Pokes into 236X Unrewarding, but consistent Basic
(5A), 5B/2B xx 236B/C
Extremely basic, but sometimes it's all you've got. Note that while it's usually better to cancel into 236C, it might fail to connect at ranges where 236B will, but that move also 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.
Truck Confirms 1 bar for good damage and a knockdown Basic
(d.)5A/2A xx 270X
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.
- 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.
IOH Conversion Generally safe, exercise caution against Stand ON Basic
j.A/B xx j.236AA
Reliable instant overhead on every character, but it can be tight against
Devo or
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.


Anti-air Combo """Party""" """Starter""" Basic
4B xx 623B/C
4B is one of the best anti-airs in the game due 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.
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.
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.
Okizeme
Meaty 4C Works off of most knockdowns, mediocre followup pressure Basic
Okizeme (meaty) 4C ~ 270X/236BC
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.
Crossup 5S 50/50 Highly character specific timing-based ambiguous left/right Intermediate
Okizeme (meaty) 5S(416), (d.)5C
Doesn't work on everyone, but extremely useful on those it does work on. The S-Bullet hitting sameside or crossup depends on timing: generally, a short delay before the 5S will make it hit sameside.
- The crossup only works when standing next to the opponent at point-blank range.