If you can actually hit someone with Amingo, go with his air combo, it’s damaging enough. I’d rather save his meters for someone who can really make use of them.
However, Blessings of the Sun is a really good anti-air super, since it’s instant and invincible, and even if it’s air blocked it’s totally safe, plus it does good chip. If it hits it’s got much better DHC options than Law of Vegetation. After it ends you can DHC out to anything from Sent’s HSF to Proton Cannon or what have you to rack up the damge.
Law of Vegetation is a hella fun super, nice and insulting, but it doesn’t exactly improve Amingo’s gameplan. As I said, doing his air combo is a much better option. It also DHCs pretty well though, but occasionally supers that will connect after Blessings will miss after Law because Law sends opponents flying up in their dizzy animation during a DHC.
Not hating, just giving my opinion.
Anyway here’s a combo I do in the corner once in a while:
Launch, SJ. Jab punch, SJ. Short kick, SJ. Strong punch, SJ. Forward kick, pause, SJ. Short kick, SJ. Forward kick xx QCF + Jab, while falling hit opponent with SJ. Short kick, SJ. Strong punch. Land, opponent falls towards you, super jump up and throw them.
Nice damage because of the throw, but don’t get predictable with it. It does open up some nice guessing games though. Like if you think they’ll come back down with an attack to stop you jumping up to throw them, just do Blessings of the Sun…