I do admit that the qcb pp is a little hard to dhc, but you just gotta find the right special to follow it with. I use dooms straight up laser shot special. I also do admit that going with a good air combo probably does do more damage than either of his specials. But in terms of qcb pp/qcf kk i personally prefer qcb pp. Also, when you say its instant, i have been hit many times by a rushdown mag in the startup frames of qcf kk. and when he blocks it, i sometimes get punished. I have to check and make sure its not just me, but i dont think qcf kk is completely safe when blocked. Also, does anyone use his normals in excess. I constantly use standing fierce punch in conjunction with doom anti air assist to push opponents back. i also use standing fierce kick as an anti air. (hardly anyone uses anti airs in this game like they do in games like cvs2 and 3s, probably because it is mostly impractical) His normals, when used in excess, probably rival the effectiveness of most of his special moves.
Hm, well I’ve never seen Blessings punished if it’s air blocked, and I’ve never seen it been knocked out of it’s start up frame either, but just because I’ve never seen it doesn’t mean it doesn’t happen… yeah do test it out and get back to us.
As for damage and DHCs, the nice thing about Blessings is you can DHC after you get all the hits from it. That means you get maximum damage from the DHC. With Law you have to DHC before Amingo is finished shaking them around and getting all the damage out of it.
For example, you can DHC to HSF pretty nicely out of both supers. But doing it after Blessings does a lot more damage. This is consistent with pretty much any super you want to DHC to, Proton Cannon, Tempest, Hail Storm, KBA, Kochou Gakure, Armageddon, Mega Optic Blast… the combos all do more damage out of a DHC from Blessings.
Also as I’ve mentioned, some supers that will connect after Blessings and add on a lot to the damage, such as Sonic Hurricane, Doom’s Electric Ball thingie, Felicia’s Please Help Me, Tron’s Lunch Rush, Headcrush, will completely miss on a DHC from Law. Unless you DHC the moment Amingo grabs the opponent, which is a waste of damage and meter. Doom’s Rising Flame thingie connects nicely, but it doesn’t do much damage sadly.
It’s cool that you like Law of Vegetation, that the way you play. Not saying there’s only one way to play Amingo, but personally I don’t use his supers unless I happen to catch an aggressive opponent with Blessings… and even then, nowadays I just use an AAA on them instead of bothering with the super most of the time.
WARNING:MASSIVE POST ALERT
Here are my thoughts on Amingo [Part 1 of a possible 2]…
Amingo is insainely potent when given the proper assists and equipment for battle. The equipment is stuff to cover up his weaknesses…
1]Cannot defend against full blown runaway
-Storm, Dhalsim, and other characters that can sit in the high sj area indefinitely will beat him almost as easily as activating the gambit glitch.
1-a]He gets Commando, or BH to use to cover this. I like BH most.
2]He cannot combo his ground super for respectable damage from the ground at mid screen.
-The only way to combo the thing is to launch them [unless you pin them in the corner or are ass kicking any giant but Sentinel]. Air comboing them instead of vine supering does more damage and you still have your meter. Not satisfactory IMO…
2-a]He gets BH-b, Doom-b, Storm-a, Sentinel-y, Cyclops-b, or Sonson-y.
-I like BH the most, but Storm-a whipes out more stuff. Doom can be useful here too. if you tiger knee dashball through them leaving Doom behind them setting up a very deadly mind game. If they block low you can hk [1 hit] and surprisingly it will armor pierce, you can lk,mk if you fire it fast enough. This is all before you land [which is almost immediate] making them suck rocks [and Vine super]. If they block high, you wait and ducking lk [so they suck rocks and vines anyways]
3]He is real hard to DHC in well and expect it to combo.
-His vertical super has no horizontal range making DHC ins of Amingo virtually useless. DHC outs are WAY more effective than one might think. Except for [sometimes] Cable, virtually any super can be DHC’d into [or at least any that I can think of right now…], but DHCing Amingo in? That part leaves alot to be desired.
3-a]I tend to use him first and DHC someone else in [Framekill hail or KBA can be fun] so that I do massive damage. Then I sometimes deliberately sacrifice him as an assist so that I can DHC properly [without getting GB off the fall in…]; Enough coping out
-Doom-b [damage will suck], Sonson-y [extremely tricky], and Magneto-b should work [theoretically]. Storm-a, Guile-a, and Cyc-b at point blank range is the $#!+.
4]Due to his size he is succeptable to guardstun traps
-I’ll get to the point
4-a]Sakura dash stops Cable’s bullets and will only be slowed by a vb [of course, Cable can AHVB her so do it when he has only 1 level of meter], and it will own Spiral’s knife traps. It also can set up the Amingo vine, and she can DHC out into Amingo’s supers. Giving her Doom can make things interesting. Of course you can use other assists like Storm-a if you want though.
4-b]LEARN THE GUARD CANCELL and combine it with above.
4-c]Use the sj and tk dashballs to generate offence, dodge assists, and set up vine supers that cross up air attackers when backed by a character that can be safely DHC’d in. This prevents you from ever getting trapped in the first place. Not only that, but Doom-b abuse when combined with this and constant attacking and various crossfires can get retatdedly annoying. Add a grab and a strike cactus together where possible and it’s even worse :evil:
In case I don’t write a part 2, try Amingo, BH, Doom. You’ll love it.
More Later if I remember…