Amingo moves and strategies: Marvel vs. Capcom 2
Last updated on Aug. 19, 2009

Special Moves
(Can also be done in the air)
• Ball Attack (Kaze no Sakebi) •
Turns your body into a ball then you'll hurl yourself directly forward. Very fast start up time and the damage on the Hard Punch version is good from close range, making it ideal for combos.
The Light Punch Ball Attack doesn't travel as far forward and does a good bit less damage.
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• Plant Spikes (Midori no Kanki) •
A plant shoots you up-towards a short distance and you grow spikes. Basically gives you another angle to hit from that's different than your Ball Attack and it can be used to catch jumpers or people being juggled.
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• Little Cactus Grab (Daichi no Kodomo Capture) •
Summons a Little Cactus who jumps along the button of the screen slowly and if it gets close it will jump and latch on to your opponent — this isn't blockable.
You can combo your opponent after the Little Cactus latches on, but the window to do so is small, so you'll probably only net a few extra hits out of the deal, unless your timing is great, but this is still a solid move.
There can be up to two Little Cactuses on screen at one time. If they have to travel for a long time of your opponent is already blocking an attack they'll die off before they can capture your enemy.
• Little Cactus Swipe (Daichi no Kodomo Punch) •
Basically the same thing as the Little Cactus Grab except this time creature you summon attacks with his fist. You can get in a combo if the swipe connects, but the window is small. The same rules as above apply here as well.
Hyper (Super) Moves
• Anti Air Vine (Taiyou no Megumi) •
Creates a big multihitting vine that doesn't have a lot of range to the sides, but it shoots up to a very tall height which should catch most jumping enemies if timed correctly.
Your Anti Air Vine doesn't do a ton of damage, but still a solid Hyper attack if used properly.
• Hyper Plant Grab (Shokubutsu no Okite) •
Shoots one of your arms through the ground and it travels along slowly towards your opponent. If it catches them, it will launch them inside of Amingo and he'll rattle them around doing a healthy amount of damage.
This is a piece of cake to combo into and it should be one of your main staples while playing Amingo.
Assists
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Heal Type | Life Up Fruit | (H) Plant Spikes | Anti Air Vine |
| B | Enhance Type | Defense Up Fruit | (H) Ball Attack | Anti Air Vine |
| Y | Balance Type | (H) Ball Attack | (H) Plant Spikes | Anti Air Vine |
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by Jcool813 on August 28, 2009 at 8:23 a.m. #1
i love using amingo. even if i don't win its fun to use him.
anybody have any good combos to land his ani air vine hyper?
all i got was a launcher combo into the hyper ( lk, cr. lk, anti air vine)
Posted by RT on September 13, 2009 at 7:20 p.m. #2
Indeed, he is one of the funnest people to have in a team.
Why is Amingo low tier?
Posted by RT on September 30, 2009 at 4:18 p.m. #3
@ Jcool
Another good launcher Amingo has is his crouching medium punch, although his crouching medium kick is a way better launcher than medium punch. Or you could try an air combo into one of his launchers and then use the vine.
Other than that, I can't think of anything that would combo into the vine.
I'm still wondering why Amingo is at such a low tier though. Can anyone give me an answer please?
Posted by MVC2 on November 16, 2009 at 4:15 p.m. #4
Amingo is probably low tier because his hypers aren't really great and not alot of people play him, however I find he is extremely effective otherwise and lots of fun to play, whoever put him in that tier just needs to L2Play.
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