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==Character Overviews==
==Neutral==
Note that this is by no means a comprehensive overview of the characters in this game, but it does aim to give first-time readers a basic idea of what to expect from each character. For a more complete look, click on the character's name to jump to their page to learn more!
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.  
====Active Stand====
*'''{{CharacterLabel-HFTF|Jotaro}}''' is a close range brawler with equally strong options in the midrange. Gets his hits by outspeeding or outboxing the opponent's moves before converting said hits into combos with monstrous damage that lead to oppressive 50/50 okizeme.


*'''{{CharacterLabel-HFTF|Avdol}}''' is a jack-of-all-trades who heavily rewards fighting game fundamentals. His lack of any real weakness allows him to adapt to nearly any situation or matchup. Has some of the best-in-class tools for nearly any situation, although he can struggle to take back momentum once he's at a disadvantage.
==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.


*'''{{CharacterLabel-HFTF|Kakyoin}}''' is everything you can dream of and more. Normals that are fast and long, amazing movement, obscene combo damage, suffocating oki and pressure along with Nets - the best move in the game, bar ''one''. His only real weakness? Being tournament-banned.
==Techchase==


*'''{{CharacterLabel-HFTF|Polnareff}}''' is both hard to keep away and impossible to get in on. He's extremely good at playing a patient, neutral-focused game supported by his excellent pokes and massive air normals, but Polnareff can switch to a smothering offense with mixups backed by his Shooting Star special in a heartbeat if he needs to.
==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:
#The bullet has to hit your opponent “from behind”
#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.


*'''{{CharacterLabel-HFTF|Dio}}''' is an extremely volatile character defined by lightning-fast dashes and the potential to end rounds off a single opening. Once he’s in the lead, Dio’s movement, strong air normals and the exceptional Stand ON Knives super can put the opponent in checkmate - literally.
{{NavboxHFTF}}
 
*'''{{CharacterLabel-HFTF|Devo}}''' is widely considered to be the first real example of a puppet character, and he embodies the archetype perfectly. Effective doll placement allows Devo to attack from two directions, which gives him obscene damage, mixup potential and neutral control.
 
*'''{{CharacterLabel-HFTF|Iggy}}''' is the smallest character in the game when in Stand OFF, but gains an airdash along with a unique glide in Stand ON, which allows him to play an unorthodox aerial keepaway and high/low game. He's also a dog.
 
*'''{{CharacterLabel-HFTF|Midler}}''' is an unorthodox character with excellent neutral and footsies. She doesn't have a defined win condition, so she instead focuses on abusing the opponent's weaknesses with her varied toolkit, which include obnoxious air normals and the excellent Stand OFF Cars super.
 
*'''{{CharacterLabel-HFTF|Vanilla Ice}}''' is terrifying - only a select few characters compare in terms of sheer efficiency. Ice is very straightforward - his fast movement combined with excellent dashing normals make him threatening from a surprising distance and his exceptional Stand ON normals make him near impossible to approach once he's in the lead.
 
*'''{{CharacterLabel-HFTF|New Kakyoin}}''' is a zoner-rushdown hybrid that combines oppressive limb zoning with equally oppressive mixups thanks to his unique Stand ON hoverdash. Also has access to Nets, which bolster every facet of his gameplay.
 
====Weapon Stand====
 
*'''{{CharacterLabel-HFTF|Alessi}}''' fights in the midrange and gets the bulk of his damage through his unique Child Transformation mechanic - hitting the opponent with certain moves will transform them into a child that can’t block, which allows him to wail on them while they’re defenseless.
 
*'''{{CharacterLabel-HFTF|Chaka}}''' is a Weapon Stand character focused on close range combat. Constantly switches between Stand OFF's excellent mobility and Stand ON's higher variety of options including access to the situational but strong Learning Counter.
 
*'''{{CharacterLabel-HFTF|Old Joseph}}''' might look seem like a grappler at first, but in reality he plays more of a punish reliant style. While the old man is by no means fast, the opponent has to be mindful of his solid dashing normals including a low-hitting slide, his near-fullscreen hitgrab and his Custom Combo - all of which can lead to a full combo.
 
====Passive Stand====
 
*'''{{CharacterLabel-HFTF|Mariah}}''' is a setup-based zoner with a unique level-up mechanic. Although she’s far weaker than most of the cast, landing hits with her Outlet S-Moves will upgrade all her special and super moves, leveling the playing field somewhat.
 
*'''{{CharacterLabel-HFTF|Hol Horse}}''' is a zoning oriented character with several useful projectile attacks at his disposal. Although he is quite limited up close, his gameplan relies on frustrating the opponent to make mistakes before punishing them with anything ranging from basic positional advantage to Touch-of-Death combos.
 
*'''{{CharacterLabel-HFTF|Pet Shop}}'''  is notorious for being one of the cheapest characters ever put in a fighting game. High damage, a unique standing hurtbox and fast movement are supplemented by Icicle Break - one of if not the best move in the game thanks to hitting overhead and needing no commitment to set up, making it an exceptional neutral, combo and setup tool.
 
*'''{{CharacterLabel-HFTF|Black Polnareff}}''' is a character of extremes. He has great normals including good jump-ins and two 2f jabs that all lead to his signature infinite, but his nearly non-existent pressure and bog-standard movement mean it's very difficult to actually land a hit.
 
*'''{{CharacterLabel-HFTF|Khan}}''' has very few surprises. He uses his surprisingly competent normals and movement to gradually wear down the opponent with a combination of dashing low pokes and a relatively safe instant overhead. Although his damage is underwhelming, it can improve with meter.
 
*'''{{CharacterLabel-HFTF|Hol & Boingo}}''' is an alternative version of Hol Horse with some altered attacks, new supers and a vastly improved S-Bullet special. While the duo might look a lot like Hol Horse on the surface, these changes have a massive impact on how they approach most situations.
 
*'''{{CharacterLabel-HFTF|Rubber Soul}}''' isn't exactly fast, but sticks to the opponent like glue once he’s in. If he finds a hit or lands a grab, Rubber can force hard to escape, looping pressure with mixups. His exceptional defensive options also can set up this brutal vortex, meaning Rubber can be one Guard Cancel away from stealing the round.
 
*'''{{CharacterLabel-HFTF|Shadow Dio}}''' is a unique midrange character that rewards reading and conditioning the opponent. Very feast-or-famine, as he has excellent damage, okizeme and movement but starts to struggle as soon as he's put on the back foot due to his weak defensive options.
 
*'''{{CharacterLabel-HFTF|Young Joseph}}''' is the only character with no actual Stand - despite this, he functions the same as other Passive Stand characters. While his pressure and damage are average, these can improve if he's able set up one of his projectiles. In addition, Young Joseph is full of unique setups and knowledge checks the opponent might not be ready for.
 
 
<br>

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