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{{ | {{MVC2 Character Intro|char= Amingo|full=Amingo|short=AMG|content= | ||
= | == Story == | ||
The Amingo is a character 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". | |||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content= | |||
'''Amingo''' He is generally considered bottom tier, but he still has some great moves in his kit. his overall slow pace and awkward playsyle pales in comparison to the rest of the cast | |||
{{ProConTable | |||
|pros= | |||
* 5{{hp}} and j.{{hk}} | |||
|cons= | |||
* Any move that isn't 5{{hp}} and j.{{hk}} | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>0i-VJc95YYU</youtube></center> | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
Coming soon. | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
Coming soon. | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Moves|content= | |||
Coming soon. | |||
}} | |||
}} | |||
}} | |||
= Colors = | = Colors = | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | First row: LP, HP, A1. Second row: LK, HK, A2. | ||
[[Image:Mvc2- | [[Image:Mvc2-Amingo.png]] | ||
= Moves List = | = Moves List = | ||
== Normal Moves == | ==== Normal Moves ==== | ||
{| | |||
|5 | |||
| | {{MoveData | ||
|- | |image= Amingo_5LP.png | ||
|caption= A mace, to your face. | |||
|5 | |name= 5LP | ||
|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= 5MP | ||
|- | |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= 5HP | ||
| | |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 useless | ||
|- | |name= 5LK | ||
|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= 5MK | |||
|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= 5HK | |||
|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= 2LP | |||
|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_2MP.png | |||
|caption= Cactus uppercut | |||
|name= 2MP | |||
|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= 2HP | |||
|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 | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_3HP.png | |||
|caption= | |||
|name= 3HP | |||
|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= 2LK | |||
|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_2MK_1.png | |||
|caption2= | |||
|name= 2MK | |||
|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= 2HK | |||
|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= 3HK | |||
|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>launches opponents on hit, can be followed by an air combo | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Amingo_j.LP.png | |||
|caption= God of Creativty | |||
|name= j.LP | |||
|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= j.MP | |||
|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= j.HP | |||
|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= j.LK | |||
|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= j.MK | |||
|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= j.HK | |||
|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 509: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Cactus Dash (Kaze no Sakebi) | {{MoveListRow | Cactus Dash (Kaze no Sakebi) | ||
|{{qcf}} + {{p}} | | {{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}} + {{p}} | | {{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}} + {{lk}} | | {{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}} + {{hk}} | | {{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}} + {{k}} | | {{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 = | ||
Line 161: | Line 569: | ||
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. | ||
== | ==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 == | == Infinite == | ||
Line 185: | Line 588: | ||
= Advanced Strategy = | = Advanced Strategy = | ||
No | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 18:33, 11 September 2021
Story
The Amingo is a character 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".
Gameplay
Amingo He is generally considered bottom tier, but he still has some great moves in his kit. his overall slow pace and awkward playsyle pales in comparison to the rest of the cast
Strengths | Weaknesses |
---|---|
|
|
Character Summary
Coming soon.
Coming soon.
Coming soon.
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: cFP 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 jRH and the sFP. You can cancel sFP 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: sHK, (sjLP, qcf + lp, pause, sj.lk, sj.lp, land) <-- repeat that section.
Advanced Strategy
No