yea thats right, he has a few of them. All of them are corner though :sad:, however he should have an infinite for every character size.
If you go on zachd.com and search for amingo, you’ll see these infinite videos.
Theres one I think everyone knows about the s.lk, qcf+lp ball but he has resuper jump infinites in the corner which can be followed up into his vine super.
Basing this off how his corner infinite works, amingo should be able to do HELLA life in the corner. If he snaps out someone or kills a character in the corner, you should be able to do sj, qcf+lp. If they take the hit, the infinite should be free. If they block it, falling sj.lp sj.mp, land, super jump and infinite. I’m not quite sure on this. This is just a guess as of now but it sounds like it works.
Maybe mid screen, he can have something similar. Of course, if your opponent took your qcf+lp ball in the air, they can hit the ground and roll. Thats ok though becase amingo has follows up from that so its not entirely useless. I’m sure if they blocked it though, there could be some pretty deadly things in there if the sprite is going to be in the right spot. I’m using my imagination to think it through but its kinda late.
amingo’s snap out 1 one hit but if you block it, theres like 2-3 hits that hit after it. I think it leaves him safe but didn’t really test it today.
TK lp onion dash will flip them around on the 2nd and 3rd hit for some reason. Its not a cross up, the game gives you auto guard the thing is though, the 3rd hit can hit you backwards and flip your sprite around, and falling lk can ambigously xup or not depending where amingo is in your sprite. Put your attack in the middle of there sprite, and let marvel figure out what side it’ll be on.
@ certain heights, you can fall down with sj.lk, sj.mp, land, superjump again for a combo. Applicable to midscreen.
after FS, call your helper, hcb+fp the onion bounce. The fp will cross through your opponent and put you on the opposite side. The same scenario with hcb+lp will not cross through and land in the front.
The baby cacti can flood the ground and force your opponent to jump. This is an ok strategy but for the most part, you just want to use them to cancel out from your noramls so you can play 3\4 screen pokes. Once you cancel out, you can try to smack them back into the ground so your baby cacti can do some work.
I was watching a charlie video today and charlie landed an unblockable with qcf+kk. His combo super as the a character was coming. This got me thinking that maybe amingo’s qcb+pp could be done the same way if you could time it so they landed right in the middle of it.
for assists punish, s.lp+tron, s.fp. If your opponents point isn’t in this combo, you can SJC off any of the s.fp hits and get away while tron combos.
s.lp, s.mp and s.lp, s.fp juggles for an AA. Maybe s.lp, s.mk works too but didn’t test that today.
call tron, sj.lk, qcf+lp is a real good over head tool if you can master the overhead off a sj. If you fuck it up, your not stuck in NJ mode and still have the ability to onion dash and reposition.
amingo has a few options to take once he gets a launcher. sj.fp ender gives you FS. Sometimes, j.rh gives you neutral FS and other times it gives you regular FS. Don’t really know why that works though. I think its based on which hits of the s.rh makes contact last and that last hit determines the FS properties. Neutral FS can be followed up wiff setups into overhead scenarios.
watching this guy MIKEP, whos probably the best amingo player i’ve seen, is usually ending his AC’s with qcf+fp. This won’t give you FS anything, it just causes OTG but thats what he’s using. If your opponent just takes it, the onion can land on him with j.rh, relayer assist+mixup, if you roll it s.lp+tron, TK LP onion dash, mixup.
personally, I think they’re all good but I haven’t been playing him long enough to say which of the 3 is the best. and for shits and giggles, his throw is the best in the game lol. He extend his leg to wrap you up, and proceeds to punch you in the face. Gimme da loot nagga.