JoJo's Bizarre Adventure: Heritage for the Future/Boingo/Movelist

From SuperCombo Wiki

Normals

5A
Boing5a.png
Startup Active Recovery Damage Guard
3 3 10 [8] 4 (1 Stand) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 Special/Super
WC/CrC
Air UB

Short, fast kick. Okay to press after a roll, leads to decent damage and a knockdown by canceling into truck. Data in brackets is recovery on crouch cancel.


5B
Boing5b.png
Startup Active Recovery Damage Guard
4 4 13 10 (4 Stand) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -7 Special/Super Air UB

Balls kick. Is stupid quick and has a lot more range and damage than 5A. Very solid button all around, good at stopping reckless approaches and as a poke in neutral. Finds occasional use as an antiair.


5C
Boing5c.png
Startup Active Recovery Damage Guard
15 3 31 16 (5 Stand) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch (Knockdown at 3 hits) -17 -20 Special/Super
Air UB
Wallbounce

Slow, winding heel kick. Very slow to come out and recover, and the launch isn't too useful on a raw hit. Has an admittedly nice hitbox, but its speed prevents it from being an effective tool, relegating it to a niche antiair and pressure option. The forward movement on startup allows for kara cancels, which can be used to give Truck extra range.


2A
Boing2a.png
Startup Active Recovery Damage Guard
3 2 9 3 (6 Stand) Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 0 -3 Special/Super Air UB

Pocket sand. Quick low, doesn't have much range. Fast startup can let you mash out of some things, but the long recovery makes that risky. Doesn't lead to much, but you can try going into truck if you're sure it'll land. Chaka, Khan, BPol and SDio can use their counter against 2A but Rubber Soul and Old Joseph can't.


2B
Boing2b.png
Startup Active Recovery Damage Guard
4 4 17 8 (4 Stand) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -3 -11 Block (Frame 1 only)
Special/Super
Air UB

Hol attacks with a brick that does NOT HIT LOW. This button is fucking godlike with a great horizontal hitbox. Use it as a poke, counterpoke, combo tool, panic press it, you wish you could eat and drink this button if you could.


2C
Boing2c.png
Startup Active Recovery Damage Guard
11 18 10 9 (5 Stand) Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -10 -24 Special/Super (Before frame 9) Air UB

Sliding kick. Hits low. Causes hard knockdown, lowers your hurtbox significantly and travels a third of the screen. Cannot be canceled past startup and has long recovery, making it very unsafe on block. Don't use this button willy nilly.


j.A
BoingjAB.png
Startup Active Recovery Damage Guard
4 4 Until landing 4 (3 Stand) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - Special/Super -

Jumping knee attack. Decent air to air due to alright hitbox and fast startup. Can hit as an instant overhead, which you can convert off of with j.236AA for better damage.


j.B
BoingjAB.png
Startup Active Recovery Damage Guard
4 4 Until landing 4 (3 Stand) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - Special/Super -

Identical to j.A.


j.C
BoingjC.png
Startup Active Recovery Damage Guard
6 4 Until landing 9 (5 Stand) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - Special/Super -

Jumping kick pointing downwards. Good for attacking opponents that are below you. Great combo starter and situational air-to-air, your main air button.

Dashing Normals

d.5A
Boing5a.png
Startup Active Recovery Damage Guard
2 3 10 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -2 Special/Super Air UB

Dashing version of 5A. Minimally faster than 5A, but has worse hitbox. Useful for setting up Hol's command grab super.


d.5B
Boingd5B.png
Startup Active Recovery Damage Guard
8 5 14 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 0 -8 Special/Super Air UB

Dashing version of 5B. It's much slower than the standing version and only does half the damage, probably just better to use d.2B over this.


d.5C
Boingd5C.png
Startup Active Recovery Damage Guard
10 3 33 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -19 -32 Special/Super Air UB

Dashing version of 5C that is much faster. It launches the opponent on hit instead of knocking them back, so there's no wall bounce. The blockstun of this move can prove very useful for cancels, and a scaled hit provides Boingo's best oki potential, as unlike 2C you can cancel the recovery. Can be a decent anti air, although tricky to utilize as it is dashing. Unfortunately can still be ducked under.


d.2A
Boingd2A.png
Startup Active Recovery Damage Guard
3 2 9 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -2 -5 Special/Super Air UB

Dashing 2A, is similar to 5A in that it's good for tick supering, but slightly less damaging and the range is about as bad too. Since this is a sort-of projectile, it will not follow you as you dash, lessening its effective range when dashing forwards.


d.2B
Boingd2B.png
Startup Active Recovery Damage Guard
7 4 13 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -7 Special/Super Air UB

A slower, dashing 2B with less recovery. Good for covering far off space whether you're dashing forwards or backwards, and can be riskily used to continue pressure on block should you get the time.


d.2C
Boingd2C.png
Startup Active Recovery Damage Guard
16 24 13 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -18 -31 - Low

Somehow even slower than 2C and unlike normal Hol's d.2C, cannot be cancelled. No reason to ever use this move, dash cancel into 2C instead.

Command Normals

6C/4C (Close)
Boingthrow.png
Startup Active Recovery Damage Guard
1 - Total 70 - Throw
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch (-19 on earliest tech) - - - Grab

Hol grabs the opponent by the nose and shoots them in the face. The opponent can recover right after getting hit by this grab, which can result in a fast punish, making it rather useless.. The only matchup it is safe in is against Rubber Soul, and Young Joseph can't punish it unless you grab him into the corner, but you can just grab him in the opposite direction if you're near it anyway.


4A
Boing4a.png
Startup Active Recovery Damage Guard
13 4 25 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -18 -21 Special/Super Air UB

Hol puffs some cigarette smoke. Whiffs on most crouchers. Useless as a footsies normal due to bad startup, hitbox, and hitstun, but finds obscure use if cancelled. If you cancel after at least 5 frames of startup, its hitbox will still come out, potentially protecting you during the startup of your next move. This also allows it to combo into 5S if you want to pull off something stylish, but chances of that happening in a real match are very low. Trades with projectiles. Chaka, Khan, BPol and SDio can use their counter against 4A but Rubber Soul and Old Joseph can't.
Always cancel this move.


4B
Boing4b.png
Startup Active Recovery Damage Guard
6 3 23 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -17 Special/Super Air UB

Enziguri style kick. Very fast and has good horizontal range, but it does low damage and has a high hitbox allowing it to be ducked under. Its primary use is as an anti-air, but some better jump-in attacks will beat it. It can also dodge some low attacks since it raises your hurtbox for a moment.


4C
Boing4c.png
Startup Active Recovery Damage Guard
11 4 frames per shot, 5 frame gap between shots 15 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -5 -2 Special/Super -

Three downward shots that hit low. His main oki tool, and is also decent at stopping dash-ins and pressuring. Unfortunately has a slow startup and far, slightly random hitboxes. It is best to cancel this attack right after it connects because it's unsafe even on hit. This move counts as a projectile, and like 4A, can linger after you cancel it, though less noticeably as an individual bullet has little active frames. You can cancel the move after 3 frames and the first hitbox will still come out, after 11 frames and the second hitbox will still come out and after 20 frame for the last hitbox to still come out. Be careful about the input overlap with throw, since an accidental throw can get you killed.

Unique Moves

The Emperor
S (Air ok)
Boing5sPose.png
Startup Active Recovery Damage Guard
22 (Ground)
26 (Air)
Until offscreen Total 33 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hol Horse fires a single, delayed bullet from the Emperor which can have its path programmed by pressing directions during startup. The bullet can hit up to 10 times. Does no damage to stand bars. If 2 "S bullets" are on screen, only the newer one will deal damage.
Your best projectile, albeit your slowest. Since it is so versatile, you can adapt your zoning as your opponent adapts their rushdown, or even use it offensively as a pressure tool that can chip very well and even cross up! Unfortunately if your opponent has their Stand ON, this move becomes a lot less useful, and will no longer combo them in the air. Can be punished bad too, so make sure to use your other projectiles and don't rely solely on this move.

You can start inputting directions after 6 frames of startup. Then you have a 15 frame window to input up to 8 directions. You can't input twice the same direction in a row, the only way to delay a direction is to input more directions before, waiting doesn't work.

If you're on keyboard/hitbox and revision 990913, pressing 8 and 2 simultaneously during the startup will have the bullet stop in place with glitchy sprites for some demented reason in FBA. (See Trivia section)


Run
44/66
Run.png
One of your most important tools
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hol Horse starts running. Running isn't unique to Hoingo, but it's so important to him that it deserves its own section. You'll be doing this a lot: running back and forth to keep your opponent guessing, running away for some breathing room to set up, as a defensive option, and simply to just reposition. As important as an option as this is, you should remember how much space there is behind you: running away isn't always possible, so you should try not to overuse this.


Guard Cancel
623A/B/C (While Blocking)
BoingGC.png
Startup Active Recovery Damage Guard
10 3 19 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -10 -18 - Air UB

Hol performs a fast version of his Yakuza kick, kicking the opponent away without a wall rush. It also has a vertically better hitbox that can hit most crouching characters. Be careful with using this GC: if it's properly baited, you'll do a 623x, which is insanely punishable. Very mediocre overall.

Specials

Mighty Gun!
236A/B/C
Boing236ab.png
Boing236c.png
Startup Active Recovery Damage Guard
9 (A/B)
11 (C)
- 36 (A/B)
33 (C)
- Mid
Low (C)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -11 -18 - -

Hol fires a single shot from the Emperor. Slightly longer recovery compared to the original version. Holding 8 or 2 will change the vertical trajectory of the bullet.
The A and B versions have Hol shoot while standing, with the A version's bullet being slower and inferior to the B version, though the reduced speed provides extra time to set the trajectory. The C version of this attack has slightly longer startup and causes Hol to shoot while crouching, lowering his hurtbox and making the bullet hit low. Can be punished on block point blank, and it's not too safe even on hit. Extremely small hitbox and slow recovery means this move should not be used as often as a traditional fireball, but when used sparingly it can be good for tech chasing and stuffing some grounded approach options. This move greatly widens your hurtbox, so watch out whenever you use it.


Glass Shower
623A/B/C (Air OK)
Boing623b.png
Startup Active Recovery Damage Guard
9 (A)
11 (B/C)
5 (Air)
- 23 (A)
22 (B/C)
- Mid (Bullet)
High (Glass)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall down, hitting multiple times. Hoingo shoots slightly later than normal Hol on his B and C variants but recovers at the same time as him regardless. The shards also have a smaller hitbox than normal Hol's.
Does decent damage and good chip/stand damage but scales terribly for combos. Builds alright meter on hit and hits high. Probably his worst tool for zoning but is used to setup oki unblockables on some characters. Good as anti-air, especially when reading a tech. The number of hits depends on the height of opponent, and can hit more than usual if they are within the shards while they are above the screen. A version makes the glass fall right over Hol Horse. B version makes it fall slightly in front of him. C version makes the glass drop around 3/4th of the screen away from Hol. All jumping versions are the same and have Hol fire the bullet at roughly 45° angle. The lower he is, the longer distance the bullet will travel. This move, especially the air version, can be punishable from distances you might not expect, be careful!

Supers

Rapid Fire!
236AA
Boing236ab.png
Boing236c.png
Startup Active Recovery Damage Guard
11 (AB)
13 (AC/BC)
7 (Air)
- 83 (AB)
73 (AC/BC)
- Mid (AB)
Low (AC/BC)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hol fires 10 shots rapidly. Hol will fire the gun while standing while the A+B is pressed. This version has a slower startup on the ground but can still be used in some combos. The A+C and B+C versions of the super will have Hol fire while crouching, lowering his hitbox and making the bullets hit low. When done in mid-air, Hol will fire 12 bullets in a wider spread as well as be propelled upwards and back slightly. The air version comes out noticeably faster than regular Hol's.
Damage scales really badly when performed in a combo, so the super works better when performed raw or during the Pipe Maze super.

Has decent iframes around superflash which can allow it to beat out some moves. Can beat raw tandems. One of the bullets will always cause a knockdown, but it might randomly miss, meaning the opponent won't drop to the floor sometimes as they normally should. Every version of this super doesn't combo Stand ON opponents well, and can be punished on hit, especially the jumping version. Due to a bug, when buffered the standing version can come out even when the low version is input. Damage is seemingly random, but still doesn't vary much.


Pipe Maze
421AA
Boing421aa.png
Pipe Maze.png
Startup Active Recovery Damage Guard
7 45 26 - Mid (Pipe)
Unblockable (Bullets)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Air UB (Pipe)
Unblockable (Bullets)

A pipe magically appears from the ground and Hol Horse shoots 7 bullets inside of it. Depending which combination of buttons was pressed while performing this super, the side from which they will come out will change. The pipe itself has a long air-unblockable hitbox which causes a Stand Crash but does no damage on its own. The bullets that fire from the pipe are all unblockable and build meter. It takes about 5 seconds for them to start firing from one of the ends, during that period Hol can freely walk around and perform any attack and special/super, with the exception of another Pipe Maze super. If Hol is hit before the bullets fire out from one of the sides of the pipe, the super will be canceled, which makes this super a big risk at times. Each version produces a different series of ricochet effects just before the bullets release.
The super itself does not deal high damage, but the player can combo during/after it for some bonus, unscaled damage. The best option is to follow it up with his Rapid Fire super. Similarly to 236AA, when buffered you will get the BC pattern even if you did not input it. This move can be used as a gimmicky reversal as the first hit can beat out a good chunk of moves with its long active frames and disjoint.

A+B version - bullets come from the left end 254 frames after the end of the recovery.(Red)

B+C version - bullets come from the right end 226 frames after the end of the recovery. (Blue)

A+C version - bullets come from the top end 265 frames after the end of the recovery. (Green)


Absolute Premonition
6248A or 4268A
Boing270-1.png
Boing270-2.png
Startup Active Recovery Damage Guard
5 5 45 - Fusion Grab (still connects during hit/blockstun)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Fusion Grab

Once upon a time, there was a boy that could predict the future, so he told his friend to stick up his fingers in his nemesis' nose in order to defeat him. After doing so, the nemesis was hit by a truck.
Boingo's unblockable command grab super is insanely fun to look at, his best source of damage, can be comboed into with ease, and still connects if the opponent is in hitstun or blockstun. Its major weaknesses are lack of invincibility frames on a 5 frame startup and the fact its damage can spoil when scaled or versus some small characters. It also takes a long time to recover when it whiffs. The damage and launching from this move can vary a LOT but will always give you a knockdown afterwards. If you can get your opponent to block one of your longer lasting projectiles, you can try and grab them out of the blockstun, but be careful, since whiffing it can get you killed.

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