ||
}} | }} | ||
{{MoveListRow | Child of the Earth (punch: Daichi no Kodomo) | {{MoveListRow | Child of the Earth (punch: Daichi no Kodomo) | ||
|qcf + | | {{qcf}} + {{lk}} | ||
|12 | | 12 | ||
| | | summons a small minion that travels slowly forward and smashes down on contact with an opponent.<br>you can cross the opponent up and the minion won't change direction, allowing for crossup mixups. | ||
}} | }} | ||
{{MoveListRow | Child of the Earth (kick: Daichi no Kodomo) | {{MoveListRow | Child of the Earth (kick: Daichi no Kodomo) | ||
|qcf + | | {{qcf}} + {{hk}} | ||
|12 | | 12 | ||
| | | Nearly identical to the previous version but does a kick instead<br>they deal the same damage and appear to have the same speed so this will be updated if we find differences | ||
}} | }} | ||
{{MoveListRow | Child of the Earth (grab: Daicho No Kodomo) | {{MoveListRow | Child of the Earth (grab: Daicho No Kodomo) | ||
|qcb + | | {{qcb}} + {{k}} | ||
|12 + 6 | | 12 + 6 | ||
| | | {{throw}}summons a small minion that travels slowly forward and grabs opponents on contact.<br>this move is unblockable, but the minion can be destroyed easily<br>you can cross the opponent up and the minion won't change direction, allowing for crossup mixups.<br>you can use this to extend combos but the window the grab gives you is very very small | ||
}} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
You can have two cactus Children on-screen at any time.<br>They can only go one screen length before becoming dizzy and passing out.<br>They can be destroyed with any move by your opponent.<br>The grabbing Child is unblockable. | |||
== Super Moves == | == Super Moves == | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Law of Vegetation (Maracas: Taiyo no Megumi) | {{qcb}} + | {{MoveListRow | Law of Vegetation (Maracas: Taiyo no Megumi) | ||
| {{qcb}} + {{lp}}{{hp}} | |||
| 4 x 7 + 15 | |||
| sends a small vine with a hitgrab<br>on hit, the opponent gets sent back to Amingo to continue the super<br>can hit instantly if done at close range<br>This "capture" helper cannot be destroyed, but can be blocked. | |||
}} | |||
{{MoveListRow | Sun's Blessing (Vine: Shokubutsu no Okite) | |||
| {{qcf}} + {{lk}}{{hk}} | |||
| 6 x 3 | |||
| big pillar super<br>only a few combos launch but don't push them back too much for this to hit<br>[[file:mash.png]] Mash buttons for 2 bonus hits | |||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Assist Moves == | == Assist Moves == | ||
{{MvC2CharacterAssists | {{MvC2CharacterAssists | ||
| Life Up Fruit|N/A| Vine Super | | |Heal: Life Up Fruit | N/A | 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. | ||
| Defence Up Fruit |N/A| Vine Super | | |Enhance: Defence Up Fruit | N/A | Vine Super | {{hp}} Cactus Drill | 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. | ||
| | |Ground: {{hp}} Cactus Drill | 3 x 6 + 12 | Vine Super | {{hp}} Cactus bounce | placeholder | ||
}} | }} | ||
= The Basics = | = The Basics = | ||
On the plus side, your moves do excellent damage: | On the plus side, your moves do excellent damage: 2{{hp}} is the most damaging normal in the game. On the downside, Amingo sucks. As such, you'll need to work for your damage. | ||
You'll generally want to heartily abuse the | You'll generally want to heartily abuse the j{{hk}} and 5{{hp}}. You can cancel 5{{hp}} into cactus babies and put a little pressue on, but you generally won't have that opportunity against anybody good. Tiger kneed cactus dash should be fairly bread and butter for you. If you can get them in the air in the corner (such as off of his fierce throw or on a new character coming in), you can try for a vine super crossup—or simply do it if they hit a button. | ||
If your opponent starts distance beam warfare against Amingo, you're going to lose and probably want to pick someone else now. | If your opponent starts distance beam warfare against Amingo, you're going to lose and probably want to pick someone else now. | ||
== Combos == | ==Bread-and-Butter Combos== | ||
* Jump LK > LK \/ d.s.LK > s.HK XX qcb + HP | |||
* Jump HK \/ d.s.LK > s.LK XX qcb + HP | |||
* Jump HK \/ s.LP > c.LP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP | |||
* Jump LK > LK \/ d.s.LK > c.LK /\ sj.LK > sj.LK, sj.LK > sj.LK > sj.HP | |||
* d.s.LP > s.LK XX qcf + LP XX qcb + PP | |||
* Jump LK > LP \/ d.c.LK > c.HK XX qcf + LP XX qcb + PP | |||
* Jump LK > LP \/ d.s.LP > c.HP XX qcf + HP XX qcf + KK | |||
== Infinite == | |||
Against Colossus/Sent/Megaman/Roll/Servbot in corner: 5{{hk}}, (j{{lp}}, {{qcf}}{{lp}}, pause, j{{lk}}, j{{lp}}, land) X n | |||
section between parentheses can be repeated until they die or you drop the combo | |||
[https://www.youtube.com/watch?v=Zj-riEXy0Zw video of it in action] | |||
[https://www.youtube.com/watch?v=KxiiA1v3eO4 using Thanos bubble to extend and push them into the corner for the infinite] | |||
= Advanced Strategy = | = Advanced Strategy = | ||
No | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Latest revision as of 16:33, 17 January 2024
Story
Amingo is a character created uniquely for Marvel vs Capcom 2, there's no real backstory here.
Amingo is a member of a race known as the Man-Plants (人植物, hito-shokubutsu?), characterized by their cheerful and gentle personality.
Amingo is a big-bellied cactus man wearing Mexican clothes and carrying a guitar with him. Although sentient, he appears to speak exclusively by repeating his own name.
When a cursed wind started killing off all plant life on land, Amingo decided to venture on a journey to find its cause. He'd later discover the awakening of the ancient Armor of Erosion is the origin of this wind. During the ending's ride back home on Ruby Heart's ship, he can be seen onboard offering a flower to either Shuma-Gorath (Arcade version) or Rogue (home consoles version).
In Ultimate Marvel vs. Capcom 3, Amingo (mispelled "Amingos") makes a cameo in the Days of Future Past stage, featured in a giant wanted poster in the background, with a "Slain" bar over his mugshot.
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".
TODO- Update special moves and supers to fit new format, tweak the pro/con table, add images for all moves
Gameplay
Amingo is generally considered bottom tier, but he still has some great moves in his kit. His overall slow pace and awkward playstyle pales in comparison to the rest of the cast.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Kaze no Sakebi (Cactus dash)
+
/
- Midori no Kanki (anti-air leap attack, sort of like Tiger Knee)
+
/
- Daichi no Kodomo- Capture (mini Cactus grab)
+
/
- Daichi no Kodomo- Punch/Kick (mini Cactus punch/kick)
+
/
- Taiyou no Megumi (Anti-air vine super)
+
+
- Shokubutsu no Okite (Shaker grab)
+
+
- Type α - Projectile Type
- Assist: Healing Fruit (healing, no equivalent in his movelist)
- Counter:
Midori no Kanki (anti-air leap attack)
- Combination: Taiyou no Megumi (anti-air vine super)
- Type β - Launcher Type
- Assist:
Defense up Fruit (raises defense for a short time, no movelist equivalent)
- Counter:
Kaze no Sakebi (cactus dash)
- Combination: Taiyou no Megumi
- Type γ - Ground Type
- Assist:
Kaze no Sakebi
- Counter:
Kaze no Sakebi
- Combination: Taiyou no Megumi
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 | 9 | 4 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
a quick morning star shaped punch |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+3 | 7 | 6(3)6 | 29 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super, SJ cancellable frames 17~33 | - | - | - | |
a quick clap with thorns |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10+10 | 21 | 39 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
you will use this move, for everything |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 7 | 2 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
generic low kick |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 10 | 3 | 18 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Honestly a pretty alright move |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
18 | 13 | 2, 2, 2 | 35 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
Amingo bounces up and slightly launches opponents on hit |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 | 8 | 2 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
5A but low |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+3 | 13 | 3(3)3 | 28 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, SJ Cancellable 22~38 | - | - | - | |
nearly identical to 3 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10+10 | 16 | 36 | 39 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
2nd hit unblockable | Special, SJ, Super | - | - | - | |
Long low poke, except it's in MvC 2 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10+10 | 16 | 36 | 39 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
2nd hit unblockable | Special, SJ, Super | - | - | - | |
a quick uppercut |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 | 9 | 3 | 20 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
very fast, but that's about it |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+3 | 12 | 2(9)2 | 28 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable 22・42 | - | - | - | |
nearly identical to 3 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+6+6 | 12 | 2(9)2(4)2 | 36 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
a spin that knocks down |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+6+6 | 12 | 2(9)2(4)2 | 36 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Amingo attacks with low vines |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 6 | 4 | 16 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
5A but jumping |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8 | 8 | 3 | 22 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
3 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
18 | 12 | 4 | 34 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
a giant smash attack |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 6 | 5 | 21 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
has an alright downward angle |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8 | 9 | 4 | 28 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
filler air combo move |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
15 | 11 | 5 | 23 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
BIG |
Special Moves







can be used to end combos for somewhat reliable damage but isn't used much


you can cross the opponent up and the minion won't change direction, allowing for crossup mixups.


they deal the same damage and appear to have the same speed so this will be updated if we find differences



this move is unblockable, but the minion can be destroyed easily
you can cross the opponent up and the minion won't change direction, allowing for crossup mixups.
you can use this to extend combos but the window the grab gives you is very very small
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



on hit, the opponent gets sent back to Amingo to continue the super
can hit instantly if done at close range
This "capture" helper cannot be destroyed, but can be blocked.
Assist Moves


The Basics
On the plus side, your moves do excellent damage: 2 is the most damaging normal in the game. On the downside, Amingo sucks. As such, you'll need to work for your damage.
You'll generally want to heartily abuse the j and 5
. You can cancel 5
into cactus babies and put a little pressue on, but you generally won't have that opportunity against anybody good. Tiger kneed cactus dash should be fairly bread and butter for you. If you can get them in the air in the corner (such as off of his fierce throw or on a new character coming in), you can try for a vine super crossup—or simply do it if they hit a button.
If your opponent starts distance beam warfare against Amingo, you're going to lose and probably want to pick someone else now.
Bread-and-Butter Combos
- Jump LK > LK \/ d.s.LK > s.HK XX qcb + HP
- Jump HK \/ d.s.LK > s.LK XX qcb + HP
- Jump HK \/ s.LP > c.LP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP
- Jump LK > LK \/ d.s.LK > c.LK /\ sj.LK > sj.LK, sj.LK > sj.LK > sj.HP
- d.s.LP > s.LK XX qcf + LP XX qcb + PP
- Jump LK > LP \/ d.c.LK > c.HK XX qcf + LP XX qcb + PP
- Jump LK > LP \/ d.s.LP > c.HP XX qcf + HP XX qcf + KK
Infinite
Against Colossus/Sent/Megaman/Roll/Servbot in corner: 5, (j
,
, pause, j
, j
, land) X n
section between parentheses can be repeated until they die or you drop the combo
using Thanos bubble to extend and push them into the corner for the infinite
Advanced Strategy
No