I’m not going to start a new thread since this one is already a comfy Amingo spot, but some basic Amingo starters for new players:
Notable Normals:
s.:hp: - good range, force a sj or jump in or etc.
s.:hk: - beat or trade with a jump in
j.:hk: - overhead mix-up…can hit more than once or just once to confuse how long an opponent should block standing before shifting to blocking low…try and follow up with c.lk or s.lp if you manage a hit as it offers little stun
c.:hk: - another useful poke that goes nearly 3/4 screen, force a jump-in, stuff assists, etc.
sj.lp - what you will be using air to air mostly if at all
Air to air on sj: Amingo does not have too much to rely on during sj if you are above or even in front of him…he can use qcf+:p: to try and hit you, but if you are above him, he has to just wait it out…if you have no air stall move, he can qcf+:lp: to hang longer than you and gain air advantage by falling with sj.:hk:
Air to air on nj: With no cover, he will mostly be using j.lp to anticipate jumps
Kaze no Sakebi H qcf + P (air)
-can only perform once in the air on sj
-can tiger knee to go through opponent or get in quick overhead or not
-basic forward propulsion given proper cover…dumb move to use in a 1v1 given it’s slow recovery
-used to form both of his corner infinites
-good in retreating from a sjing opponent if they try and land on you or near you…be sure to plant appropriate assist behind you if you can to even employ some cross-up opportunities
Midori no Kanki H qcb + P
-mostly used as a cross-up tool (mentioned later)
Daichi no Kodomo (Tsukami) h qcb + K
-his most favorable cacti drop as it is unblockable
-can be used to cancel his long-reaching normals for successive pokes
-can be dropped behind him to give him something to leave for you to worry about as he sjs over you
-allows for some tricky unblockable set-ups…experiment and see what you like
-can only have 2 on-screen at a time
Daichi no Kodomo (Punch) h qcf + LK
-the other one
-marvel is mostly too fast for these to be a big threat anyway, so why not focus on dropping the grab unblockable ones when you do
Daichi no Kodomo (Kick) h qcf + HK
-the other one
-yeah…
Taiyou no Megumi qcf + KK
-good anti-air
-good frame-kill for a quick dhc
-it’s been said that he has slight invinciblity on it’s start up as he is just not there (so try this vs the first set of HSF drones into DHC or whatever else applicable)
Shokubutsu no Okite qcb + PP
-mentioned as being used in some unblockable set-ups…work on it and see if you can get anything useful from it in-play
-the flower can’t be destroyed (so it bails through Tron’s servbot’s when she does her THC alone…who knows what else…apply as needed)
Assists, Variable Counters, And THCs
a: Life Up Fruit HP Midori no Kanki Taiyou no Megumi
-assist is not as useful given MvC2’s fast pace
-decent variable counter vs jump-ins but no real follow up
-THC is same for all
-you can recall on hit
B: Defence Up Fruit HP Kaze no Sakebi Taiyou no Megumi
-ups your character’s defense by 50%…very nice
-decent variable counter as he can cancel into his qcb+PP or qcf+KK as anti-air
-you can recall on hit
y: HP Kaze no Sakebi HP Midori no Kanki Taiyou no Megumi
-poor chip
-you can link before knockdown or OTG on hit
-forward attack
-makes no sense why the variable counter isn’t the same…
Ground Throws: When close, b / f + HP
-doesn’t allow for much of a throw mix-up being his only one
-when you do get it, you get ground advantage since they have to land
Mid-Air Throws: When close, any dir. but d / u + HP in air
-very easy tech, but recreates same situation as ground version
-won’t see much of this
Knockdown Attack: Crouching HK
-hits front and back, so it is a good option when you employ a cross-up and are not sure of which side you will land on
Variable Attack: Jumping HK
-if it was multi-hitting like it’s jumping equivalent, this would be beast
Snapback Attack: Standing HP
-nasty range, but experiment with actually performing a double snap into assist kill off of it…you need a pre-occupying assist (e.g., Doom-B, Blackheart-B, Cable-B, etc.)
-slow recovery
Amingo on launch:
Amingo can pursue you for the AC into FS into advantage or he can:
after connecting with a launch:
- qcf+:lp: while dropping an appropriate assist behind them
- qcb+:lp: forces them to block the opposite direction as they fall on it…if blocked correctly, usually a free throw…if not, you can link if you pick an appropriate assist that juggles off of it
- sj. xx qcf+:lp: into overhead on the opposite direction or whiff overhead into relaunch
- sj.:lp: xx qcf+:lp: the ball special whiffs and crosses up at a decent speed and lets you fall with sj.lk, sj.mk to combo into whatever…let’s you drop something behind them as you launch for the reset on landing
Amingo after FS:
if you cause FS w/…
sj. anything into sj.:hp: Amingo will dash up where you can
-overhead with j.:lk:
-cross up with qcb+:hp: leaving a trailing assist
-tick throw
uf sj.:lk:, sj.:mk:, sj.:hk: Amingo will fall onto you where he can
-qcf+:lp: and drift to whichever side he wants to hit you on
-fall whiffing sj.:hp: and hit you low or throw
-fall with sj.:hk: and make you block wrong and repeat
1 guardbreak to start off until you explore other options: j.:lp: xx qcf+:p:
if you drop certain assists as you j.:lp:, you can juggle afterwards
hit with s.:hk: and then cancel to qcf+:hp: and you will cross-up…try leaving an assist behind you to juggle off of
Basic Amingo :tup:
cred to Kao Megura for the movelist