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