Marvel vs Capcom 2/Amingo

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Introduction

MvC2amingo.png

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.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-amingo.png

Moves List

Normal Moves

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.

Special Moves

Name
Command
Damage
Special Properties (glossary)
Cactus Dash (Kaze no Sakebi)
Qcf.png + P.png
4 x 2 + 10 / 3 x 6 + 12
Airok.png
Cactus Bounce (Midori no Kanki)
Qcb.png + P.png
4 x 2 + 12 / 5 x 2 + 12
Child of the Earth (punch: Daichi no Kodomo)
Qcf.png + LK.png
12
Child of the Earth (kick: Daichi no Kodomo)
Qcf.png + HK.png
12
Child of the Earth (grab: Daicho No Kodomo)
Qcb.png + K.png
12 + 6
Throw.png


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

Name
Command
Damage
Special Properties (glossary)
Law of Vegetation (Maracas: Taiyo no Megumi)
Qcb.png + Pp.png
4 x 7 + 15
This "capture" helper cannot be destroyed, but can be blocked.
Sun's Blessing (Vine: Shokubutsu no Okite)
Qcf.png + Kk.png
6 x 3
Mash.png Mash buttons for 2 bonus hits

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Life Up Fruit
N/A
Vine Super
Hp.png Cactus Bounce
Beta.png Defence Up Fruit
N/A
Vine Super
Hp.png Cactus Drill
Gamma.png Hp.png Cactus Drill
3 x 6 + 12
Vine Super
Hp.png 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.

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.

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