Marvel vs. Capcom 2 Walkthrough :
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Walkthrough - Amingo Character FAQ123456789012345678901234567890123456789012345678901234567890123456789012345678 0 1 2 3 4 5 6 7 ------ AMINGO ------ Character FAQ for Marvel vs Capcom 2: New Age of Heroes Version: 0.5 Written by: Surreal (Nathan C. Lee) email: surreal@canada.com Copyright 2001 Nathan C. Lee This FAQ or any portion thereof may not be reproduced in any form without the expressed written permission and clearly labelled recognition of the author. Furthermore, the granted permission will be applicable only for the version of the FAQ that was available during the time of the request. If I have granted you permission in the past to display an older version of this FAQ on your website, but I did not personally submit any newer versions to your site, that means you do NOT have permission to copy an up to date version from another site. Revision History: (further details at bottom of FAQ) ver 0.1 - 30 June, 2001 - FAQ created, not nearly complete ver 0.2 - 4 July, 2001 - still working at it... ver 0.3 - 8 July, 2001 - tick tock, tick tock, only a few more sections to go ver 0.4 - 11 July, 2001 - nearly done, finishing touches ver 0.5 - 13 July, 2001 - basically finished all the main sections The most recently updated sections or additional notes will be marked with a header called , so you can do a search for that to find the most recent additions. The most up to date version of this FAQ can always be found at: http://www.gamefaqs.com Anything you see marked with *'s means I'm working on it. They are mostly just notes to myself that I was too lazy to write on paper. ====================================================================== Table of Contents 1. Introduction 2. Pros/Cons 3. Legend 4. Moves Overview 5. Normal Moves 6. Special Moves 7. Super Moves 8. Assists 9. General Usage/Strategies 10. Combos 11. Team Selection 12. Revision Notes 13. Credits ====================================================================== --------------- 1. Introduction --------------- Who is Amingo? I honestly don't know. I've heard that he was a character created for this game, I've heard he was an obscure boss character in some Buster Bros. or Snow Bros. game, I've heard that he has his own game entirely... something that sounds like "Samba" or something, I've heard that he isn't even an original Capcom character. Don't know. Don't care. If you've found concrete proof (and not just off "some website" please) of where he's from, then please email me the details and I'll update this faq. This is my second FAQ. I wrote a Hulk one a few months ago, but I don't know if I'll ever get around to really finishing it. Chances are I won't finish this one to my satisfaction either. Like my Hulk FAQ, this FAQ covers the elements of how to use Amingo effectively (in my view). I'm not going to tell you how to play the game, what all the abbreviations mean, how to perform alpha counters, etc. For one thing, I really don't want to clutter up my FAQ with all those details. Secondly, there are many very well written FAQs at which explain how to play the game and cover just about everything you need to know (ie: they do a better job explaining it that I can). This will be by no means a pretty FAQ. Much like my Hulk one, it's pretty much a hodgepodge of ideas that I will try to write down. I made a table of contents, but that's about it. I could probably break down the individual sections more with pretty tables and organized lists of attributes, but I don't think that's what you're after anyways. That and I'm not getting paid to do this. Just go read everything, maybe twice, go play for a while, then read some more. If something doesn't work or you just can't figure it out, send me an email and I'll get back to you as soon as I can (assuming that my lousy mail server doesn't die on me again). Why did I write this FAQ? Well... to be totally honest, I should be working on my thesis right now. I suppose this is a really good form of procrastination. I suppose writing this will only increase my typing skills which in the long run will make it easier for me to type of thesis... If I have made any mistakes or if you have anything to contribute, please email me and I'll add it in my next update and list you in the credits. If you do send something in though, please make sure that it works and isn't something that isn't already listed. Thanks. ====================================================================== ------------ 2. Pros/Cons ------------ Why play as Amingo? - he does above average damage (comparable, and actually exceeding Captain America in some cases), but maintains an average defence - always underrated and unexpected - easy to learn - not many people know how to deal with his little cactus helpers - good pressure and cross up abilities - very high priority jump in - excellent combos, very easy to perform (for most of them), very high damage - builds metre fairly quickly, doesn't need to use supers to deal high damage - has one very good all purpose super, and one "laughable" super - very much a team player who can provide an extremely frustrating offence when paired with the correct partners (and corresponding assists) - a very good character to use to learn how to call assists properly - he's big, green, and thorny Cons - no keep away game - also can't play against keep away very well - slow movement speed - kind of predictable once the initial intrigue wears off - wide body, which can make him a victim of cross ups - assists are not that useful - requires good partners to be truly useful - not very good air-to-air and anti-air abilities ====================================================================== --------- 3. Legend (and other miscellaneous abbreviations) --------- u/d/f/b up/down/forward/back uf/ub/df/db the corresponding diagonals s/c standing/crouching (I interchange 'c' and 'd' all the time) j/sj jump/super jump P/K punch/kick PP/KK both punch/kick buttons qcf quarter circle forward (roll the joystick from down to forward) qcb quarter circle back (roll from down to back) hcf half circle forward (roll from back to down to forward) hcb half circle back (roll from forward to down to back) (air) means the move can be performed in the air AC air combo OTG off the ground THC triple hyper combo DHC delayed hyper combo lp/mp/hp punches: jab/strong/fierce (aka light/medium/heavy punch) lk/mk/hk kicks: short/forward/roundhouse (aka light/medium/heavy kick) I've probably forgotten a whole bunch of other things to add, but who really reads this section anyways? ====================================================================== ----------------- 4. Moves Overview ----------------- Launchers: c.mp, c.mk Knockdown/Sweep: c.hk Snapback Animation: s.hp (one of the longest range snapbacks in the game) Overheads: none Low Attacks: c.lk, c.hk Ground knockbacks: standing: hk crouching: none AC finishers: hp, hk, onion dash combo chains: ground - weak to strong (2 hits)* jump - weak to strong (2 hits)* s. jump - magic series (5 hits)* *can technically be more since Amingo's fierces/roundhouses can hit multiple times Special Moves ------------- (I don't know any of the "proper" names, and the Japanese ones take to long to type up, so I just made them up) Onion Dash qcf + P Onion Bounce qcb + P Punch/Kick Helper qcf + K Grab Helper qcb + K Assists Counter THC ------- ------- --- Heal: Life Up (fruit) hp Onion Bounce Vine super Enhance: Defence Up (fruit) hp Onion Dash Vine super Balance: hp Onion Dash hp Onion Bounce Vine super Super Moves (sometimes called hyper combos) ----------- (I don't know any of the "proper names" for these either) Vine Super qcf + KK Dancing Super qcb + PP Damage Table ------------ Note: Damage statistics were acquired on a Dreamcast with damage setting at 2 (out of 4) against a normal defence character (Cable). lp mp hp lk mk hk -- -- -- -- -- -- standing 5 8 5+5+5+4=19 5 8 14 crouching 5 8 14+14=28 5 8 14 jumping 5 8 14 5 8 5+5+5=15 throws (ground & air) 3+3+3+8 = 17 Onion Dash lp 4+4+10 = 18 hp 3+3+3+2+2+2+9 = 24 Onion Bounce lp 4+4+10 = 18 hp 5+5+12 = 22 Punch Helper 12 Kick Helper 12 Grab Helper 12+6 = 18 (damage is same regardless of the kick button used) Vine super ~ 45 (approx.) Dancing super = 43 Movement -------- Walking - slow speed, don't ever walk with Amingo Dashing - kind of glides across the ground, 1/2 screen - very slow Back Dash - a relatively quick hop back 1/3 of screen Wavedash - PP, d+PP, d+PP...repeat - since Amingo's entire dash is slow, wavedashing is pretty much useless Duck - squats down slightly, not much reduction in height Jump - jumps and somersaults in the air - a standard jump, not too useful Dash Jump - better than his normal jump, brings you in deep for combos - this is your movement mode of choice Super Jump - your basic super jump Colour ------ Well ok, this doesn't belong in the Moves Overview section, but I couldn't think of anywhere else to put it. As you can tell, my grasp of colours is rather poor. It doesn't help that my tv has shoddy colour too. body pants (there are other categories, I'm too lazy to put them up) ---- ----- lp: green yellow hp: greenish light blue A1: greenish yellow lk: brownish brown hk: dark green red A2: dark green dark yellow ====================================================================== --------------- 5. Normal Moves --------------- General ------- Most of Amingo's attacks come out quickly, have good range and decent priority. In general, his kicks are faster and open more combo possibilities, while his fierce punches are good for ending ground combos. Amingo's standing and ducking fierces have great range, deal immense damage and make good combo enders (not counting cancelling into specials or supers). A fact that is often overlooked is that Amingo can call out assists during the long animations of his fierces (and jumping roundhouse). Coupled with his little helpers, this adds immensely to Amingo's pressure game and can rack up the damage very quickly without the use of supers. It also adds a little variety to the standard launcher-to-aircombo game. More on this will be mentioned in the section 10 (combos) and section 11 (team selection). While his air-to-ground game is very good (mostly due to j.hk), Amingo lacks a good air-to-air game. He is also somewhat poor in the anti-air department and so must rely on assists. Throws ------ ground: when close, b or f + hp - 3 + 3 + 3 + 8 = 17 damage - Amingo wraps a vine around your opponent and thwacks them several times in the head, then tosses them away at a slight arc - Amingo has poor throw range air: when close, f + hp - 3 + 3 + 3 + 8 = 17 damage - looks exactly the same as the ground version, except you fall to the ground while hitting your opponent Amingo does not have a kick throw on ground or in the air. You generally don't want to throw with Amingo. His throw range is poor and they don't do much more damage than his heavy attacks (and that's not even considering that cancelling into a special or super will do even more damage). It is also fairly easy to tech hit out of. The same applies for his air throw. His air throw also brings both of you back to the ground, which may or may not be what you want depending how you play. After a throw, Amingo throws your opponent back about 3/4 screen. During most of the knockback, your opponent is vulnerable; unfortunately, Amingo doesn't recover until they've almost landed. It is possible to follow up the throw with an attack. The simplest is to do a c.hp which will catch them for the second hit. If you are willing to dash a bit, you can get some decent damage from a s.hp or an hp Onion Dash (which you can do from the air after jumping forward if you like). The most difficult, though potentially rewarding is dashing (or perhaps wavedashing) to connect with a df.hp which will launch them up into the air for a combo. See section 10 for a semi-infinite combo. Standing -------- Jab - 5 damage - a spiky fist jab s.lp - a standard poking jab - decent range, but the spike extends slightly beyond the hit range - less range than the c.lk - comes out moderately fast - almost no stun, combos into any stronger normal move, but not specials - there is really no use for this move - c.lk is much better in every way Strong - 8 damage - a giant thorny hand slap (for some reason, Amingo grows an s.mp an extra finger in the animation (from 3 to 4)) - better range than the jab, fairly fast - good stun time, but pushes back - combos into the Onion Dash or Dancing super - except for comboing into the Dancing super, there is really no use for this move either Fierce - 5 + 5 + 5 + 4 = 19 damage - Amingo's arm becomes a long thrusting, s.hp spinning, spiky flower - over half screen range - the further you are from your opponent, the fewer the hits - the flower at the end is fairly large and has a good hit area - very fast startup (for a fierce) and good recovery time, but... - the animation lingers a long time, but the flower head will inflict damage if anybody walks into it during that time (this also means that if you stop blocking too early, you will take damage) - no chipping damage - can cancel any time into an Onion Dash - if very close, can cancel into the Dancing super after 1 or 2 hits - the hit detection is only for the flower head (I think) - Amingo's extended arm is still vulnerable to damage - only use this move in a ground combo or to counter mistakes - this is your snapback attack (but it will only do 5 damage) - the snapback effect lingers for the entire animation; as far as I know, this is the only snapback in the game which lingers Short - 5 damage - a quick kick to the shins s.lk - shorter range than the jab - essentially the same uses as s.lp (ie: none) - better stun than the s.lp - there is no need to ever use this move Forward - 8 damage - Amingo's foot turns into one of those pipe plants from s.mk Super Mario 1 (you'll know it when you see it) - basically the same uses as s.mp but with better range and slightly slower speed (which is moot since you can only combo into this) - can also combo into the Dancing super Roundhouse - 14 damage - Amingo plants both hands into the ground and thrusts s.hk his spiky round body upwards at ~75 - moderate speed startup and recovery - knocks back a half screen - the hit area is larger than the animation (about 1/3 screen wide, and 2/3 screen tall) - decent (not great) anti air with fair priority - no combo possibilities except those mentioned below - can only combo into an Onion Bounce if part of a ground combo - can only combo into a Vine super if you opponent is in the corner (only works on large opponents, and must cancel very quickly) Crouching --------- jab - 5 damage - exactly like the s.lp, except lower c.lp - just like the s.lp, there is no good reason to ever use this strong - 8 damage - a thorny uppercut c.mp - launcher - animation starts very quickly, but the actual hit doesn't register until a split second afterwards - almost no horizontal range, your arm will pass through opponents standing next to you - decent vertical range, similar to the shoto uppercut - only moderate priority - terrible as an anti-air move - avoid this launcher at all costs fierce - 14 + 14 = 28 damage - Amingo plants his arms and sends big vines c.hp along the ground that snake towards your opponent and bites him - ludicrous horizontal range, about 3/4 screen width - the hit detection is only for the head of the vine, so you must be close to get both hits; the first hit (1/4 screen range) registers when Amingo plants his hands down, the second hit (3/4 range, your first hit will push them here) is the bite at the end of the vine - the first hit can only hit opponents standing next to Amingo - the second hit can hit those who are 1/2 a screen up - combos from any weak attack - can combo into a fierce onion dash immediately after the second hit (and can then combo into a Vine super in certain circumstances) if you started the move very close to your opponent - the vine is vulnerable to damage, so be careful when using it short - 5 damage - a swift low kick c.lk - must be blocked low - very fast - the best range out of all his weak attacks (although the animation extends slightly past the hit area) - start all your ground combos with this - makes a good OTG (with c.mk) into an air combo when Amingo switches in - this work is copy right year two thousand and one by N.Le e - if you're wondering, if someone is trying to rip off my work, I'm trying to throw off the word processor's edit/find command forward - 8 damage - Amingo dips his legs into the ground and giant thorns c.mk shoot up in front of him - your launcher of choice - arguably one of the better launcher in the game - despite coming out of the ground, the thorns do not hit low - very fast startup and recovery - as far as I know, hitting the thorns does not damage Amingo (but they're so fast that it's hard to tell) - the hit range is smaller than the animation; about 1/4 screen wide and 1/4 screen tall - the large horizontal range nearly guarantees a launch if you connect with a c.lk first - the low vertical range makes this a lousy anti-air attack - combos into the Vine super, but you don't get the maximum damage from the super (see section 7 for more details) roundhouse - 14 damage - Amingo shrinks into a spinning cactus ball c.hk - Amingo's only knockdown/sweep attack - hits low (stating the obvious, Duh!) - pretty fast startup, but long recovery since you continue spinning even after you've hit your opponent - can OTG with a jab Onion Dash (the fierce does less damage) - can also OTG with a Vine super for very good damage Jumping ------- jab - 5 damage - a downward poke, very similar to his other jabs j.lp - use only as a starter for his air combos - hits only a small area in front of Amingo - terrible air-to-air priority - terribly jump in attack strong - 8 damage - looks exactly like his c.mp j.mp - behaves just like c.mp as well - hits fairly high - lifts your opponent some more in the air, usually putting them above you, out of range of the rest of your air combo - use this move only as combo filler (but there are better alternatives anyways) fierce - 14 damage - double spiked ball overhead swing j.hp - despite its looks, this only hits in the area diagonally below - slow startup and recovery - very lousy air-to-air move, decent air-to-ground - lots of stun if used as a jump-in - if jumping in with this, either follow up with standard ground combo or do a jab Onion Dash before hitting the ground (you will either knock them down or pass through their body(!)) - AC finisher, knocks back half a screen short - 5 damage - a spiky downward kick j.lk - quick startup and recovery - good range - decent priority - your typical j.lk - arguably Amingo's best jump in forward - 8 damage - looks just like his c.hk j.mk - slightly less range than j.lk - fast startup and recovery - good stun time (making it very easy to go into a ground combo) - hits on both sides of Amingo, making this your ideal cross up move - in an AC, combos into lk, hp, hk or Onion Dash roundhouse - 5 + 5 + 5 = 15 damage - the infamous drilling plant kick j.hk - quick startup, but slow recovery (sort of; it's actually a long multi-hitting animation) - immense priority - deceptively good range - the three hits comes out in fairly quick succession - not too much stun time per hit - can be pushblocked - once this drill comes out, you have to wait for all three hits to come out or touch the ground before you can do anything else; this can leave you extremely vulnerable if you throw out the kick at random or too early in the air - when jumping in with this, don't start too early or the third hit will occur too early before you touch the ground, giving your opponent time to block before you can begin your ground combo - if you do start too early (sometimes you'll do this simply for pressuring), then call in an assist during the kick - the great thing about this move is that it is much more difficult for your opponent to predict when to drop to a low guard since they must wait out all 3 high hits first - AC finisher, knocks back 3/4 of the screen ====================================================================== ---------------- 6. Special Moves ---------------- Onion Dash ---------- qcf + P jab: 3 hits - 4 + 4 + 10 = 18 damage (air) range - 1/2 screen fierce: 7 hits - 3 + 3 + 3 + 2 + 2 + 2 + 9 = 24 damage range - 3/4 screen Amingo turns his body into a big dashing onion with eyes and zips quickly across the screen. The further you are from your opponent, the fewer hits you will get, although the missed hits will be the beginning ones, so if you miss the first hit of the jab version, you will still do 4+10 = 14 damage. The Onion Dash comes out very quickly and travels quickly as well. The fierce version starts up marginally slower, but also travels faster. The initial movement of both versions is the quickest, and slows down considerably at the end of the dash. Recovery time is decent (the jab recovers more quickly), but a blocked Onion Dash usually means trouble. The hits from the fierce occur in a rapid succession, with just enough stun between each hit to ensure the next. The jab version hits rather slowly, thus there is a lot of stun between the 3 hits. More importantly, there is a longer stun at the end of the jab version. The jab version also knocks the opponent slightly upwards after the last hit. All of this means that the jab Onion Dash has some interesting comboing properties, which will be explained in greater detail in sections 9 and 10. I have not noticed any differences at all between the ground and air versions of the Onion Dash. Damage, speed, startup and lag are all the same. If need be, the Onion Dash can be used as a quick means of movement. Usually, it will be done from the air, passing over your opponent in an attempt to cross up. As a counter to mistakes, the Onion Dash is your quickest means to deal some damage to the other side of the screen (though if blocked, you're leaving yourself open to trouble). I believe the Onion Dash deals one pixel of block damage per hit. However, due to the moderately slow recovery on the Onion Dash, do not go for it unless you're sure it will finish your opponent off. Also, since this is a dashing type of attack with multiple hits, it is susceptible to pushblocks. If an Onion Dash (from the ground) connects on large opponents, you can cancel before the last hit into a Vine super for a lot of damage (because the vine hits will be starting from the ground; see section 7). If you connect in the corner, regardless of your opponent's size, cancel immediately into a Vine super. Out of the corner, this usually only works on the big guys like Juggernaut, but it sometimes works on a select few smaller guys too. It all depends on how quickly your opponent recovers from hits, how far they get pushed back, and most importantly their stun animation. For certain opponents such as Iceman, their stun frame extends a portion of their body out (in Iceman's case, his arm). When you cancel into the Vine, the growing vine must be able to snag that extended appendage. This works on the big guys since... well, they're big. However, on all of the small guys, this procedure is not guaranteed. Very often, your opponent will have just enough time to block before the growing vine reaches them, which instead drags them into the vine for a bunch of block damage. Perhaps I should mention that if you're going for block damage, this is probably the best way to do it. You only have to watch out for people who are very good at pushblocking. You can combo the Onion Dash off of any weak, medium or heavy attack on the ground (not counting his launchers), making it your basic combo finisher if you don't cancel into the Vine super. It is also a good air combo finisher (see section 10). For a change of pace, you can also jump in with a j.hp and a jab Onion Dash. Even if blocked, the jab Onion Dash will cross up (usually passing through your opponent's head). Against super armour opponents, if you use the Onion Dash by itself, the jab (lp) version stuns only on the third (the last) hit. The fierce (hp) stuns on the first hit. Obviously, this makes the fierce version the one to choose. In air-to-air encounters, the Onion Dash is probably your best move since Amingo does not have any good air-to-air normal moves. It comes out quickly and can move across the screen which may catch your opponent off guard. If nothing else, it puts your opponent in block long enough that your eventual elevation difference will make it difficult to attack (unless they fly or air dash). Actually, if your opponent can fly or air-dash effectively, just bring them down with assists instead. Onion Bounce ------------ qcb + P jab: 3 hits - 4 + 4 + 10 = 18 damage fierce: 3 hits - 5 + 5 + 12 = 22 damage Amingo shrinks back into the ground, becomes a large tulip-kissing shape, then bounces in a slight arc as a spiky ball. The jab version makes you bounce 1/4 screen across, the fierce makes you bounce a 1/3 screen. Both versions bounce up about half a screen. The "tulip kiss" is the first hit, the top of the bounce is the second, and the third hit registers near the end of the bounce. The first half of the bounce is nearly instantaneous, making it good for catching people off guard. The second half (after the second hit) is very slow as Amingo falls back down. This is where people will try to counter you, but if they're not careful, they will be hit by the third hit. It is important to note that the bounce is not semi-circular in shape, but rather like a sideways teardrop. The first half moves you very quickly along the "straight" part of the teardrop, while the second moves you very slowly along the "curved" part. As much as I can tell, the difference between the jab and fierce version is only the range and damage (so there really is no point to use the jab one). This move has only average priority and is only an average anti-air move. Its only real asset comes from its initial speed which can sometimes catch people off guard. It also lifts Amingo off the ground, protecting him from various ground and sweep moves. However, unless you're very close or your opponent is very large, your Bounce will tend go right over ducking/sweeping opponents. As mentioned, the startup time is almost nothing, but the recovery is bad. Actually, Amingo recovers very quickly when he reaches the ground, but that hang time in the second half of the bounce is terrible. The Onion Bounce can be comboed off any weak or medium attack, but not fierces (unlike the Onion Dash) since they will be pushed too far out of range. You also cannot combo into either super when you land. Against super armour opponents, the Onion Bounce stuns on the first hit (for both versions). For the most part, anything the Bounce does, the Dash does better. Better speed, better priority, better range, better recovery, more damage/block damage, etc. If anyone knows of a really good use for the Onion Bounce, I'd like to hear about it. Attack Helper ------------- qcf + K short: punch helper - 12 damage fierce: kick helper - 12 damage Amingo plucks a seed from his hat, plants it into the ground, and a moment later a little cactus helper (complete with hat) pops up and hops/bounces along the ground until it reaches your opponent and hits them. Functionally, think of it as a much slower but less visible version of Jill's dog helper. The helpers are about a quarter the size of Amingo and hop along the ground very slowly with an obvious "boing boing" sound. If you are hit before the helper emerges, the move is wasted. You can have up to two helpers on the screen at once. They do not have to be the same kind and can also be of the "grab" variety (see the next section). Note that all helpers look exactly alike. The punch helper does exactly that. It hops along until it reaches your opponent, then jumps up a tiny bit and swings an arm down. The kick helper behaves in exactly the same way, except it (duh!) kicks. However, the kick helper doesn't do that little jump before attacking, so it actually attacks faster. This makes the kick helper the preferred choice. The only time you want to use the punch helper is if your opponent uses a lot of normal jumps, since the punch helper has slightly better height and can occasionally catch opponents near the beginning or end of their jump. The startup time for this move is quite long, so you'll want to plant your helpers carefully. Amingo is actually free to move or attack as soon as the seed has finished planting and begins to sprout. This is good because opponents often think that he can't move until the helper has finished coming out of the ground and will usually try to attack during that time. This lets you react in any number of ways, including: jumping away (or in with an attack), calling an assist, performing an Onion Dash or Bounce, or countering their jump in with the Vine super. Another benefit of the quick recovery is that you can plant two helpers in quick succession. The helpers have a fairly large hit area in front of them. Even better is that their hit area also extends to just slightly behind them. So if your opponent jumps and lands right behind them, they will still take a hit. Your helpers will even hit if your opponent jumps far behind them, but then backs up into them (or was pushed in by one of Amingo's long range attacks). The helpers can be defeated by any hit, after which they will make a little whining sound and shrink back into the ground. The true benefit of the attack helpers comes not from the damage that they do, but from the large stun which their attack induces. When pressuring, even a split second of stun is all you need to follow up into a large combo. The helpers have the same colour scheme and same colour hat as Amingo. An odd and pointless fact about the helpers is that if Amingo is hit with any attacks which changes his body's colour (such as being on fire or covered in electricity), the helpers will adopt the same colour change. See Section 9.1 for many more details on how to use your helpers. Grab Helper ----------- qcb + K 2 hits - 12 + 6 = 18 damage In terms of performing the move, this looks and behaves exactly like the attack helper. Also, the grab helpers themselves looks exactly the same as the attack helpers. The only clue to the difference is that they hop much more slowly (about 1/2 of the normal speed). Other than the speed and their type of attack, everything else is exactly the same. Oh, except for one teensy little thing... they're unblockable. While this is a great advantage, don't forget that just like all other unblockable attacks in the game, the attack will fail if your opponent is currently in blockstun from another attack. Just like the attack helpers, the grab helpers hop slowly along the ground until they reach your opponent and grabs their leg and holds on for a second (doing 12 damage). Then they release and your opponent is knocked back half a screen (for the other 6 damage) in the direction away from you (it doesn't matter if you jump over during the grab, the release will still be going away from you). During the grab and hold, your opponent is immune to damage and cannot be hit. They can be hit as soon as they are released, but it can be difficult to catch them because of the knockback. Also, your opponent will have recovered and be able to block after he's flown halfway in the knockback, so you have a very limited time window in which to attack. Due to the large knockback, a standard combo off the grab will not connect unless you hit immediately with a launcher (df+hk) into an air combo. If you are too far away, your best bet is to simply use a standing or crouching fierce, and/or a fierce Onion Dash, and/or a Vine super. The difference between the short and roundhouse versions is how the helper makes the grab. The lk version will make a larger and faster jump when it is a 1/4 screen away from your opponent. The hk version simply hops along until it's close enough to grab. Generally, you will want to use the lk version simply because it is faster. However (but I'm not 100% sure about this), I don't think that the lk version's hit area extends behind it like the other helpers'. Something to note for both versions is that they can't catch jumping opponents. Your opponent will merely be knocked back and for 12 damage (and don't forget that they can't block it). The grab helpers can sometimes be frustrating because they can actually interrupt you mid-combo. The grab takes precedence over any attack which you are making. See section 9.1 for more details on how to use the grab helpers. ====================================================================== -------------- 7. Super Moves -------------- Vine Super (THC - any assist) ---------- qcf + KK maximum 28 hits, 45 damage Amingo shrinks completely into the ground (except for his hat), then quickly grows into a giant spinning vine that reaches two screens high. The start up on this is almost instant and Amingo is nearly invulnerable since he's underground (I think you can still hit his hat). After the initial frame, the Vine then grows very quickly, reaching a full height of about 2 screens and is a bit wider than Amingo at the base (and reaching a point at the top) when fully grown. This is one of the few completely "vertical" supers in the game. It has a very narrow horizontal range (which can "grow", although by the time you grow and hit your opponent, they will be blocking), but it does hit on both sides of Amingo, hence allowing the possibility of crossup. If this connects, your opponent will be pushed upwards as the vine grows up to the full height. For full hits and maximum damage, you have to connect while your opponent is standing on the ground so that he can be lifted the greatest length, otherwise he will bounce around a bit at the top since the vine keeps pushing once your opponent reaches the top. This means that if you connect the Vine super off the launch, you will not get full damage. Actually, off the launch you get about half damage. You would get more damage from a simple air combo. If this super is blocked, it has a vacuum effect which pulls your opponent into the centre of the vine for some decent chipping damage (the lower to the ground, the more chipping is done), although their elevation is not changed. An odd property here is that the vine pushes your opponent back and forth inside, so that when the super is finished they might wind up on the opposite side that they were sucked in from. While not really useful, it might confuse novice players. However, bear in mind that it is very easy to pushblock out of this. The recovery time on this super is decent, but if you missed or it was blocked (in which case your opponent is standing right next to you), you're good as gone. Another huge problem is that the entire vine is vulnerable to damage, meaning that if you didn't connect, you are now the largest target in the game. When you get hit out of the vine, you instantly revert to your stunned cactus body. The priority of the vine is very good. It will beat out any physical (ie: your opponent's own body) attack. Due to it's very good speed and invulnerability at the beginning, this super also makes a good counter to enemy attacks. I have found this especially useful when being pressured in the corner, where a quick counter with a Vine and a good DHC can quickly turn the match around. The downside to this super is that it is not very easy to combo into if you want good damage. Any normal attack will knock your opponent out of range of the vine. As mentioned earlier, you can connect off a launch for less damage than a standard air combo. The only time you would want to do this is if you really want to DHC (such as if Amingo is low on health and you want a safe switch out). The other methods to connect the Vine super are: off an Onion Dash, a helper, an assist, or as a counter to your opponent's attack. As explained in section 6, the Onion Dash can cancel into the Vine super. However, this generally only works on in the corner, or on the larger opponents. Doing it this way gives you a lot of damage since it lifts your opponent right off the ground giving you the maximum amount of hits. Off of a helper or assist, the idea is simply to get an outside source to put your opponent in stun so you can pull off the super. This can be accomplished in many ways depending on your helper/assist. The most reliable method I have found is to jump and cross over just as your assist/helper is attacking, then performing the Vine super immediately. If your assist hits, you may also throw in a fierce and/or Onion Dash for extra damage before cancelling into the super (this particular combo can easily add up to 60% damage). Personally, my most common use for the Vine super is as a counter to jump ins. Because Amingo shrinks into the ground during startup, he is safe from almost any attack your opponent is jumping in with. The quick growth of the vine will then catch them before they recover from their attack. The timing can occasionally be difficult, but that's what practice is for. Alternatively, you can dash under and cross up with the Vine (though this requires even more practice). The Vine super works very well in DHC's if you have the correct partners, and is best used as the DHC starter (for the most part, Amingo will be on point anyways since he needs assists to be truly effective; see section 11) Essentially, anything that hits vertically works well. Some of my favourite examples are: Doom's Rising Flame, Hulk's Gamma Crush, Jin's Tornado, Captain Commando's Captain Sword, Blackheart's Armageddon, and Ken's Shinryuken. Coincidentally, most of these guys have excellent anti-air assists (well, maybe not Hulk) which help Amingo greatly in his game. Keep in mind however that after two vertical or rising supers, your opponent will be knocked clear out of the screen making very few supers capable of hitting them. An often overlooked fact is that the screen is still "blue" until the opponent hits the ground, which means you can cancel out at any time and at any elevation. This lets you cancel into virtually any other super, provided you practice the timing for it. Not only that, but when you DHC out, your next character will be right next to your opponent. This is why the Vine super makes such an excellent DHC starter. If the Vine is blocked, your best bet may be to DHC out either into a super which pushes away, or one which does good chipping damage. Due to the vacuum effect, the chipping potential of the next super may be greatly increased. Good examples of this are Doom's Photon Array, Omega Destroyer (if they were in slightly above Amingo when caught them) and Thanos' Space super. Some other interesting choices are the Zangief's Final Atomic Buster and Akuma's Raging Demon. The Vine super is not nearly as good in THC's as it is in DHC's. As noted before, it has very limited horizontal range and will usually lift the opponent out of range of the other supers, thereby wasting the other two meters. However, if one of your partner's supers tends to hold your opponent in place, then your opponent will not be pulled up by the vine (don't worry, he'll still take damage from the vine). For the most damage, Amingo's partner's supers must be vertical or have large area coverage. If Amingo does not start the THC, then his partner's supers must also be activated very close to the opponent or the vine will miss completely. Dancing Super (THC - not available from a THC) ------------- qcb + PP 8 hits (auto-combo) - 4 + 4 + 4 + 4 + 4 + 4 + 4 + 15 = 43 damage Amingo plants his arm into the ground and a little tulip (about the size of a helper) comes out that travels slowly across the screen. It can be blocked and can be seen coming from a mile away, but if it connects it tosses your opponent into Amingo's hollow body. Amingo then dances and shakes his maracas to an odd bouncing sound then spits your opponent out (upwards) and taunts. This super behaves somewhat like an auto-combo since the first hit (from the tulip) must occur for the rest of the super to follow. This super is very slow. It starts up fairly slowly, and the tulip travels slowly which makes it's full screen range nearly worthless. Even worse is that if you miss, Amingo is stuck in the animation until the tulip completes travelling across the screen. This leaves you completely open unless you DHC out (this can sometimes work as a bait against your opponent if you're looking for an opportune time to switch out). The hit area of the tulip is actually larger than the animation. However, this doesn't make much of a difference since you will only ever connect this in a combo. Contrary to popular belief, the damage on this is quite nice and is comparable to the Vine super. There is no block damage though. The only normal attacks the Dancing super can readily be comboed from are s.mp or a s.mk, and you must be quite close to begin with. It is also possible to cancel from the first hits of s.hp and c.hp, but you must be very close. The only other ways to connect it (other than by hitting your opponent's start button) is off of an assist. If you use an assist, the assist must either be of the capture type or one which puts your opponent in a lot of stun or juggles them for a while. Once they are hit by the assist, you should be able to connect with the Dancing super. If they are juggled above the range of the tulip, try to time the start of the super so they land on it. However, this doesn't work for every assist since some of them let your opponent recover too quickly. Much like other auto-combo supers, the Dancing super will never appear in a THC regardless of the assist chosen. Utilizing the Dancing super is difficult and generally not worth it. It is very difficult to DHC into since the opponent must be on the ground, very close, and be stunned for a long time. It is not worth it to DHC out of since you have to cancel out before the last hit (the blue screen ends just before the last hit), which means you lose out on a third of the damage. Furthermore when you cancel out, Amingo spits them upwards at a steep angle very quickly. This means that only vertical supers or those which cover a very large area will be able to inflict good damage. ====================================================================== ---------- 8. Assists ---------- While Amingo does really well on point where he can utilize his partner's assists, I find his own assists somewhat lacking. Thus, I hardly every use Amingo for his assist capacity, which will make this section somewhat brief. Note that all assists use the Vine super in a THC Heal: Life Up (green fruit) - THC: Vine Super --------------------------- Amingo jumps out, plucks a seed from his hat a plants it. A moment later a small vine with a fruit on top pops up. If you get close to the vine, the fruit jumps towards you. Getting the fruit restores some of your red life (I would estimate around 1/8 of the bar). If you have no red, nothing is restored. This assist is slow to come out since you have to wait for the plant to grow. However, the plant does linger for about 2 seconds after Amingo leaves the screen. An annoying fact is that you must "catch" the fruit. If the fruit jumps at you and you move away, it will fall into the ground and disappear. Given the long startup time and the requirement of actually catching the fruit for a meagre life restoration, I do not recommend this assist. Enhance: Defence Up (yellow fruit) - THC: Vine Super ---------------------------------- This assist behaves and looks exactly like the Heal assist, except that it has a yellow fruit. The fruit basically doubles your defence (ie: it halves all damage you take) for 5 seconds. This isn't too bad, but the problems mentioned above still apply. I consider this a better choice than the healing fruit, but I still don't find much use for it. Balance: hp Onion Dash - THC: Vine Super ---------------------- Amingo jumps into the screen and performs the fierce version of his Onion Dash. It travels quickly, which is good, but the slight lag at the beginning and end of the assist can hurt you. Amingo is really in trouble if he's blocked, because then he'll be right next to your opponent. Don't forget that Amingo always starts the Onion Dash about 1/3 a screen behind your caller, so there is that brief time delay that it takes to cover that distance. It also means that if you call the assist too far back, Amingo will not reach your opponent. I would say this is Amingo's best assist (kind of like the lesser of evils though). It does good damage and chips decently. If nothing else, it does force a moderately long block. If you use this assist, try to have a character out who can cover for Amingo's lag at the end. ====================================================================== --------------------------- 9. General Usage/Strategies ***incomplete*** --------------------------- For Amingo to be effective, he must be constantly pressuring your opponent. With the use of his helpers and any space controlling assist, it is very easy to keep an opponent cornered. In many regards, treat Amingo like a slower (and much stronger) pixie. Never ease up. If Amingo isn't attacking, he's no better than a big green target. You should spend most of your time attacking from above, keeping your opponent pinned with your j.hk while one or two cactus helpers are jumping along the ground. This is also a good time to call an expansion or dash type assist to prevent any quick retaliation. The assist also appears in front of Amingo, making it difficult for your opponent to know when to block high or |
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