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Amingo by Bantam13
Version: 1.0 | Updated: 05/25/00
MARVEL VS CAPCOM 2 AMINGO FAQ Version 1.0 Created 4/24/00 Submitted 5/25/00 BY: Bantam13 Jason Wilkie <firstname.lastname@example.org> Unpublished Work Copyright 2000 Bantam13 This FAQ can be found at: www.gamefaqs.com The Street Fighter Grand Archive www.geocities.com/liquidfists www.gamewinners.com www.fighters.net Amingo is Copyright 2000 by Capcom Japan. This FAQ was written by myself, for all the Capcom game fanatics out there who are enthralled by the vs. series and their ilk. This FAQ shall not be copied, reproduced, or borrowed from without express written permission from me. This also includes all the "Expert Gaming Magazines" out there (and in some cases, I use the term loosely) or any website or any other medium, for that matter. This includes ANY excerpt or piece of information contained herein. Plagarism is ILLEGAL, people!!! Give credit where it's due, and I will have no beef with you. ======================================================================= CONTENTS ======================================================================= 1. LEGEND 2. GAME SYSTEM CHANGES 3. CHARACTER INFO/OPENING--CLOSING ANIMATION/TAUNT 4. COSTUME/COLORS 5. ASSISTS 6. HYPER COMBO ASSISTS 7. THROWS 8. LAUNCHER/SNAPBACK/VARIABLE COUNTER 9. NORMAL ATTACKS 10. EXTRA MOVES 11. COMBO SERIES 12. AIR COMBO FINISHERS 13. SPECIAL MOVES 14. HYPER COMBOS 15. NOTES 16. STRATEGIES VS OPPONENTS 17. COMBOS 18. VS ABYSS 19. ACKNOWLEDGEMENTS/CREDITS 20. OTHER ======================================================================= 1. LEGEND ======================================================================= F----(forward) B----(back) DF---(down-forward) QCF--(down, down-forward, forward) QCB--(down, down-back, back) P----Punch K----Kick PP---2Punch KK---2Kick A1---Assist 1 A2---Assist 2 ======================================================================= 2. GAME SYSTEM CHANGES ======================================================================= The new button setup allows Strong and Forward commands by first pressing Jab and Short, respectively. You can only obtain medium attacks by connecting with either weak attack command. However, for some medium strength launchers, the command is DF + P or K depending on the character. Also, you can now call in both of your partners to assist you in battle by pressing Assist 1 or Assist 2. The call-in character performs a specific move, taunts, then leaves. Be careful not to overuse your Assists or you'll end up eating a Hyper Combo or two. ======================================================================= 3. CHARACTER INFORMATION/OPENING--ENDING ANIMATION/TAUNT ======================================================================= CHARACTER NAME: Amingo HISTORY: Unknown....rumors are he's from a Buster Bros. game, although I've heard otherwise....when his background check is complete, I'll update this info. OPENING ANIMATION: A bulblike plant extends from the earth and opens up, revealing Amingo inside. He dusts himself off with his sombrero, and states his name before starting the match. "AMINGO." ENDING ANIMATION #1: Amingo thrusts his arm into the sky, a la his crouching Strong animation, and reveals a flower on the end of his arm, indicating that a new plant is to be born into the world. He shouts "EL NINO!!" and proudly proclaims his newfound joy. ENDING ANIMATION #2: Amingo reachs under his sombrero and takes out a guitar. He then begins to play the guitar, squinting his eyes and humming all the while. TAUNT: Amingo tilts his sombrero up along his forehead, and motions for the opponent to come to him, and again states his name to enrage the enemy. "A-MIN-GO." ======================================================================= 4. COSTUME AND COLORS ======================================================================= Read Across as such: X---Y---A1 (X=Jab Y=Fierce A1=Assist 1) A---B---A2 (A=Short B=Roundhouse A2=Assist 2) X--Green Body/Blue Sombrero/Orange Pants Y--Faded Green Body/Red Sombrero/Blue Pants A1--Dull Green Body/Brown Sombrero--Purple Trim/Yellow Pants A--Yellow Green Body/Purple Sombrero/Tan Pants B--Deep Green Body/Dark Blue Sombrero/Red-Orange Pants A2--Dull Green Body/Olive Green Sombrero--Red Trim/Gold Pants ======================================================================= 5. ASSISTS ======================================================================= Alpha: Sustinence Vegetable/Life-Up Beta: Stamina Vegetable/Defense-Up Gamma: Kaze No Sakebi ======================================================================= 6. HYPER COMBO ASSISTS ======================================================================= Alpha: Taiyou No Megumi/Blessing Of The Sun Beta: Taiyou No Megumi/Blessing Of The Sun Gamma: Taiyou No Megumi/Blessing Of The Sun ======================================================================= 7. THROWS ======================================================================= CATCUS THRASH---B or F + Fierce (can be performed in mid-air) Amingo's leg transforms into a vine which snakes around the opponent's body and neck, holding them into place. Then he proceeds to thrash the opponent with his spike-covered hand. ======================================================================= 8. LAUNCHER/SNAPBACK/VARIABLE COUNTER ======================================================================= Crouching Strong ---Jab to Strong ---DF + Fierce Crouching Forward ---Short to Forward ---DF + Roundhouse Snapback ---QCF + A1 or A2 ---(standing Fierce animation) Variable Counter ---Start by blocking opponent's attack/then quickly perform command ---Utilized by first character to counter opp. w/2nd or 3rd character ---B, BD, D + A1 or A2 depending on char. order ---Uses 1 Hyper Combo Bar VC Alpha---Midori No Kanki VC Beta----Kaze No Sakebi VC Gamma---Midori No Kanki ======================================================================= 9. NORMAL ATTACKS ======================================================================= Standing Jab-----Prickly Tap Crouching Jab----Quick Needle Jab Jumping Jab------Flailing Burr Standing Strong---Spiked Handslap Crouching Strong--Cactus Uppercut Jumping Strong----Flying Cactus Upper Standing Fierce---Twisting Desert Flower Crouching Fierce--Snaking Vine Traps Jumping Fierce----Double Thorned Bulbs Standing Short----Needled Foot Tap Crouching Short---Lunging Barbed Tap Jumping Short-----Prickly Toe Tap Standing Forward---Clamping Trap Crouching Forward--Root Thrust Jumping Forward----Spinning Spiky Cactus Standing Roundhouse---Cactus Burr Flip Crouching Roundhouse--Spinning Cactus Blades Jumping Roundhouse----Triple Drill Vegetable ======================================================================= 10. EXTRA MOVES ======================================================================= N/A Amingo has NO extra attacks/commands whatsoever. ======================================================================= 11. COMBO SERIES ======================================================================= Amingo can go from Weak attacks to Stronger attacks, but he cannot chain all 3 punches or kicks in a row, unless under special conditions. (SEE NOTES SECTION) E.G.---Jab to Strong -------Jab to Forward -------Short to Fierce -------Short to Roundhouse However, Amingo CAN chain all of his attacks in an air combo, save the Fierce and Roundhouse attacks. (see below) ======================================================================= 12. AIR COMBO FINISHERS ======================================================================= Jumping Fierce Jumping Roundhouse KAZE NO SAKEBI CACTUS THRASH ======================================================================= 13. SPECIAL MOVES ======================================================================= KAZE NO SAKEBI----Shouting Of The Wind QCF + P Amingo turns himself into a vegetable-like form and launches his spinning body across the screen for an armor piercing attack. Works well as a speedy traveling/evasion move, but it's primary use is for counterattacking a whiffed special/super and to chip away while keeping relatively safe. Use liberally in combos....see below. MIDORI NO KANKI----Delight Of Green QCB + P Once again Amingo transforms his body to suit his attacking style, only this time he turns into a big jumping spiked ball, launching himself up off the ground with a BOING! sound effect for good measure. Use as anti-air, but with caution, as it has decent priority. Your best bet is to use it in an extensive ground combo. DAITI NO KODOMO----Child Of The Earth (punch) QCF + Short Kick Amingo drops a seedling into the ground, and out of nowhere a small baby cactus pops out of the Earth, hopping and bounding towards the opponent, striking them with a punch before burrowing back into the dirt. The baby cactus can be struck down before it finishes its attack. DAITI NO KODOMO----Child Of The Earth (kick) QCF + Roundhouse Kick Amingo drops a seedling into the ground, and out of nowhere a small baby cactus pops out of the Earth, hopping and bounding towards the opponent, striking them with a kick before burrowing back into the dirt. The baby cactus can be struck down before it finishes its attack. DAITI NO KODOMO----Child Of The Earth (grab) QCB + K Amingo drops a seedling into the ground, and out of nowhere a small baby cactus pops out of the Earth, hopping and bounding towards the opponent, grabbing and holding them in place while you set up an attack. This move is UNBLOCKABLE, but like the other Daiti No Kodomo, it can be struck down before it finishes its attack. ======================================================================= 14. HYPER COMBOS ======================================================================= SHOKOBUTSU NO OKITE----Plants' Commandment QCB + 2P With a motion of his hand, Amingo casts forth a bulb-like plant across the terrain headed on a collision course with the enemy. When it makes contact, it hurls the opponent backwards into Amingo's waiting cluches. Amingo's body reforms into that of a pinata-esque form and begins to shake the enemy around inside himself while proudly dancing and shaking maracas. He then tosses the rattled opponent by the wayside and chants his name yet again in a taunting manner. "A-MIN-GO!!" TAIYOU NO MEGUMI----Blessing Of The Sun QCF + 2K Amingo roots himself down into the earth, and begins twisting his body into a vine, growing and stretching towards the heavens. Strengthened by the sun's energy Amingo's entwined form grows and grows until his body gives out from the exhaustion of beating down his opponent. Amingo then lands, adjusts his sombrero, and backs slowly away. ======================================================================= 15. NOTES ======================================================================= DAITI NO KODOMO can be utilized to extend certain combo chains, such as the break between the Jab to Fierce combo, therefore adding an extra hit and continuing the chain. I've yet to experiment fully into the combos/strategies purpose of these moves, but performing Daiti No Kodomo (Grab) and crossing them up works pretty well. ======================================================================= 16. STRATEGIES VS OPPONENTS ======================================================================= For jump in purposes, nothing beats Amingo's jumping Roundhouse. It has AMAZING priority, and hits not once, not twice, but THRICE!!! This attack keeps Amingo both protected from most counter-attacks and is a WONDERFUL combo starter!! His standing/crouching Fierce are both great distance attacks/keep-away moves, and will allow you to set up either the Midori No Kanki or Taiyou No Megumi if the opponent jumps over either attack and attempts to strike you. His Jab and Short attacks come out VERY quickly and will stop most head on charges your opponent makes. Crouching Roundhouse is Amingo's knockdown move, and it is actually one of the faster trips in the game!! MORE TO COME LATER--INDIVIDUAL STRATEGIES IN THE NEXT VERSION!!! ======================================================================= 17. COMBOS ======================================================================= ALL of these combos were tested out multiple times against the practice, arcade, and versus modes, so they ALL will work. Don't email me saying they will not, because I'll know you haven't tried your best and just gave up. -_- Remember that pressing Jab twice yields Jab then Strong and pressing Short twice gives you Short then Forward!!! I use the old school method because the whole "jab, short, jab, short" thing just confuses the hell out of me. ^_^ Key: st---standing ji---jumping in cr---crouching sj---super jump XX---cancel OTG--on the ground 1) ji Jab, ji Forward XX Jab Kaze No Sakebi (5 hits) 2) ji Roundhouse(all hits), st Jab, st Fierce (8 hits) 3) ji Fierce, st Jab, st Strong XX Plants' Commandment (4 hits) 4) ji Roundhouse(all hits), st Short, st Forward XX Fierce Midori No Kanki (6-7 hits) 5) ji Jab, ji Forward, st Short, st Forward XX Plants' Commandment (5 hits) 6) ji Short, ji Strong, cr Short, cr Roundhouse XX Jab Kaze No Sakebi(1 hit) XX Plants' Commandment (6 hits) 7) ji Short, ji Forward, st Short, cr Forward, sj Short, sj Forward, sj Short, sj Forward, sj Fierce (9 hits) 8) ji Short, ji Strong XX Jab Midori No Kanki (5 hits) 9) (dash)st Jab, st Forward XX Jab Kaze No Sakebi(1 hit) XX Plants' Commandment (4 hits) 10) ji Short, ji Forward,(dash)st Short, st Roundhouse XX Midori No Kanki (5-6 hits) 11) ji Roundhouse(3 hits), st Jab, st Fierce (8 hits) 12) ji Short, Forward, cr Short, cr Forward, sj Jab, sj Short, sj Strong, sj Forward XX Kaze No Sakebi (15 hits) 13) ji Roundhouse(3 hits), st Jab, cr Strong, sj Jab, sj Short, sj Strong, sj Forward XX Fierce Kaze No Sakebi (14 to 16 hits) 14) ji Short, ji Strong,(dash)st Jab, cr Fierce(1 hit) XX Fierce Kaze No Sakebi(3 hits) XX Blessing Of The Sun (34-35 hits) 15) ji Jab, ji Strong,(dash)st Short, cr Fierce(1 hit) XX Fierce Kaze No Sakebi(2-3 hits) XX Plants' Commandment (7-8 hits) ----opponent in corner combos---- 16) ji Short, ji Strong, st Jab, cr Fierce(1 hit) XX Fierce Kaze No Sakebi (8 hits) 17) ji Short, ji Forward, cr Short, cr Roundhouse XX Jab Kaze No Sakebi(1 hit) XX Blessing Of The Sun (30-33 hits) 18) ji Short, ji Strong XX Jab Kaze No Sakebi(full), OTG cr Short, cr Roundhouse XX Jab Kaze No Sakebi(1 hit) XX Blessing Of The Sun (31-33 hits) ======================================================================= 18. VS ABYSS ======================================================================= The Armor Of Erosion--at last your quest is complete....or is it?? All of a sudden, you're not so sure anymore, as the armor itself appears to be alive, and even worse--it has your destruction in mind!!! This is Abyss--your final confrontation in Marvel vs. Capcom 2, and your greatest trial of all--or is it really?? In this section I'll give you the lowdown on the many different attacking options you have available to your characters, and what to expect from the _last_ bastion of evil in this, the chaoticly crossed dimensions....until the _next_ sequel, that is!!! ^_^ 1ST FORM: Rising from out of nowhere, Abyss seizes control over the Armor Of Erosion to do his evil bidding--the armor is now his to command. This first of a trio of grueling tests against Abyss' might is perhaps the easiest--if you spot the attacks heading your way. First and foremost, his primary attack will be that insane body press/charge he's so fond of. Then he usually follows up with one of his two Unlimited Hyper Combos--either the Slime Shower or the Megaton Blast. Abyss' other attacks in this form include a sharp slime covered arm swing, which is surprisingly quick, and an attack where he makes a slime javelin from one of the helmet's horns. The only other special move Abyss utilizes in this form is a trio of lightning powered spheres which home in on your character but will dissipate if enough damage is dealt to his armored body. 2ND FORM: During this formation, Abyss will remain stationery for most of the battle, shooting flames and lasers out of his gelatinous arm. The flames have an insane range and damage field, rendering most jump-in attempts futile unless they're properly timed. Ducking under the flames is a viable option, but the window in which to counterattack afterwards is very small, so this should be your last resort. The lasers he fires will cut into you even if you're crouch blocking, chipping away as he laughs maniacally. Eventually, like the first form, he will change up his attacks, and start to use this "twisting bodily projectile spray" HC via his unlimited HC bar. If you inflict enough damage to him, he begins to hide in the green ooze, blowing out three bubble traps to ensnare you long enough to cancel into his HC. Use an assist to pop the bubbles if necessary, but any Jab or Short attack works fine. 3RD FORM: After dissolving back into the sea of green, the ooze turns a blood red and coagulates into a GIGANTIC dog-like creature. This form is surprisingly fast for it's bulk, so don't underestimate his speed, or overextend your attacks, as he can capitalize on ANY move with slow recovery time. His many attacks include a Venom Fang type move which covers a great deal of the screen, so it's hard to avoid it after the starting frame. He also deals a good chipping damage game with his HC and his Rising Flames attacks, both involving multiple flame strikes protecting the orb encased within the beast. The HC version flying across the entire screen, while the orb protection flames will rise from the ground in rapid succession to defend it's weak point. He will also attempt to lay the smackdown with an enormous magma-laced slapping motion, and if he connects with it, you will get bounced, perhaps into a HC!!! Ultimately, your goal is the orb in the center of Abyss' body, but when the creature is fully formed, you can strike most any part of it's body, preferably behind the head, so you can be relatively safe from attack. ------STRATEGIES FOR AMINGO AGAINST ABYSS------ 1ST FORM: Interestingly enough, I've found a nauseating simple tactic to use against this lumbering lug's first form!!! Before the battle, make sure you are right up against Abyss' ugly mug!! When the battle begins, immediately super jump up and on your way over his body, tap Short kick to hit him in the face!! Hold the joystick to fall over to his other side of Abyss' body. Now what will happen is he will either turn and face you, or start a charge in the opposite direction. If he charges, simply run behind him and attack, but if he turns in your direction, just repeat the first jumping Short tactic previously mentioned. Using this simple technique will help you dodge his normal/special attacks too. Best techniques for Amingo will be jumping Roundhouse and standing Fierce when Abyss' back is turned, and using simple Jab, Strong combos when he uses his Megaton Blast will prevent catcus boy from taking damage himself. 2ND FORM: Probably the toughest of the three for Amingo, but there are a few ways around that cheesy firethrowing maniac!! First, if you super jump in at all, it is IMPERATIVE that you gauge your landing via the blue arrow above him, then tap a button accordingly to his attacks. If he starts up a flame before you land, use Short, but if the animation cycle ends, use Roundhouse. QUICKLY follow this up with a st Short XX Fierce Kaze No Sakebi to travel through his form, hopefully avoiding the flames Abyss spews forth. Also, a dash in standing Fierce works pretty well after the flame's animation draws to a close. Another tactic is to get behind slime boy and use the Blessing Of The Sun before he turns around and counters you. Pop the bubbles with a helper or use jumping Short when necessary. 3RD FORM: This is the final form of Abyss, and in my opinion, he's nothing more than a big target!! Your primary attack here will be Amingo's jump in Roundhouse alternating with ji Short, ji Forward XX Kaze No Sakebi combos. For your final tactic you can use his Blessing Of The Sun Hyper Combo when he leaves himself open after a teleport!! Enjoy the typical lackluster Capcom ending!!! ^_^ ======================================================================= 19. ACKNOWLEDGEMENTS/CREDITS ======================================================================= Well, that's about it!! I would like to thank the good people on the Fighters. Net forums for encouraging me to write this FAQ!! My thanks also go to CJayC at GameFaqs.com for letting me speak my piece, and for the wonderful VMU save. Thanks to Ken from the Street Fighter Grand Archive and Al Amaloo at About.com Guide To Video Game Strategies for their support in my FAQs. Additionally, a BIG double thank you goes out to Kao Megura(Chris MacDonald) for helping me out with the translations of Amingo's specials/supers and for being an all around nice guy when giving me advice on my FAQs!! ^_^ ======================================================================= 20. OTHER ======================================================================= Amingo can be one ornery little prick if used properly, and can brawl with the best of them!!! It's a joy seeing a new style of playing incorporated into the Street Fighter legend every now and then, and this "cactus bastard" is one of the quirkier ones!!! So take this knowledge with you, get to the arcade and hand people their asses with a catcus!!! ^_^ "A-MIN-GOOOO!!"