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

Stupid quick and has a great hitbox. Good at stopping reckless approaches and as a poke in neutral, very solid button all around. 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 after 2 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

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

The Brick. You'll be using this a lot - it's a fantastic poke and is great at stopping dashes thanks to its fast startup and great hitbox. The recovery isn't great, so try not to whiff this.


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

Lowers your hurtbox instantly and moves you forward about half a screen. The knockdown on hit can lead into a variety of strong setups, so the reward is nothing to scoff at. However, keep the mediocre frame data and the fact that it isn't cancelable in mind before you press this as you can be punished hard if the opponent sees this move coming. Overall, a pretty good move that you should still be cautious about using.


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 -

Decent air to air due to alright hitbox and fast startup. Reliable instant overhead on most of the cast, which you can convert off of with j.236AA for damage and a reset back to neutral.


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 -

Your main jump in, but works well as an air to air if you need the extra range. Good button to press while doing backward hops to keep the opponent away.

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

Pretty much 5A but with momentum. Can tag opponents unexpectedly, combo into truck to make the most out of the hit. Occasionally used to reestablish pressure against passive opponents.


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. Not very useful, avoid it if you can.


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

Looks like 5C, but much faster. Can be used as a niche antiair out of a run, but where it really shines is as a knockdown tool in your setups. If comboed into after 5 hits, d.5C knocks down, and because it's cancelable unlike 2C you have a lot more time to set up. Other than that, the launch doesn't offer much.


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. The hitbox doesn't follow you as you move, so running back extends and running forward decreases its range. Has some utility as a surprise low and can lead to truck, but not much else can be said about this move.


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. Can help to reset pressure with good conditioning and effective spacing.


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

A slower, more damaging 2C. Very little reason to use this move.

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. Punishable on hit by everyone except Rubber Soul and Young Joseph. Be extra careful when trying to input 4C as to not accidentally throw. Can be a surprise round ender if you're sure it'll kill. A genuinely strong tool against Rubber Soul, since it gives you enough frame advantage to set up a projectile.


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

Smoke. Whiffs on all Stand OFF crouchers and a few in Stand ON. Slow startup and weird hitbox makes it tough to use as a poke or antiair. However, canceling the move 5 frames after it starts will cancel it as normal, but the smoke won't disappear. This lets you use it as an extra hitbox to protect you during the startup of your specials and supers, and is also your only reliable means of combos into 5S. Not used often, if at all.


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

Fantastic antiair with a great combination of speed, hitbox and reward. Can reliably beat most jumps, but be careful since it might still lose against some exceptionally strong air normals such as Polnareff's Stand ON air buttons. Cancel into 623C on hit for extra damage and a nice techchase opportunity. Very briefly lifts your hurtbox off the ground, but this rarely matters.


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 -

While slow to come out, this move is an exceptional pressure tool. You can vary the amount of shots on block before canceling to keep your opponent guessing. Due to being a projectile, it ignores pushblock. Canceling this move into 5S with the right timing will leave a very small gap between these two moves.
Similar to 4A, the move can be cancelled early in its startup while still having the hitbox come out when it reaches its active window. 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
- - - - -

Hoingo’s main appeal as a character. A quick, 10-hit projectile that can have its movement preprogrammed.
Your best projectile, and one of the best in the game. It's deceptively safe to throw out (but idk tho), and it can be a real nuisance for the opponent once it is out. You can use a variety of patterns to restrict your opponent's movement, try to hit the opponent from behind to cross them up, use it as a potent techchase tool and a risky, but rewarding pressure rebuy. In addition, it can sometimes save you from tough situations since the projectile doesn't disappear if you block a move.

As strong as it is, exercise caution when using it. Using this move predictably can end badly for Hoingo, since the risk of getting blown up by moves like Stand ON Star Breaker, Tandem, or fast normals far outweighs the potential reward that successfully getting S-Bullet out on the field can give.

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)
- 45 Total (A/B)
44 Total (C)
- Mid (A/B)
Low (C)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Gunshot, your most basic projectile. A and B have identical frame data, but B's bullet moves slightly faster. C version is a low, and Hoingo is crouched while shooting.
Despite being basic, this is an incredibly useful tool for Hoingo. Unlike your other projectiles, its fast startup allows it to be a safe cancel option off of your normals. As a result, learning to mix between cancelling into this and your slower projectiles is vital to conditioning your opponent to sit still and maintaining pressure.
Other than this, this move is excellent at stopping dashes and punishing reckless movement. Baiting your opponent to press a button while right outside their range and shooting them for it is a great way to deal damage here and there.


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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