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Amingo moves and strategies: Marvel vs. Capcom 2

Guide last updated on
August 19, 2009 at 8:47 p.m. PDT


Amingo moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (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.

Joystick Joystick Joystick Joystick Joystick
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.

Joystick Joystick Joystick Joystick Joystick
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.

Joystick Joystick Joystick Joystick Joystick
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

Joystick Joystick Joystick Joystick Joystick
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.

Joystick Joystick Joystick Joystick Joystick
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
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


Comments

ButterKnife said on February 2, 2011 at 11:57 a.m.

Amingo is a great fighter, but his assists and hypers suck. I think he's a decent starter for when the match starts and want to overwhelm your opponent quickly before he gets meter... but he's terrible if you need to switch him out or count on him for assists.

#1


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