User:Zeta: Difference between revisions

666 edits
mNo edit summary
m (added navbox)
 
(21 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{ComboCard
==Neutral==
|title=Pokes into 236X
In neutral, Boingo's generally most comfortable at a range just outside the tips of '''5B''' and '''2B'''. At this distance, the opponent has to be prepared to deal with your strongest pokes while also considering options such as you running away or throwing out a projectile. Keep in mind that usually the risk/reward for any of these options is stacked heavily against you, so it's advisable to play passively.  
|subtitle=Unrewarding, but consistent
 
|file=HFTF-boingo-5b236x-reduced.mp4
==Zoning==
|difficulty={{DifficultyText|Basic}}
If you find yourself at a safe distance from the opponent you can initiate Boingo's solid zoning game.  
|notation=('''5A'''), '''5B'''/'''2B''' xx '''236B/C'''
Your primary tools for this are:
|content=Extremely basic, but sometimes it's all you've got. Note that while it's usually better to cancel into '''236C''', it will usually fail to connect at ranges where '''236B''' will, but that whiffs on crouching characters so confirm accordingly. When in doubt, use the crouching variant as it might hit them while they're trying to stand block.
*'''236X''' - Gunshot is your safest and most conventional projectile.
}}
**'''A/B''' - Shoots while standing, letting it hit hops as well as careless forward movement on the ground.'''B''' Gunshot fires a faster projectile, but '''A''' Gunshot moves slightly slower, which gives you more time to curve it up or down to cover more space.
{{ComboCard
**'''C''' - Shoots while crouching. Better at covering the ground, but pretty much useless against any jumps. Hits low, letting it catch people walking backwards. Recovers slightly sooner.
|title=Truck Confirms
*'''623X''' - Glass isn't a conventional zoning tool, serving more of a setup function. '''B''' Glass can be useful to cover the space directly in front of you in case the opponent makes it past your other projectiles. '''C''' Glass' bullet can hit things like superjumps and double jumps, but the Glass itself covers a useful area and can set up an unblockable in tandem with '''236C''' if the opponent isn't careful.
|subtitle=1 bar for good damage and a knockdown
*'''S''' - S-Bullet can theoretically hit any point on the screen, but in basic zoning your primary options are going to be:
|difficulty={{DifficultyText|Basic}}
**'''5S'''(416) covers the ground with a delayed projectile. Its delayed nature allows you to act while the opponent has to deal with the bullet. You can use this time to reposition, set up another projectile, anti-air them or to run in for close-range pressure if they hesitate. 
|file=HFTF-boingo-d5atruck-reduced.mp4
**'''5S'''(476) is similar to the above, but covers a head-height level, meaning it's easy to crouch under but is good at catching jumps.
|notation=('''d.''')'''5A'''/'''2A''' xx '''270X'''
**'''5S'''(634) is a more immediate threat that covers a waist-level height. If the opponent jumps or rolls over this, they have to be careful about the bullet returning at a ground level which can now cross up.
|content=Balances relative consistency with moderate reward. While it costs a bar, Boingo usually builds more than enough meter to be liberal with its use. This combo deals decent damage, turns off your opponent's Stand due to using a grab, always causes a knockdown and can start from a variety of situations. This'll also be your primary punish option due to '''d.5A''''s speed.
**'''5S'''(694) is again similar to the one above, but the projectile instead returns at a head level.
*It's important to mention that as good as this combo is, it'll fail to connect on characters with throw invincibility. This usually comes into play when trying to combo into it after a wakeup meaty, when catching a landing or when hitting someone out of prejump.
While zoning, be prepared to deal with moves with lots of i-frames like Stand ON Star Breaker or Tandem. Be ready to adjust your zoning patterns to account for unique movement options such as airdashes or teleports. Against characters with fast rolls you should assume that 'a safe distance' is a tiny bit further than midscreen.
}}
 
{{ComboCard
==Techchase==
|title=IOH Conversion
 
|subtitle=Generally safe, exercise caution against Stand ON
==S-Bullet==
|file=HFTF-boingo-ioh-muted.mp4
Hoingo’s main appeal as a character is his S-Bullet special: a quick, 10-hit projectile that can have its movement preprogrammed. This gives Hoingo access to powerful zoning, techchase, okizeme while also being useful in pressure.
|difficulty={{DifficultyText|Basic}}
====Useful Patterns====
|notation='''j.A'''/'''B''' xx '''j.236AA'''
*'''5S'''(634) - Possibly the most important pattern to have in your muscle memory. It’s okay at normal zoning, but the real fun starts once the pattern loops back and starts to return. Because Boingo can block while the bullet is out, it can serve as a deterrent against grounded approaches, and this pattern is also one of the most consistent ways of causing an S-Bullet crossup in neutral.
|content=Reliable instant overhead on every character, but it can be tight against {{CharacterLabel-HFTF|Devo}} or {{CharacterLabel-HFTF|Alessi}}. Be careful when using this against characters in Stand ON with ways to do high damage off air combos, since if they fall out you'll still be airborne and wide open. Otherwise, this is a great way to open up opponents that refuse to stop downbacking. Usually forces a reset into neutral, but Boingo's generally comfortable there. Difficult to meaningfully punish on block.
*'''5S'''(694) - Very, very similar to the above pattern, but covers the air more than the ground, meaning most characters in Stand OFF can crouch under it to avoid it. Great techchase option thanks again to staying out even when Boingo blocks.
}}
*'''5S'''(416) - Reliable way to keep the opponent in blockstun/hitstun. Because of the way the bullet moves, this pattern can be very advantageous if you can get your opponent to block it. In addition, this is a strong zoning tool if given time set it up: the bullet’s forward movement is “delayed”, allowing you to act while the bullet covers the ground. Depending on their hurtbox, using this pattern point-blank to the opponent can be a crossup.
{{ComboCard
*'''5S'''(476) - Very similar to 5S(416), but also has additional utility as a way to cover the airspace directly in front of you. If your opponent is jumpy, setting up this pattern might make them reconsider their approach.
|title=Anti-air Combo
*'''5S'''(821) - Sets up a nice, short-lived “wall” in front of you. Can be a faster crossup than 5S(634)/(34), and especially so when you catch someone rolling through it. If you’re sneaky, you can use this to cross up and knockdown a cornered opponent.
|subtitle="""Party""" """Starter"""
*'''5S'''(4169)/(4189) - Not as consistently useful as the previous patterns, but can sometimes be used to catch people carelessly airdashing or doublejumping away.
|difficulty={{DifficultyText|Basic}}
*'''5S'''(7631) - Very good at covering the middle section of the screen, can also unexpectedly cross up.
|file=HFTF-boingo-4bglass-reduced.mp4
====S-Bullet Crossups====
|notation='''4B''' xx '''623B'''/'''C'''
In certain situations, S-Bullet can hit as a crossup, meaning it has to be blocked by holding ''toward'' you, as opposed to ''away'' from you. This catches many opponents off guard, since there are very few moves in the game that behave this way. This can net you some free damage every now and then, especially if you can react and confirm into a Truck or a knockdown.  
|content='''4B''' is an excellent anti-air thanks to its speed and reach, and this combo also makes it more rewarding by improving damage and initiating Boingo's excellent techchase game. It's generally best to cancel into '''C Glass''' but you may find that '''B Glass''' works better in some situations.<br>
=====S-Bullet Crossup Conditions=====
Also works well to catch opponents downteching, but be very careful about characters with fast air buttons as they can use the i-frames from airtech to beat your '''4B'''. In addition, this combo can fail to connect on an opponent's airtech after they get hit by the multihits of '''S-Bullet''' or '''Glass'''.
There’s two main conditions:  
}}
#The bullet has to hit your opponent “from behind”
{{ComboCard
#They must not be in preblock.
|title=Corner S-Bullet Loop
The first one is easy enough to understand - if the bullet hits their back, they have to block it as a crossup. The second one is trickier: if they’re in preblock when S-Bullet hits them from behind, they can block it normally. This is especially important when trying to cross up with patterns like '''5S'''(634) - if the bullet hits them on the way forward, it has to go far enough behind them to let them leave preblock, and then turn back and hit them from behind. If it doesn’t travel back far enough to let them leave preblock, they can block it normally. In addition, forcing the opponent into preblock by pressing buttons or using projectiles near them, they can block the S-Bullet crossup normally.
|subtitle=Only works on standing opponents
 
|position=Corner
{{NavboxHFTF}}
|difficulty={{DifficultyText|Advanced}}
|file=HFTF-boingo-smokeloop-muted.mp4
|notation=... '''5S'''(416), '''4A''' ~ '''5S'''(416) ...
|content=Exceedingly difficult to confirm into. '''4A''' must be cancelled in its early startup frames i.e. before the hitbox comes out in order to combo into '''S-Bullet'''. It's very rare to have the opportunity to even do this combo, but it deals a lot of damage and builds a ton of meter. Most importantly, it's stylish as hell.
*Fails on every Stand OFF crouch due to '''4A''' whiffing.  
}}
===Okizeme===
{{ComboCard
|title=Meaty '''4C'''
|subtitle=Works off of most knockdowns, mediocre followup pressure
|difficulty={{DifficultyText|Basic}}
|notation=meaty '''4C''' ~ '''270X'''/'''236BC'''
|position=Okizeme
|file=HFTF-boingo-4coki-reduced.mp4
|content=Not your best setup on wakeup, but sometimes this is all you can get. Because throw invulnerability on wakeup doesn't go away if you're hit meaty, hitting '''4C''' won't allow you to combo into '''Truck''', but will let you combo into '''236BC'''. However, due to '''Truck''''s unique ability to grab opponents out of blockstun this setup will let you grab them meaty, potentially repeating the situation.
*The '''270X''' version beats simple blocking, but can leave Boingo punishable when Guard Canceled.
}}
{{ComboCard
|title=Crossup '''5S''' 50/50
|subtitle=Highly character specific timing-based ambiguous left/right
|difficulty={{DifficultyText|Intermediate}}
|notation=meaty '''5S'''(416), ('''d.''')'''5C'''
|position=Okizeme
|file=HFTF-boingo-5scrossoki-reduced.mp4
|content=Character specific, but very strong against the characters it works on. Abuses the fact that S-Bullet spawns behind the opponent if Boingo is in point-blank range, allowing certain patterns to cross up. In this setup, the bullet's trajectory allows it to hit either sameside or crossup depending on if it's delayed or not, making it incredibly ambiguous.
<!--
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable" style="white-space:nowrap; max-width: 15%; text-align: left; margin-left:0.2em"
{{!}}+ Oki Chart
! style="width:20%" {{!}} {{Tooltip | text=Char | hovertext=Character setup is being used against.}}
! style="width:20%" {{!}} {{Tooltip | text=KD | hovertext=What knockdown this works off of.}}
! style="width:20%" {{!}} {{Tooltip | text=SS | hovertext=Whether the sameside hits meaty.}}
! style="width:20%" {{!}} {{Tooltip | text=CU | hovertext=Whether the crossup hits meaty.}}
! style="width:20%" {{!}} {{Tooltip | text=FU | hovertext=Ideal followup after a successful hit.}}
{{!}}-
{{!}} {{CharacterLabel-HFTF|Jotaro}}
{{!}} '''2C'''
{{!}} Yes
{{!}} On PB(?)
{{!}} '''5C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Avdol}}
{{!}} '''5C'''
{{!}} Yes
{{!}} Yes
{{!}} '''5C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Kakyoin}}
{{!}} '''2C'''
{{!}} Yes
{{!}} Yes
{{!}} '''2C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Polnareff}}
{{!}} '''2C'''
{{!}} Yes
{{!}} Yes
{{!}} '''d.5C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Dio}}
{{!}} '''2C'''
{{!}} Yes
{{!}} Yes
{{!}} '''d.5C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Devo}}
{{!}} '''2C'''
{{!}} Yes
{{!}} n/a
{{!}} '''2C'''
{{!}}-
{{!}} {{CharacterLabel-HFTF|Iggy}}
{{!}} '''2C'''
{{!}} n/a
{{!}} n/a
{{!}} '''2C'''?
{{!}}}
-->
}}
{{ComboCard
|title=Unblockable Loop
|subtitle=Powerful in spite of being IPS-vulnerable
|difficulty={{DifficultyText|Intermediate}}
|notation=meaty '''623B''' + '''4C'''(1) ~ '''5S'''(416), ('''d.''')'''5C''' / '''2C'''
|position=Okizeme
|file=HFTF-boingo-ubloops-muted.mp4
|content=
A little finicky, but very much worth going for. Against the right characters, this allows Boingo to do heavy damage and build loads of meter off a single knockdown followed by a 50/50.
*Avoid using '''5C''' when near the screen edge or the corner, as it'll cause a techable wallbounce instead.
*Be wary of IPS.
}}

Latest revision as of 06:19, 11 February 2025

Neutral

In neutral, Boingo's generally most comfortable at a range just outside the tips of 5B and 2B. At this distance, the opponent has to be prepared to deal with your strongest pokes while also considering options such as you running away or throwing out a projectile. Keep in mind that usually the risk/reward for any of these options is stacked heavily against you, so it's advisable to play passively.

Zoning

If you find yourself at a safe distance from the opponent you can initiate Boingo's solid zoning game. Your primary tools for this are:

  • 236X - Gunshot is your safest and most conventional projectile.
    • A/B - Shoots while standing, letting it hit hops as well as careless forward movement on the ground.B Gunshot fires a faster projectile, but A Gunshot moves slightly slower, which gives you more time to curve it up or down to cover more space.
    • C - Shoots while crouching. Better at covering the ground, but pretty much useless against any jumps. Hits low, letting it catch people walking backwards. Recovers slightly sooner.
  • 623X - Glass isn't a conventional zoning tool, serving more of a setup function. B Glass can be useful to cover the space directly in front of you in case the opponent makes it past your other projectiles. C Glass' bullet can hit things like superjumps and double jumps, but the Glass itself covers a useful area and can set up an unblockable in tandem with 236C if the opponent isn't careful.
  • S - S-Bullet can theoretically hit any point on the screen, but in basic zoning your primary options are going to be:
    • 5S(416) covers the ground with a delayed projectile. Its delayed nature allows you to act while the opponent has to deal with the bullet. You can use this time to reposition, set up another projectile, anti-air them or to run in for close-range pressure if they hesitate.
    • 5S(476) is similar to the above, but covers a head-height level, meaning it's easy to crouch under but is good at catching jumps.
    • 5S(634) is a more immediate threat that covers a waist-level height. If the opponent jumps or rolls over this, they have to be careful about the bullet returning at a ground level which can now cross up.
    • 5S(694) is again similar to the one above, but the projectile instead returns at a head level.

While zoning, be prepared to deal with moves with lots of i-frames like Stand ON Star Breaker or Tandem. Be ready to adjust your zoning patterns to account for unique movement options such as airdashes or teleports. Against characters with fast rolls you should assume that 'a safe distance' is a tiny bit further than midscreen.

Techchase

S-Bullet

Hoingo’s main appeal as a character is his S-Bullet special: a quick, 10-hit projectile that can have its movement preprogrammed. This gives Hoingo access to powerful zoning, techchase, okizeme while also being useful in pressure.

Useful Patterns

  • 5S(634) - Possibly the most important pattern to have in your muscle memory. It’s okay at normal zoning, but the real fun starts once the pattern loops back and starts to return. Because Boingo can block while the bullet is out, it can serve as a deterrent against grounded approaches, and this pattern is also one of the most consistent ways of causing an S-Bullet crossup in neutral.
  • 5S(694) - Very, very similar to the above pattern, but covers the air more than the ground, meaning most characters in Stand OFF can crouch under it to avoid it. Great techchase option thanks again to staying out even when Boingo blocks.
  • 5S(416) - Reliable way to keep the opponent in blockstun/hitstun. Because of the way the bullet moves, this pattern can be very advantageous if you can get your opponent to block it. In addition, this is a strong zoning tool if given time set it up: the bullet’s forward movement is “delayed”, allowing you to act while the bullet covers the ground. Depending on their hurtbox, using this pattern point-blank to the opponent can be a crossup.
  • 5S(476) - Very similar to 5S(416), but also has additional utility as a way to cover the airspace directly in front of you. If your opponent is jumpy, setting up this pattern might make them reconsider their approach.
  • 5S(821) - Sets up a nice, short-lived “wall” in front of you. Can be a faster crossup than 5S(634)/(34), and especially so when you catch someone rolling through it. If you’re sneaky, you can use this to cross up and knockdown a cornered opponent.
  • 5S(4169)/(4189) - Not as consistently useful as the previous patterns, but can sometimes be used to catch people carelessly airdashing or doublejumping away.
  • 5S(7631) - Very good at covering the middle section of the screen, can also unexpectedly cross up.

S-Bullet Crossups

In certain situations, S-Bullet can hit as a crossup, meaning it has to be blocked by holding toward you, as opposed to away from you. This catches many opponents off guard, since there are very few moves in the game that behave this way. This can net you some free damage every now and then, especially if you can react and confirm into a Truck or a knockdown.

S-Bullet Crossup Conditions

There’s two main conditions:

  1. The bullet has to hit your opponent “from behind”
  2. They must not be in preblock.

The first one is easy enough to understand - if the bullet hits their back, they have to block it as a crossup. The second one is trickier: if they’re in preblock when S-Bullet hits them from behind, they can block it normally. This is especially important when trying to cross up with patterns like 5S(634) - if the bullet hits them on the way forward, it has to go far enough behind them to let them leave preblock, and then turn back and hit them from behind. If it doesn’t travel back far enough to let them leave preblock, they can block it normally. In addition, forcing the opponent into preblock by pressing buttons or using projectiles near them, they can block the S-Bullet crossup normally.

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph