User:Zeta: Difference between revisions

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{{ComboCard
===Who should I play?===
|title=Pokes into 236X
The easy answer is you should play the character you think is the coolest. Playing a simpler character to learn the game won't teach you anything about the character you actually want to play, so if you already have a character in mind, there's no reason to avoid playing them right off the bat.
|subtitle=Unrewarding, but consistent
====I'm a beginner. Which characters would be good for me?====
|file=HFTF-boingo-5b236x-reduced.mp4
However, it's impossible to deny that some characters are better suited to beginners:
|difficulty={{DifficultyText|Basic}}
*'''{{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.
|notation=('''5A'''), '''5B'''/'''2B''' xx '''236B/C'''
*'''{{CharacterLabel-HFTF|Shadow Dio}}''' is 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.
|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.
*'''{{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|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.
{{ComboCard
*'''{{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.
|title=Truck Confirms
====I don't care about the simple characters, show me the cool ones!====
|subtitle=1 bar for good damage and a knockdown
One of the best things about HFTF is just how inventive some of the characters in the cast are <small>(for better or for worse)</small>:
|difficulty={{DifficultyText|Basic}}
*'''{{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. As if that wasn’t enough, NKak also has access to Nets, which bolster every facet of his gameplay.
|file=HFTF-boingo-d5atruck-reduced.mp4
*'''{{CharacterLabel-HFTF|Iggy}}''' is a dog. Play someone else.
|notation=('''d.''')'''5A'''/'''2A''' xx '''270X'''
*'''{{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.
|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.
*'''{{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
*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.
*'''{{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.
}}
{{ComboCard
|title=IOH Conversion
|subtitle=Generally safe, exercise caution against Stand ON
|file=HFTF-boingo-ioh-muted.mp4
|difficulty={{DifficultyText|Basic}}
|notation='''j.A'''/'''B''' xx '''j.236AA'''
|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.
}}
{{ComboCard
|title=Anti-air Combo
|subtitle="""Party""" """Starter"""
|difficulty={{DifficultyText|Basic}}
|file=HFTF-boingo-4bglass-reduced.mp4
|notation='''4B''' xx '''623B'''/'''C'''
|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>
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'''.
}}
{{ComboCard
|title=Corner Smoke Loop
|subtitle=Only works on standing opponents
|position=Corner
|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.  
*It must be reiterated that this combo is extremely difficult to confirm into, which unfortunately makes it only useful for style points.
}}
===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.
}}

Revision as of 14:34, 4 February 2025

Who should I play?

The easy answer is you should play the character you think is the coolest. Playing a simpler character to learn the game won't teach you anything about the character you actually want to play, so if you already have a character in mind, there's no reason to avoid playing them right off the bat.

I'm a beginner. Which characters would be good for me?

However, it's impossible to deny that some characters are better suited to beginners:

  • text-middle 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.
  • text-middle Shadow Dio is 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.
  • text-middle 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.
  • text-middle 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.
  • text-middle 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.

I don't care about the simple characters, show me the cool ones!

One of the best things about HFTF is just how inventive some of the characters in the cast are (for better or for worse):

  • text-middle New Kakyoin is a zoner-rushdown hybrid that combines oppressive limb zoning with equally oppressive mixups thanks to his unique Stand ON hoverdash. As if that wasn’t enough, NKak also has access to Nets, which bolster every facet of his gameplay.
  • text-middle Iggy is a dog. Play someone else.
  • text-middle 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.
  • text-middle 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
  • text-middle 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.