JoJo's Bizarre Adventure: Heritage for the Future/Boingo/Introduction: Difference between revisions

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| intro =  
| intro =  
[[File:Boingo-idle.gif|frameless|center|conman]]
[[File:Boingo-idle.gif|frameless|center|conman]]
| pros = * His S bullet attack comes out much faster allowing for very freeform zoning that can even cross up
| pros =  
* He has a very useful command grab super that is easily comboed into
*Varied and strong projectile game
* Fastest roll in the game
*Powerful command grab super that can catch people blocking
* Can run instead of dashing
*Decent set of normals for poking, antiairs and pressure
* Second highest defense in the game (The highest Stand OFF)
*Good grounded movement and the fastest roll in the game makes repositioning a breeze
* Some strong long normals
*Diverse okizeme and mixups, including crossups, instant overheads and (sometimes) looping unblockables
* Able to set up unblockable oki on certain characters
| cons =  
| cons = * Passive Stand character
*Passive Stand
* Very low damage without meter, "mixups" are often unsafe if opponent guesses correctly
*Underwhelming reward on hit
* Terrible at breaking stands, NEEDS to keep life lead due to weak approach
*Slow light attacks and lack of a true reversal can make defense difficult
* Some of his normals and specials are pretty slow, and nearly all have smaller hitboxes than Hol & J. Geil
*No good answers against opponents in Stand ON
* Loses a few key moves from regular Hol
*Mixups can leave Hoingo open to heavy punishment
* Damage, oki, and/or zoning ability severely crippled in some matchups
* Relies a lot on S bullet but leaves himself punishable when using it
* Grab is even worse than Hol's now that he can't spawn Boingo from Glass Shower
* No "Stand Attacks", cannot break nets or wires
* No frame 1 invincible reversal
| footnote = test
| footnote = test
}}
}}

Revision as of 16:18, 17 January 2024

Boingo-challenger.png

The Ultimate Duo!


Hol & Boingo (aka Hoingo) is an alternative version of Hol Horse with some slightly reworked attacks, new supers and a vastly improved S-Bullet special. While he might play a lot like Hol at a surface level, these changes have a massive impact on how Hoingo approaches most situations.

When playing as Hoingo, you're mostly going use hit and run strategies combined with unique unique projectiles to frustrate your opponent. Once they're on the back foot, you can use your vast array of mixups and setups to extend your advantage.

Even though he's considered generally underpowered, Hoingo can prove to be a very fun and rewarding character for those who enjoy improvising and don't mind difficult, downright unfair challenges.

conman
Pros Cons
  • Varied and strong projectile game
  • Powerful command grab super that can catch people blocking
  • Decent set of normals for poking, antiairs and pressure
  • Good grounded movement and the fastest roll in the game makes repositioning a breeze
  • Diverse okizeme and mixups, including crossups, instant overheads and (sometimes) looping unblockables
  • Passive Stand
  • Underwhelming reward on hit
  • Slow light attacks and lack of a true reversal can make defense difficult
  • No good answers against opponents in Stand ON
  • Mixups can leave Hoingo open to heavy punishment
Boingo

Boingo A.png

Stand: Passive

Defense Value: 78

Roll Speed: 25

Wakeup Speed: 36

Prejump: 4

Notable Players

Color Nickname Country Platform Accounts Notes
Boingo-idle.gif
Guruslum USA, Midwest Fightcade 2 Twitter: @guruslum
Fightcade: guruslum
Low Tier God. Also plays Alessi.
Boingo-idle.gif
Puzzle3301 USA, West Coast Fightcade 2 Twitter: @PuzzleHFTF
Fightcade: puzzle3301
His hit and run playstyle can make even the easiest of the matchups very annoying to play. Also plays Hol Horse and J. Geil