Marvel vs Capcom 2/Amingo

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Amingo

MVC2 amingo art.png

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
  • Incredible Normals: 5Hp.png and j.Hk.png 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.
  • 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.

Character Summary

Special Moves

Kaze no Sakebi (Cactus dash)
  • Qcf.png + Lp.png / Hp.png
Midori no Kanki (anti-air leap attack, sort of like Tiger Knee)
  • Qcb.png + Lp.png / Hp.png
Daichi no Kodomo- Capture (mini Cactus grab)
  • Qcb.png + Lk.png / Hk.png
Daichi no Kodomo- Punch/Kick (mini Cactus punch/kick)
  • Qcf.png + Lk.png / Hk.png
Super Moves

Taiyou no Megumi (Anti-air vine super)
  • Qcf.png + Lk.png + Hk.png
Shokubutsu no Okite (Shaker grab)
  • Qcb.png + Lp.png + Hp.png
Assist Moves

Type α - Projectile Type
  • Assist: Healing Fruit (healing, no equivalent in his movelist)
  • Counter: Lp.png Midori no Kanki (anti-air leap attack)
  • Combination: Taiyou no Megumi (anti-air vine super)
Type β - Launcher Type
  • Assist: Hp.png Defense up Fruit (raises defense for a short time, no movelist equivalent)
  • Counter: Hp.png Kaze no Sakebi (cactus dash)
  • Combination: Taiyou no Megumi
Type γ - Ground Type
  • Assist: Hp.png Kaze no Sakebi
  • Counter: Hp.png Kaze no Sakebi
  • Combination: Taiyou no Megumi

Colors

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

Mvc2-amingo.png

Moves List

Normal Moves

Light Punch
5Lp.png
Amingo 5LP.png
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


Medium Punch
5Mp.png
Amingo 5MP.png
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
mostly a combo filler if you manage to hit 5Lp.png


Heavy Punch
5Hp.png
Amingo 5HP.png
Get used to seeing this attack
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
the most damaging normal in the game, Amingo's longest poke, can be made safe with a special cancel to 236/214K.png
a bit boring but that is the way of the low tier


Light Kick
5Lk.png
Amingo 5LK.png
Ken's kick, but not as good
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
hitbox is way longer than it appears visually but it's still shorter than 5Lp.png


Medium Kick
5Mk.png
Amingo 5MK.png
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
a combo filler with barely any pushback and can combo easily into his supers


Heavy Kick
5Hk.png
Amingo 5HK.png
hitting this move releases dopamine
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
a decent anti-air but you can't combo off of it
is it outshined by 3Hk.png? maybe... but does 3Hk.png come even close to the swag of this move?


Crouching Light Punch
2Lp.png
Amingo 2LP.png
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


Crouching Medium Punch
2Mp.png
Amingo 3HP.png.png
Cactus uppercut
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 3Hp.png


Crouching Heavy Punch
2Hp.png
Amingo 2HP.png
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
has a hitbox in front of amingo so it will hit twice if done in close range
if this happens, it does great damage


Universal Launcher- Punch version
3Hp.png
Amingo 3HP.png
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
launches opponents on hit, can be followed by an air combo


Crouching Light Kick
2Lk.png
Amingo 2LK.png
footsies
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


Crouching Medium Punch
2Mk.png
Amingo 3HK.png
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 3Hk.png


Crouching Heavy Kick
2Hk.png
Amingo 2HK.png
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


Universal Launcher- Kick version
3Hk.png
Amingo 3HK.png
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
Same animation as crouching medium kick. It launches opponents on hit, and can be followed by an air combo


Air Light Punch
j.Lp.png
Amingo j.LP.png
God of Creativity
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


Air Medium Punch
j.Mp.png
Amingo j.MP.png
Damage Startup Active Recovery Guard
8 8 3 22 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

3Hp.png but jumping


Jumping Heavy Punch
j.Hp.png
Amingo j.HP.png
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
knocks down aerial opponents


Air Light Kick
j.Lk.png
Amingo j.LK.png
2LK but jumping
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


Air Medium Kick
j.Mk.png
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


Air Heavy Kick
j.Hk.png
Amingo j.HK.png
Here it is! the other half of your kit
Damage Startup Active Recovery Guard
15 11 5 23 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen Special, Super - - -

BIG
deals great damage and is a multihit
opressive hitbox for some characters

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 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.png, which is faster or Hp.png, which has more range and deals more damage but is much slower.
Cactus Bounce (Midori no Kanki)
Qcb.png + P.png
4 x 2 + 12 / 5 x 2 + 12
a short bounce
can be used to end combos for somewhat reliable damage but isn't used much
Child of the Earth (punch: Daichi no Kodomo)
Qcf.png + Lk.png
12
summons a small minion that travels slowly forward and smashes down on contact with an opponent.
you can cross the opponent up and the minion won't change direction, allowing for crossup mixups.
Child of the Earth (kick: Daichi no Kodomo)
Qcf.png + Hk.png
12
Nearly identical to the previous version but does a kick instead
they deal the same damage and appear to have the same speed so this will be updated if we find differences
Child of the Earth (grab: Daicho No Kodomo)
Qcb.png + K.png
12 + 6
Throw.pngsummons a small minion that travels slowly forward and grabs opponents on contact.
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

Name
Command
Damage
Special Properties (glossary)
Law of Vegetation (Maracas: Taiyo no Megumi)
Qcb.png + Lp.pngHp.png
4 x 7 + 15
sends a small vine with a hitgrab
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.
Sun's Blessing (Vine: Shokubutsu no Okite)
Qcf.png + Lk.pngHk.png
6 x 3
big pillar super
only a few combos launch but don't push them back too much for this to hit
Mash.png Mash buttons for 2 bonus hits

Assist Moves

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

The Basics

On the plus side, your moves do excellent damage: 2Hp.png 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 jHk.png and 5Hp.png. You can cancel 5Hp.png 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: 5Hk.png, (jLp.png, Qcf.pngLp.png, pause, jLk.png, jLp.png, land) X n

section between parentheses can be repeated until they die or you drop the combo

video of it in action

using Thanos bubble to extend and push them into the corner for the infinite

Advanced Strategy

No


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