Basic Moves:
Shout of wind: D,DF,F+any P (useable in air)
Joy of green: D,DB,B+any P
Cactus helper: D,DB,B+any K
Supers:
Rule of the plants: D,DB,B+2 P
Boon of the sun: D,DF,F+2 K
Combos:
1 - (Dash) QP (Air launch), Boon of the sun

2 - (Dash) QP, FP, Shout of wind (Cancel) Rule of the plants

3 - (Jump in) QP, (Duck) QP (Air launch) QP, QK, MP, MK, FK, Shout of wind
Advanced Combos:
None currently.
Strategy:
  Capcom loses mass amounts of cool point on this one. I'm all for originallity, but I sincerely believe they would have done better to recruit some Mega Man X characters into this battle. Cacti, indeed. Anyway, tho the character design is questionable, Amingo is a pretty decent fighter. Using lots of the lil' cactuses or "Cacti" is somewhat effective for keeping the opponent at bay while you press the attack behind them. He's not really effective in the air, but the good part about this character is the basic punch and kick has good range. He's also got the ability to juggle the opponent into specials easily, and it can be accomplished with a simple two-hit combo. The 'Boon of the sun' is a very effective anti-air move, if you have an opponent jumping around, attack with 'Shout of wind' then cancel and connect with 'Boon of the sun'.

Best assist: Heal (Life up vegetable)

While battling a large opponent: Try rushing attacks and get your lil cactus buddies to help you while attacking, most of the big guys can throw you easily so you want to avoid close range attacks. Most of your moves leave you open to attack so rely on basic FP/FK to throw them off.

While battling a small opponent: Try your best to block all low attacks and get the lil cactus guys to help you, believe me, they get you outta a lotta trouble, and only use specials when you know it will have some type of connection cause, it's easy to get yourself in combos and only Amingo's 'Rule of the plants' can be juggled successfully because of the size of the opponents.

While battling an average opponent: Well, this is his biggest weakness. Try not to jump too much, avoid specials at all costs because you're a big target in the air and you only have your FK and 'Shout of wind' in the air. If they keep a distance, time you're dash and 'Joy of green', it's you're most effective move due to the little leap, just make sure it's the fierce one in case they're retreating. Your biggest strength is reach, and connecting with your 'Boon of the sun' is deadly, even if they block they're gettin damage, just make sure you connect.
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