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\                        MARVEL VS. CAPCOM 2: The New Age Heroes                 / 
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\ 		       Amingo FAQ by: Gophn (gophn@fcmail.com)                   / 
==================================================================================

Updated: 4-19-2000

Contents:
=========
1.  Introduction
2.  Overview on Amingo
3.  Standard Attacks
4.  Specials and Supers
5.  Combos and Assists

This faq was written by Gophn, me, and was made possible from playing at Southern 
Hills Golfland, the arcade that recieved the first "Marvel VS Capcom 2" machine.  
You can do what ever you want with this faq, but just remember to give credit to 
where its due.
So Enjoy!!!!



======================= ***** 1. Introduction ***** ========================

	I'd never thought that i'd be making a faq ever, but after playing this game 
it got me to think different because since this was a new game, and i was one of the 
first to play this game and this was good knowing that everyone else would be a 
beginner as well.  I say this because since all of the buttons and the combos and 
the assists have change, this had put everyone on the same playing field, which is a 
very good chance to try out and to experiment with characters.  Well I began to test 
Amingo and found that he was a funny character, but no one know that anyone could 
kick serious butt with him until I have figured out strategies with him.



======================***** 2. Overview on Amingo ***** ====================

	Amingo is a funny looking cactus that wheres a sombrero (hat) and is fat.  He 
is a funny character to watch fight, but when someone sees what's he's really got, 
all they can see is...... DANG.....
	I'm probably not the master of Amingo, but I am known as being the "Amingo" 
guy in Golfland.  I can haul some serious a$$ with him.  Here are some of his 
strengths/appeal:

1)	Powerful and Funny Supers:   With just 2 supers he may not seem to be an ideal 
character to use, but thats wrong.  His supers are very quick but seem hard to 
execute, but when done correctly, they can help to either do some pretty good 
damage, help link-up to another character's super, or just to get some laughs.

2)	Quick and Sudden Combos:   He is one of the most quick combo makers in game.  
With his easy launchers and quick hits, many combos can be figured out.  His moves 
are so sudden that they can catch an opponent off gaurd 90% of the time.

3) 	Regular Strikes:   Amingo has probably the best jumping Roundhouse because 
when it hits a opponent blocking/non-blocking it renders them paralyzed until the 5-
6 hits from the kick stops, which can give you the time to plan a combo or another 
attack.

With such great things, there has to be some flwas as well....

1)	THERES NOTHING WRONG WITH HIM!!!!!!!!!!

2)	Over Use of Moves:   With the great moves and startegies, one can use them too 
much and can get figured out and get their butts kicked, trust me I know.  So try to 
be more varied with combos and attacks.



====================== ***** 3. Standard Moves ***** =========================

Standing Jab)    Okay range. Hits fairly fast. Pushing it twice would make a short 
                 ranged strong punch.

Standing Short)   Shortrange hit that is pretty fast downward, could cancel any 
                  other short kicks.  Second connection makes a "snapping" kick to the 
                  mid-section. 

Standing Fierce)   Longrange. Makes a whirling vine that gets 3-4 hits and can stun 
                   a character for a combo or a link-up.

Standing Roundhouse)  Almost like the Fierce but not too affective.

Ducking Jab)   Shorter range than his standing Jab, but faster 
               recovery. Second hit creates an uppercut launcher.

Ducking Short)   Nice range for a Short, quick. Second hit creates a short but 
                 affective kick launcher.

Ducking Fierce)   Long windup. INCREDIBLE range. Decent damage.

Ducking Roundhouse)   Passable range. Very quick. Single hit knockdown. Sets up for 
                      dash special.

Jumping Jab)      Fair range. Another quick attack.  Second attack would cause them 
                  to be lauched a little higher, good for combos.

Jumping short)   Good range. Good speed. Second hit is a short range spin kick.

Jumping Fierce)   A GIANT cactus fist that can knock an opponent out downward 
                  literally.

Jumping Roundhouse)  Quite literally, the best standard attack in the game.  
                     Whirling his leg into a drill the has great range and can paralyze 
                     an opponent thats in the air or not, and/or blocking or not 
                     leaving him vulnerable for attacks or combos.  Pretty good damage.



================= ***** 4. Special and Super Moves ***** ==================

SPEICALS:           
=========
1)  Daiti no Kodomo (little cactus grab): QCB + K
           -Sends out a little cactus minion that hops towards the opponent and 
            grabs him/her for a short moment of time, which can lead to combos or 
            supers.  Can also help to be used as a decoy, while you move forward to 
            attack.

2)  Daiti no Kodomo (little cactus punch): QCF + Short
           -Sends out a little cactus minion that hops towards the opponent and 
            punches him/her, which can also lead to combos or supers.  Can also help 
            to be used as a decoy, while you move forward to attack.

3)  Daiti no Kodomo (little cactus kick): QCF + Roundhouse
           -Sends out a little cactus minion that hops towards the opponent and 
            kicks him/her, which can also lead to combos or supers.  Can also help 
            to be used as a decoy, while you move forward to attack.

4)  Midori no Kanki (flying spiked cactus ball): QCB + P
           -Amingo turns into a Spiked Ball of Cactus that hops forward.  Good damge 
            and good finish for fast ground combos.

5)  Kaze no Sakeb (rushing ball): QCF + P (air)
	   -Great speed and range, good for finishers in ground/air combos.  Great 
            damage.

SUPERS:
=======
1)  Shokubutsu no Okite (Law of Vegetation): QCB + PP
           -One of the FUNNIEST supers there are.  He sends a little plant sliding 
            on the ground to the enemy and if the get caught, it throws them into 
            Amingo's body and then he shakes his body with maracas in his hands.  Not 
            much damage, very slow.  Great for canceling into another super move.  
            Hard to link-up, but I figured it out.. just keep on reading.

2)  Taiyou no Megumi (Sun's Blessing): QCF + KK
	   -Similiar to "Ken's Super Vertical Dragon Punch" but is a little better 
            since the opponent won't really see it coming because he doesn't really get 
            into any position when executing it, and he is literally planted to the 
            ground (can't be moved).  Good damage.  Can be linked-up... just keep on 
            reading.



======================= ***** 5. Combos and Assists***** ===================

EASY:
=====
10-15% Combo) 3-6 hits:  Standing Jab, Standing Fierce, Midori no Kanki (flying 
     spiked cactus ball).

INTERMEDIATE:
=============
15-20% Combo) 5-8 hits:  Ducking Short, Ducking Roundhouse (getting them tripped), 
     Kaze no Sakeb (rushing ball) with Fierce.

25-30% Combo) 10-13 hits:  Ducking Short twice into launcher (or Ducking Jab twice 
     into launcher), while catching him/her in the air: Jab, Short, Strong, 
     Forward, and Roundhouse.

EXPERT:
=======
35-40% Combo) 12-16 hits:  Jumping Roundhouse (or Jumping Short twice), Ducking 
     Short twice into launcher (or Ducking Jab twice into launcher), while 
     catching him/her in the air: Jab, Short, Strong, Forward, and Kaze no Sakeb 
     (rushing ball) with Fierce.

SUPER MOVE LINK-UPS:
====================
Law of Vegetation Combo) 25-35% and 30-40 hits:  Just get the opponent into a 
     launcher and do it.  Another fun way is to just do it when they are 
     jumping in with an attack and you can cancel it to do another characters 
     supermove that goes vertical (ie. Doom, Ken, Akuma).  So if they jump, 
     they're just asking for it.

Sun's Blessing Combo) 15-20% and 3-6 hits:  The most widely thought about super move 
     that is useless.  BUT my firend Mike (A.K.A. CrackPr0n) and I FIGURED IT 
     OUT.  A Standing Jab to a Standing Fierce then to the super WORKS!!! but 
     timing is crucial.  When the super is successful it can be cancelled and be 
     linked to ANY super from other characters.

ASSISTING:
==========
Heal Type:		Jumps in and heals.  Okay.

Enhance Type:		Jumps in and plants a flower with a fruit that can give a 
character 			DEFENSE UP.  Useful.

Balance Type: 		Amingo executes a Fierce Kaze no Sakeb (rushing ball).  Does 
			multiple hits, good damage, very useful.



====================================================================
SPECIAL THANKS TO:

-Capcom for continuing the VS. series, but with more options and a 
 change in button configurations!

-Southern Hills Golfland for having the best players and competitors 
 there to help me figure out the moves and combos while getting my butt 
 kicked over and over and over...

-Mark, Mike, Gabe, Alex, Dan, SpiderDan, and other players for teaching, 
 learning, and screwing around with new characters (like Jill, Tron, 	
 Servbot).

	Any submissions or suggestions?  gophn@fcmail.com

    Source: geocities.com/timessquare/arcade/9929/mvsc2/faqs

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