Marvel vs Capcom 2/Amingo
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.
First row: LP, HP, A1. Second row: LK, HK, A2.
|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: 5+5+5+5 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. Does an extra +5 dmg hit on Xbox 360/PS3.|
|Downforward Roundhouse||8 damage||8 frames startup.|
|Downforward Fierce||8 damage||10 frames startup.|
|Snap (Standing fierce)||10 damage||3 frames startup||Can cancel into from any point of the fierce.|
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.
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.
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.
-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
Against Colossus/Sent/Megaman/Roll/Servbot in corner: sHK, (sjLP, qcf + lp, pause, sj.lk, sj.lp, land) <-- repeat that section.