(14 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{MVC2 Character Intro|char= amingo|full=Amingo|short=AMG|content= | {{MVC2 Character Intro|char= amingo|full=Amingo|short=AMG|content= | ||
== Story == | == Story == | ||
Amingo is a character created uniquely for Marvel vs Capcom 2, there's no real backstory here | 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 member of a race known as the Man-Plants (人植物, hito-shokubutsu?), characterized by their cheerful and gentle personality. | ||
Line 12: | Line 12: | ||
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 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 == | == Gameplay == | ||
Line 17: | Line 19: | ||
|content1= | |content1= | ||
{{Content Box|content= | {{Content Box|content= | ||
'''Amingo''' | '''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 | {{ProConTable | ||
|pros= | |pros= | ||
* 5{{hp}} and j.{{hk}} | * '''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= | |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. | |||
}} | }} | ||
}} | }} | ||
Line 34: | Line 46: | ||
|content1= | |content1= | ||
{{Content Box|header=Special Moves|content= | {{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= | |content2= | ||
{{Content Box|header=Super Moves|content= | {{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= | |content3= | ||
{{Content Box|header=Assist Moves|content= | {{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 | |||
}} | }} | ||
}} | }} | ||
Line 60: | Line 93: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_5LP.png | |image= Amingo_5LP.png | ||
|caption= | |caption= | ||
|name= | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= 5{{lp}} | |input= 5{{lp}} | ||
Line 83: | Line 116: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_5MP.png | |image= Amingo_5MP.png | ||
|name= | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= 5{{mp}} | |input= 5{{mp}} | ||
Line 106: | Line 139: | ||
|image= Amingo_5HP.png | |image= Amingo_5HP.png | ||
|caption= Get used to seeing this attack | |caption= Get used to seeing this attack | ||
|name= | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= 5{{hp}} | |input= 5{{hp}} | ||
Line 128: | Line 161: | ||
{{MoveData | {{MoveData | ||
|image= Amingo 5LK.png | |image= Amingo 5LK.png | ||
|caption= Ken's kick but | |caption= Ken's kick, but not as good | ||
|name= | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= 5{{lk}} | |input= 5{{lk}} | ||
Line 152: | Line 185: | ||
|image= Amingo 5MK.png | |image= Amingo 5MK.png | ||
|caption= | |caption= | ||
|name= | |name= Medium Kick | ||
|linkname= 5MK | |linkname= 5MK | ||
|input= 5{{mk}} | |input= 5{{mk}} | ||
Line 175: | Line 208: | ||
|image= Amingo_5HK.png | |image= Amingo_5HK.png | ||
|caption= hitting this move releases dopamine | |caption= hitting this move releases dopamine | ||
|name= | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= 5{{hk}} | |input= 5{{hk}} | ||
Line 198: | Line 231: | ||
|image= Amingo_2LP.png | |image= Amingo_2LP.png | ||
|caption= | |caption= | ||
|name= | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= 2{{lp}} | |input= 2{{lp}} | ||
Line 219: | Line 252: | ||
{{MoveData | {{MoveData | ||
|image= | |image= Amingo_3HP.png.png | ||
|caption= Cactus uppercut | |caption= Cactus uppercut | ||
|name= | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input= 2{{mp}} | |input= 2{{mp}} | ||
Line 244: | Line 277: | ||
|image= Amingo_2HP.png | |image= Amingo_2HP.png | ||
|caption= | |caption= | ||
|name= | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input= 2{{hp}} | |input= 2{{hp}} | ||
Line 259: | Line 292: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |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 | |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 | |||
}} | }} | ||
}} | }} | ||
Line 267: | Line 301: | ||
|image= Amingo_3HP.png | |image= Amingo_3HP.png | ||
|caption= | |caption= | ||
|name= | |name= Universal Launcher- Punch version | ||
|linkname= 3HP | |linkname= 3HP | ||
|input= 3{{hp}} | |input= 3{{hp}} | ||
Line 290: | Line 324: | ||
|image= Amingo_2LK.png | |image= Amingo_2LK.png | ||
|caption= footsies | |caption= footsies | ||
|name= | |name= Crouching Light Kick | ||
|linkname= 2LK | |linkname= 2LK | ||
|input= 2{{lk}} | |input= 2{{lk}} | ||
Line 311: | Line 345: | ||
{{MoveData | {{MoveData | ||
|image= | |image= Amingo_3HK.png | ||
|caption2= | |caption2= | ||
|name= | |name= Crouching Medium Punch | ||
|linkname= 2MK | |linkname= 2MK | ||
|input= 2{{mk}} | |input= 2{{mk}} | ||
Line 335: | Line 369: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_2HK.png | |image= Amingo_2HK.png | ||
|name= | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
|input= 2{{hk}} | |input= 2{{hk}} | ||
Line 357: | Line 391: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_3HK.png | |image= Amingo_3HK.png | ||
|name= | |name= Universal Launcher- Kick version | ||
|linkname= 3HK | |linkname= 3HK | ||
|input= 3{{hk}} | |input= 3{{hk}} | ||
Line 372: | Line 406: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Amingo attacks with low vines<br>launches opponents on hit, can be followed by an air combo | |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 | ||
}} | }} | ||
}} | }} | ||
Line 379: | Line 413: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_j.LP.png | |image= Amingo_j.LP.png | ||
|caption= God of | |caption= God of Creativity | ||
|name= | |name= Air Light Punch | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= j.{{lp}} | |input= j.{{lp}} | ||
Line 403: | Line 437: | ||
|image= Amingo_j.MP.png | |image= Amingo_j.MP.png | ||
|caption= | |caption= | ||
|name= | |name= Air Medium Punch | ||
|linkname= j.MP | |linkname= j.MP | ||
|input= j.{{mp}} | |input= j.{{mp}} | ||
Line 425: | Line 459: | ||
{{MoveData | {{MoveData | ||
|image= Amingo_j.HP.png | |image= Amingo_j.HP.png | ||
|name= | |name= Jumping Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
|input= j.{{hp}} | |input= j.{{hp}} | ||
Line 448: | Line 482: | ||
|image= Amingo_j.LK.png | |image= Amingo_j.LK.png | ||
|caption=2LK but jumping | |caption=2LK but jumping | ||
|name= | |name= Air Light Kick | ||
|linkname= j.LK | |linkname= j.LK | ||
|input= j.{{lk}} | |input= j.{{lk}} | ||
Line 471: | Line 505: | ||
|image= Amingo_j.Medium_Kick.png | |image= Amingo_j.Medium_Kick.png | ||
|caption= literally just 2HK | |caption= literally just 2HK | ||
|name= | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= j.{{mk}} | |input= j.{{mk}} | ||
Line 494: | Line 528: | ||
|image= Amingo_j.HK.png | |image= Amingo_j.HK.png | ||
|caption= Here it is! the other half of your kit | |caption= Here it is! the other half of your kit | ||
|name= | |name= Air Heavy Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= j.{{hk}} | |input= j.{{hk}} | ||
Line 573: | Line 607: | ||
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. | 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 j{{ | 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. | ||
Line 596: | Line 630: | ||
section between parentheses can be repeated until they die or you drop the combo | 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 = |
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