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Amingo by Surreal

Version: 0.51 | Updated: 09/19/01

0         1         2         3         4         5         6         7 


Character FAQ for Marvel vs Capcom 2: New Age of Heroes

Version: 0.51

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
ver 0.51 - 20 September, 2001 - added snapback info in a few spots

The most recently updated sections or additional notes will be marked with a
header called <update>, 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:

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
<www.gamefaqs.com> 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

     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. <flimsy rationalization> 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... </flimsy rationalization>

     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

- 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)
                         additional information in section 5 under "s.hp"

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

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 


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

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


     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.


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.


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 (it will only hit once for 10 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)


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


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

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

     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

     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%

    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

     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

     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

     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

     When possible, launch them up into the standard air combo. After that,
immediately pin them down with another assist and/or try to cross up and
repeat the process all over again. If you eventually get your opponent into a
corner, then one long ground combo should be enough to end it.

     Dash jumps are your primary mode of movement. They are Amingo's quickest
way to travel (aside from Onion Dashes) and bring him in deep for his comboes
which is essential. If you normal jump, stick out the j.hk because it is very
threatening at that altitude (just be wary of good anti-air assists).

     Amingo does not play very well defensively. He lacks any strong anti-air
attack and cannot capitalize on mistakes as well as others (aside from the
standard air combo, but everyone has that). He also does not have any quick
counters when he's being rushed. I don't like to say that he is reliant on
assists, but Amingo does need good partners to cover his defences in order to
be concentrate on his offence (see Section 11: Team Selection).

     An alternative to countering mistakes is to simply do a snapback (Amingo
does has one of the longest range snapbacks in the game after all). In the
course of your pressuring, you will have invariably knocked up their assists
for a combo or two. Use that opportunity to bring them in and chop away all
their red life.

     Other notes can be found in Section 10.1 Combo Basics.

9.1 Using your Helpers

This section kind of expanded a little beyond what it was intended for. While
primarily explaining how to use helpers, it has bits and pieces of "normal"
strategy strewn throughout. Oh well, no harm done.
     Proper use of the helpers is very important to Amingo. They serve the
dual purpose of adding offence and defence. Offensively, they can generally
pester your opponent, keep him pinned, extend your combos, or even set them up
for supers. They work in the exact same manner defensively by preventing your
opponent from getting close to you. Think of them as a third assist who's
lifebar you don't have to worry about. Since Amingo is not fast enough for
true rushdown tactics, the helpers (along with his assists) are what allows
him to behave as such.

     Deciding when to plant them is essentially the only point you have to
worry about since that's the only time Amingo is vulnerable. The most
opportune times are when your opponent is too far away to hurt you (unless
they're a beamer) or just after you've knocked them back from your own combo.
Don't worry about your helpers being out of range; the battle will invariable
move towards the middle of the screen. Another good time to plant a helper is
after your opponent has missed/blocked a laggy move. However, that time may be
better spent countering and doing damage rather than planting a helper. If for
some reason your opponent is caught by a helper but you are too far away to
capitalize on it, then take that brief second to plant another one if you can.
Another good time to plant a helper (preferably a grab one in this case) is
after your launcher is blocked. Just be sure to call in a long lasting assist
for cover. The only time you never want to plant a helper is when your
opponent is a beamer and/or is playing keep away. If that occurs, then switch
Amingo out.

     When you do get a chance to plant helpers, try to plant two at a time;
one attack helper and one grab helper. They will thus move across the screen
at different rates, increasing the "danger zone" on the ground for your
opponent. If you now stay on the ground between your helpers, they now serve
as little shields for Amingo. With a helper on either side, it can be
difficult for your opponent to find an opportunity to dash in with a combo.
They will even have trouble jumping in since upon landing they might get
caught by a helper. This gives you some more leeway and breathing room. They
can also sometimes cover for mistakes. I have had several occasions where a
mistake was going to cost me dearly, only to have a little helper save my butt
before my opponent's super connected.

     A nice thing about the helpers is that of all the "helper" type things in
the game, these little cactus guys are probably the least visible. If you
chose a dark colour for Amingo, then they will be even harder to see since the
dark colours tend to fade into the background of most stages. The Helpers are
also quite small. In a heated battle where assists are being called all the
time and various other things are bouncing across the screen, the little
cactus helpers are very easy to miss.

     As mentioned earlier, the helpers serve very well in controlling ground
space. This is particularly effective against pixies who dash in low for
combos since it essentially takes away their half their offence (the other
half being from the air). If Amingo is jumping in with his j.hk, this
effectively controls air space. Throw in a proper assist and you will
effectively pin your opponent down. It is in manners similar to this that
Amingo can control where the fight takes place. It is important that you keep
your opponent where you want him if you want to pressure properly. Through
your helpers and assists, you want to push your opponent back into a corner
where you can use Amingo's ground combos.

     In terms of general harassment, the cactus helpers fit that bill quite
nicely as well. It's like having landmines which only target the enemy. While
on the ground, your opponent is forced to either jump over them or waste a
moment to hit them. While in the air, coming down is essentially a big
mystery. If you want to be a real pest, you can always push your opponents
into your helpers with your s.hp or Onion Dash.

     Using your helpers to extend combos is generally very difficult to do. It
involves doing a simple ground chain which pushes your opponent into a helper.
You then proceed into an air combo or go immediately into a super. The timing
alone is very difficult, and getting the helpers into the right spots is
almost impossible to do on purpose.

     Every once in a while, your helpers will wind up spoiling a combo by
knocking your opponent away at inopportune times. With practice, you can
eventually minimize these occurrences, but they will happen regardless so live
with it. It's a minor price to pay for all the benefits which your helpers
provide. Statistically (for me anyways), the helpers have saved me more often
than ruining a combo.

     You will find that the helpers will be around at just the right time
because they tend to say that this document is copyright 2001 by Nathan Lee
and may not be reproduced in any shape or form without asking my permission
first. If you are currently deleting this paragraph, may you be plagued by
visions of Richard Simmons doing nude aerobics.

     Capitalizing on the grab is not always an easy thing to do. In any case,
you must be relatively close to do anything. If very close (a dash is usually
required), hit them with a launcher (c.lk, c.mk) and proceed into an air
combo, or just go straight into the Vine super. Otherwise if you're too far
away, hit them with a s.hp and/or Onion Dash (a c.hp would miss on the first
hit, so the s.hp does marginally more damage). If you're fast, it can also be
possible to call an assist before the hold lets up. How you follow up on that
depends on the assist (see Section 11: Team Selection).

     The position of your helpers will determine which type of combo or air
combo finisher you should use. If your opponent is just behind a helper, then
do a short ground combo which pushes them into the helper (allowing you to
then extend hopefully into an air combo). If doing an air combo, you will want
to drop your opponent near your helpers. If you end with a j.hp, your opponent
lands about 1 screen away. If you end with an Onion Dash, your opponent lands
about 1.5 screens away.

     I do not recommend that you actively pursue combo extensions through your
helpers unless you just practice at it all day. Just take the opportunity if
it shows itself; otherwise it is very difficult to set it up.

     As you can see, the proper use of Amingo's helpers can almost be a
science unto themselves, much like the proper use of assists. Sometimes
though, it needn't be so complicated. Sometimes it is best just to set them
loose and forget about them.

***the remaining parts of Section 9 are terribly incomplete
***the few notes I have will be given in point form

9.2 Against Pixies
- remember that Amingo is rather poor defensively
- inhibit their ground movement with your grab helpers
- after they are grabbed, they make very nice snapback targets
- control the battle space, don't let them get all over you
- try to keep pushing them back, don't give them a chance to attack
- if you must, jump back with a roundhouse and call an assist to get some
breathing room
- try not to use the Onion Dash (ground version) or Onion Bounce at all since
your opponent will recover very quickly and be right back on top of you
- keep your combos short and sweet, because Amingo's combos are fairly slow
and the last thing you want it your opponent to recover mid-combo and counter
with a super

9.3 Against Super Armour Opponents

- j.hk stuns on the first hit (out of 3)
- s.hp stuns on the third hit (out of 4)
- c.hp stuns on the first hit (out of 2)

- it is generally better to counter their mistakes rather than go totally
- the s.hp cancelled an into Onion Dash (then maybe a into Vine super) will be
your primary weapon (just don't throw it out at random)
- the grab helpers will not go through super armour unless you hit them first;
they will instead behave like a slower attack helpers (and do the same damage)
- Amingo's launchers are usually on the second hit anyways, so no worries

- never jump in directly in front of him or you'll eat a Headcrush
- very easy to cross up with j.mk
- very susceptible to the (Onion Dash, Vine super) combo

- as with Juggernaut, only jump in with a cross up j.mk
- just wait until a laggy move before attacking with (j.lk, j.mk)
- jump in while blocking a lot

- just switch out, you don't have a chance against a properly played Sentinel

- his shoulder dash will beat your jump ins
---if he turns on hyper armour
- you can't stun or launch him
- stay in the air, wait out the timer
- don't waste your supers
- just keep away or switch out

Zangief (hyper armour turned on)
- multiple hits do slow him down, which makes j.hk and s.hp perfect for the
job since they also push him away out of throw range
- just don't forget that Amingo's extended appendages can still be hurt
- don't use Onion Dash or Onion Bounce at all
- there's an odd glitch on the Dreamcast in training mode where if you hit him
with a s.hp several times during his running suplex, you do negative damage
(but I don't think it heals him)
- using the Vine super - due to the many hits, Zangief's attacks are greatly
                         slowed down
                       - additionally, if he is sucked in, his attacks will be
                         directed outwards where they don't actually hit the
                         vine, except for his spinning clothesline
                       - Zangief can't throw you out of the Vine super (hah!)
                       - since you can't combo him, the hits from the vine
                         don't count as a combo, meaning there is no damage
                         reduction, meaning the Vine super does 30% damage
            conclusion - it's a risky move, but it can be well worth it
                       - the standard ground corner combo (shown in section 
                         10) can do 65% damage on him

9.4 Against Keep Away
- Amingo simply dies to any good game of keep away
- if anyone knows a way to play against keep away with Amingo, I'd like to
hear it
- your best bet is to try to jump in or even Onion Dash in close, then use an
alpha counter to switch out

9.5 Against Grapplers
- jump in with (j.lk, j.mk) since good grapplers can throw you out of the j.hk
- avoid the Onion Dash and Onion Bounce at all costs
- throw out a lot of grab helpers and give them a taste of their own medicine

- just poke at him outside his reach with your kick launcher

- no special strategies, just be careful of Mystic Smash when jumping in

Omega Red
- when he jumps above and tries to coil downwards, nail him with a Vine super


10. Combos

     Amingo is mostly known for launching into his painful air combos, but he
also has a very underestimated ground game (which is actually more painful
than his air game, but a lot harder to pull off correctly).

10.1 Combo Basics ***terminally incomplete***

     This section is kind of like the guideline for Amingo's combos. Quite
straight forward, mostly point form, sort of like a summary of everything
above with a few more notes thrown in, yadda yadda yada.


Actually, this kind of evolved beyond combo basics... oh well, I can't think
of anywhere else to put the info.


air combos - fast launcher, high damage, very easy to perform, not very
             punishable if you make a mistake

ground combos - very high damage, trickier timing, works best in corners,
                severely punishable if you make a mistake

combos involving helpers - difficult to pull off, usually not very good
                           damage (but potentially very high), but extremely
                           irritating for your opponent

combos involving assists - easier to pull off due to long animations for j.hk, 
                           s.hp and c.hp, usually very good damage

jump ins: hk - very high priority, good damage, difficult to combo sometimes
--------       due to odd timing, can't always get 3 hits

    (lk, mk) - much lower priority, comparable damage, much longer stun time
               making easier to connect with a launcher after you land

    (lp, mp) - are you insane?

          hp - good damage, good priority, good hit area, good stun time, slow
               as hell for a jump in attack

        note - if your opponent is very tall, jumping in with the hk or hp
               might not stun them long enough before you can launch; you must 
               either wait before using the jump in attack, or combo into a 
               jab onion dash before you hit the ground (fierce version does
               less damage and sometimes doesn't stun or knockback)

  conclusion - use the appropriate kick jump in, depending on the opponent

Launchers: c.mp - terrible horizontal range, good vertical range, not fast,
---------         only a few good uses, difficult to combo unless very close

           c.mk - very fast, good horizontal range, lousy vertical range, very
                  easily comboed into, very high priority, easy to combo from
                  crouching short (c.lk)

     conclusion - if you can't figure this one out, do everyone a favour and
                  put down the controller

OTG: after switch in - on a successful switch in, try to catch with c.lk, c.mk
---                  - c.mk by itself (by doing df.hk) does not work very well

     after sweep - do a jab Onion Dash (fierce version does less damage,
                   juggles oddly, and opponent might recover too quickly)
                 - or go straight into Vine super if close enough

Starting Combos: - use c.lk for starting everything
---------------  - usually follow up with c.mk into an air combo
                 - if opponent is large or in the corner, use c.hp or s.hp,
                   followed by a fierce Onion Dash
                 - if too far for c.lk, use s.lp or even s.hp
                 - if extremely close, can hp throw, which possibly leads into
                   the semi-infinite (see section 10.2)

basic air combo: - magic series:          lp, lk, mp, mk
---------------  - I find that the mp tends to knock my opponent too high,
                   ruining the rest of the combo
                 - pausing a brief moment before jumping up fixes this
                   somewhat, but I find it easier to simply skip the mp
                 - finishes most easily with an Onion Dash

                 - extended magic series: lp, lk, mp, mk, lk, mk
                 - this series has the same difficulties as above
                 - pausing briefly at the beginning makes this much easier
                 - a simpler version is to skip the mp, which makes the entire
                   chain very easy with very forgiving timing
                 - finish with an Onion Dash (opponent is too high for hp)
                 - occasionally, you will cross up after the second mk; but
                   do the motion for the Onion Dash anyways as if you hadn't
                   and you'll dash the other way

air combo finishers: hp - the fierce has a hit area below Amingo, but Amingo's
-------------------       air combo puts the opponent at the same elevation
                        - omit one move in the chain if you want to hit with
                          the hp
                        - the hp knocks the opponent down one screen away

             Onion Dash - hits the area right next to Amingo
                        - knockes the opponent one and a half screens away

                     hk - hits the area diagonally down from Amingo
                        - difficult to connect due to lower hit area
                        - knocks down 3/4 screen away
                        - I have never gotten more than 2 hits on average size
                          opponents outside of the corner
           hp air throw - good damage
                        - requires practice to do consistently
                        - very difficult on smaller opponents
                        - potentially leads to semi-infinite (see 10.2)
                        - resets combo counter (and likewise damage reduction)

                   note - it is possible to link (jab Onion Dash, hp, hk) at
                          the end of an air combo if your opponent is in the
                        - must press the button very quickly immediately after
                          the previous attack finished
                        - there is severe damage reduction for these last few
                          hits, so it really isn't worth it, but it looks nice

             conclusion - primarily, choose the finisher based on which one
                          will connect for the most damage
                        - if you have the luxury of choice, pick the one which
                          knocks back down to a favourable location (ie: near
                          your helpers if you've planted some)

post air combo: if near corner - come down with a j.hk, keep pressuring
  no flying screen after hp/hk - cross over with an Onion Dash in the air
                               - come down with j.hk

  opponent has strong anti-air - just come down blocking

         after a flying screen - back to square one, begin approach

          if air combo blocked - just come down blocking

basic ground combo: - after the c.lk, either a s.hp or c.hp
------------------  - if you swept with c.hk, then follow up with jab Onion 
                      Dash (and then a Vine super if in the corner)

ground combo finishers: hp Onion Dash - connects anytime during the s.hp or
----------------------                  immediately after the last hit
                                      - only connects after c.hp second hit if
                                        you were very close

                        lp Onion Dash - only use this one if you swept

               Onion Dash, Vine Super - only do this if your opponent is very
                                        large (ie:Juggernaut) or in the corner

                               assist - expansion or dash assists will catch
                                        your opponent at the end of the hp

                             snapback - great range, great speed, guaranteed
                                        hit if used in a combo; possibly the
                                        best snapback in the entire game

post ground combo: if opponent knocked back - plant helpers
                   if standing next to - jump and block anti-air
                                       - try to cross up with j.lk, j.mk

                   if combo blocked - press opponent's start button

countering mistakes:
     - if opponent in/near corner - c.lk, c.hp, hp Onion Dash, Vine Super
        - but not too close          - replace (c.lk, c.hp) with s.hp
     - if very close              - c.lk, c.hp, hp Onion Dash
                               or - c.hk, Vine Super
     - sort of close              - c.lk, c.mk, air combo
     - far away                   - s.hp, hp Onion Dash
     - very far                   - plant helpers

anti-airs: s.hk - moderately good speed, fair priority
---------       - no combo possibilities

           Onion Bounce - moderately good speed, fair priority, longer
                          "threat" time, less damage, comparable recovery time
                        - no combo possibilities

           dash and cross up with Vine super - risky, but good damage
                                             - you're a goner if it's blocked

           conclusion - go with an assist

air-to-air: lp - this will get you killed
----------     - but you have good combo follow ups

            hp - good damage, decent range, but too slow to be useful 
               - no combo follow ups

            hk - great priority, good range, comes out fairly quickly
               - only hits below you
               - no combo followups

    Onion Dash - good priority, fast, covers long distance, good recovery,     
                 difficult to punish if blocked, moderate damage
               - no combo follow ups

    conclusion - Onion Dash is your best bet, but try not to get lured into an
                 air battle

10.2 Sample Combos

     These are only sample combos (hence the name of the section) and
represent what I feel are Amingo's standards. If you want more, go read one of
the other faqs at <www.gamefaqs.com>. I'm not going to list every possibility
since realistically you shouldn't be memorizing these things anyways.

     Any portions of combos given in parentheses "(xx)" mean that they can be
excluded without harming the remainder of the combo. Generally, if you did not
start the combo very close to your opponent or are having timing difficulties,
exclude the moves in the parentheses. Further notes will be given for each
combo. Note that all combos can be preceded by a jump-in attack, but the hits
and damage from the jump in are not included in the statistics given. The
statistics also do not account for the moves within parentheses. For the
infinites, the statistics only apply for the infinite part.

     For the sake of readability, any air combo chains (not including
specials) will be placed within square brackets:   sj.[xx, xx, xx, xx, xx, xx]

and infinite chains will be placed within curly brackets:   inf.{xx, xx, xx}

standard air combo
14 hits - 46 damage - c.lk, c.mk, sj.[lp, lk, (mp), mk, lk, mk], hp Onion Dash
                    - this is Amingo's most basic air combo, use often
                    - pause very briefly before jumping up
                    - skipping the (mp) makes this one of the easiest combos
                      in the game in terms of button presses and timing

standard air combo in corner
14 hits - 52 damage - same as above, but end with lp Onion Dash, sj.hp, sj.hk 
                    - the sj.hp, sj.hk must be done very quickly
                    - the hk will not connect on normal or small opponents
                    - it is a negligible damage increase from the combo above
                      (it does look more impressive though, and the screen
                       shakes during the kick)

standard ground combo
6 hits - 46 damage - c.lk, c.hp, hp Onion Dash
                   - Amingo's most damaging ground combo
                   - does just as much damage as his standard air combo
                   - must start the combo very close, otherwise substitute
                     c.hp for s.hp (though it does less damage)

standard ground combo in corner
~ 33 hits ~ 74 damage - same as above, but add a Vine super at the end
                      - this is 50% on most opponents
                      - this is why you want to pressure your opponent into
                        the corner

sweep combos
3 hits - 28 damage - c.hk, lp Onion Dash
                   - alternatively you can go straight into a Vine super for
                     approximately 25 hits, 50 damage
                   - if in corner, do an hp Onion Dash, then Vine super
                   - or if in corner, can attempt to do infinite (shown below)

grab helper combo
~ 20 hits ~ 75 damage
   - c.lk, s.hp, grabbed, dash, df.hk, sj.[lp,lk,(mp),mk,lk,mk], hp Onion Dash
   - only possible if there is a grab helper behind your opponent
   - the s.hp pushes them into the helper
   - you must connect with the launcher immediately after the grab release
   - the hits and damage are approximate since the grab helper resets the
     combo counter

corner infinite
3 hits - 18 damage - c.hk, inf.{lp Onion Dash, s.lk}
                   - must start within 1/3 screen away from the corner
                   - the timing is very tricky
                   - there is a moment after the Onion Dash where your
                     opponent bounces on the ground before getting up; during
                     that bounce, your kick will not hit; that is when you
                     must perform the kick
                   - the s.lk doesn't actually hit, but it allows you to
                     cancel into the jab Onion Dash
                   - if you connect with the s.lk, you are pushed back to far
                   - you can use c.lk if you prefer, but I find that I usually
                     wind up planting a helper by accident

semi infinite
6 + 4 = 10 hits, 35 + 17 = 52 damage
        - c.lk, c.mk, inf.{sj.[lp, lk, mk, lk, mk, hp air throw], dash, df.hp}
        - the hits and damage are split up since the throw resets the combo
          counter (which means no damage reduction for the long combo)
        - it's only a semi infinite since you can tech hit out of the throw
        - the air chain may have to be modified depending on the size of your
          opponent since different opponents fall at different rates
        - the most difficult part of the combo is dashing as soon after the
          throw as possible and getting the punch launcher to connect
        - does not have to be done in corner (although it is easiest in the
          corner since you can omit the dash)
        - good for catching people off guard for at least two cycles since
          nobody expects Amingo to use his throws and thus miss the chance to
          tech hit out of it


11. Team Selection 

     This section is terrible incomplete. The machines I have been playing on
have not had any new unlocked characters for long time. As a result, I have
not had much experience playing with or against any of the later unlocked

note: Maniac5625 tells me it's because it's a Japanese machine that doesn't
have the VM card in it. Without it, the machine doesn't gain any more
experience, thus no extra characters.

     Amingo is a character who is best played at point using the assists from
his partners. One assist should be used to extend his pressuring and offensive
abilities. The other should be a strong defensive move since Amingo does not
have a strong means of protecting himself. The other thing to keep in mind is
how their supers will link up in a DHC.

     Amingo has very long animations for his multi-hitting moves, and those
are ideal times for calling assists. This is the primary reason why I think
Amingo is an excellent learning character for calling assists. Nearly any
assist helps Amingo in some way (of course, the same could be said for any
character). His long animations cover the time that it takes for the assist to
come out, and by the time the assist has finished, Amingo has recovered.

     As always, don't forget to have your little cactus helpers hopping along
the ground. They do a very good job of protecting your assists from
counterattacks too.

11.1 Assist Types

     This section will list some of the types of assists and how Amingo can
use them. It's really kind of basic info that you should know already, but
hey, a little more never hurts right? If I ever make a large update in the
future, I'll expand this section first.

anti-air - since Amingo has poor anti-air capabilities, one of these assist
           is almost a must in the team
         - they usually don't offer much in the way of combo followups, but
           that's not really their main purpose
         - this assist is used primarily for defense
         - you can simply pressure with long range fierces while calling the 
           assist to cover any potential attacks

expansion - keeps the pressure on during a blocked combo, allowing Amingo to
            recover and start up again
          - certain ones can also be used to extend a ground combo into an air
            combo or into another corner ground combo (can sometimes also
            chain into a helper, which can lead to another combo)
          - good for crossing up and cancelling into the Vine super
          - good for chipping damage which Amingo does not do well
          - also good for blind pressuring in conjunction with his fierces

dash - mostly the same as expansion, just different timing

capture - obviously used to extend combos
        - usually called out at the beginning of a ground combo (usually
          during the jump in)
        - the timing for these is generally quite difficult
        - any successful capture obviously means a free combo for Amingo
        - unless you practice a lot, these assists are usually not worth the
          effort when paired with Amingo

throw - since Amingo is usually up close and personal anyways, an unblockable
        attack is usually a good thing, especially if it links into an air
        combo or Vine super

projectile - makes up for Amingo's lack of long range
           - this is not a substitute for long range attacks; you will still
             lose to a good keep-away game

11.2 Some Partners

     Like I said above, if I ever get around to making a major update, I'll
work on this section too. For now, I'm just going to list a few partners that
have worked well for me and give some very basic info with each.

Rogue - throw/kiss - excellent for when Amingo is jumping around crossing up
                   - you can hit with a df.hk into an air launcher immediately
                     after the kiss
                   - this throw can set up the corner infinite
                   - When Rogue is in, she can use the Defence Up fruit from
                     Amingo before charging in for a kiss

Doom - anti-air - this assist works for everybody, and Amingo is no exception
                - provides an effective barrier, letting Amingo pressure
                  almost without fear (and nice chip damage too)
                - Doom's Rising Flame DHC's very nicely with the Vine
                - Doom provides the long range game which Amingo lacks

Venom - expansion - one of the best expansion assists in the game
                  - very good for locking opponents in the corner and/or
                    letting Amingo get close
                  - while his Venom Fang is out, take that moment to plant a
                    helper; you will recover in time to cover for Venom
                  - Venom Web DHC's very nicely as well

Shuma Gorath - expansion - also a good expansion assist that chips nicely
                         - someone's got to use up all the super meter

Jin - anti-air - terrific anti-air, what else need to be said?
               - Saotome Tornado DHC's beautifully from the Vine

Captain Commando - anti-air - same as Jin; Captain Sword also DHC's nicely

Tron Bonne - projectile - a cross up + assist + ground combo into Vine...
                        - Tron's body acts like a wall, allowing you to cancel
                          into the Vine super for easily 70% damage
                        - she can also make very good use of that super meter

Hulk - dash - I wrote a faq for him, so of course I'm going to find a way to
              make them work together
            - I actually use Hulk quite a lot as bait; he dashes in with his
              big green body and makes Amingo very difficult to see; I then
              freely jump in with j.hk into c.lk which is very hard to block
              since my opponent can't see me
            - the dash is also good for crossup games
            - Gamma Crush off the Vine (after a ground combo) will take out
              most low defence characters
            - Hulk needs lots of super meter to be effective, which Amingo 

Juggernaut - dash/ground - same basic idea as Hulk
                         - practice DHC'ing into the Headcrush after the Vine


12. Revision Notes

If you're wondering why I started at ver 0.1, it's because I think a ver 1.0
signifies a complete (if shoddy) work, and that anything done after the
"completion" will become ver 2, 3, and so forth. Since I will probably never
"finish", I doubt I will every reach ver 1.0, but at least my work isn't
shoddy right?... right? 

ver 0.1 - 30 June, 2001
        - started the FAQ
        - sections 1-5

ver 0.2 - 4 July, 2001
        - sections 6-7

ver 0.3 - 8 July, 2001
        - sections 8 and part of 9

ver 0.4 - 11 July, 2001
        - sections 10-11

ver 0.5 - 13 July, 2001
        - expanded section 9, 10 and 11
        - done for now

ver 0.51 - 20 September, 2001
         - added snapback info in section 10: combos
         - fixed a few typos

work left to do: - Finish this FAQ...
                 - I no longer have access to a Dreamcast (short of buying
                   one), so short of contributions, updates are going to be
                   few and far between

stuff I need help with: - team selection and vs strategies for any characters
                          that are the last to be unlocked
                        - actually, I wouldn't mind comments on anything,
                          after all, I'm only one person; the more viewpoints,
                          the better


13. Credits

If you give me input, your name goes here.

CJayC <www.gamefaqs.com> - without the inspiration from this man's site
                           (www.gamefaqs.com), I never would have written 
                           this FAQ

Eugene - for lending me his Dreamcast

Justin - against whom I honed must of my Amingo pressuring abilities

Ariel & Scott - for not thrashing me so badly that I actually had a chance
                to learn how to play

Linus & co.- for falling victim to my Gamma Crush again and again and again...

The guys from the GameFAQs message boards:
Sir 0rion - for a few combos
Jack of Clubs - some more extended air combo and assist stuff
Maniac5625 - for telling me what was wrong with the machine at my arcade


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