Hoingo

## Introduction

After **J. Geil** (J・ガイル *Jei Gairu*) dies at the hands of Polnareff, **Hol Horse** (ホル・ホース *Horu Hōsu*) pairs together with **Boingo** also known as **Voing**(ボインゴ) and once again attempts to defeat Stardust Crusaders. **Hol & Boingo** are one of the six hidden characters in the game.

The two make the ultimate duo! With Boingo's prediction book and Hol Horse's SNIPE-GUN, nothing can stand in their way! The community calls them Hoingo or Boingo for short.

Hol & Boingo is an alternative version of regular Hol Horse with a lot of different frame data on his attacks, 2 replaced supers and one removed special. While this results in a completely unique playstyle, many still consider him to be a much-nerfed version of his former self. He still has a few tricks up his sleeve, however.

### **Pros & Cons**

+ His S bullet attack comes out much faster allowing for very freeform zoning that can even cross up
+ He has a very useful command grab super that is easily comboed into
+ Fastest roll in the game
+ Can run instead of dashing
+ Second highest defense in the game (The highest Stand OFF)
+ Some strong long normals
+ Able to set up unblockable oki on certain characters

- Passive Stand character
- Very low damage without meter, "mixups" are often unsafe if opponent guesses correctly
- Terrible at breaking stands, NEEDS to keep life lead due to weak approach
- Some of his normals and specials are pretty slow, and nearly all have smaller hitboxes than Hol & J. Geil
- Loses a few key moves from regular Hol
- 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

## Movelist

### **Unique Moves**

Your best projectile, albeit your slowest. Since it is so versatile and more easily used than on normal Hol, 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 5 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.
Midair: 26-Until Landing

10-3-19 (Whiff)
Air UB

## Combos

Like Hol Horse, Boingo is not a combo heavy character. But here are some small combos that can help you in a match, a lot of them can be started from j.C:

5A (WC) 5A (WC) 5A - 3 kicks, pretty useless.

5A, 5B xx 236+B/C - Basic links into hitconfirm bullet.
5A (CrC) 2B xx 236+A/B/C - Same as above but with more range, less damage, and a tighter link.
5A, (WC) 5A, 5B xx 236+B - Longer hitconfirm. Works only against standing targets.
2A xx 236+A/B - 2A can be used for hitconfirming, but you CANNOT combo into crouching bullets with it.
d.5C xx 623+C - Launching anti air hitconfirm.

5A, 5B xx 236+A+B - Only the standing version of Rapid Fire works here.
5A (CrC) 2B xx 236+A+B - Same as above.
4B xx 236+AA - Either version of Rapid Fire works here.
4C xx 236+AA - Same as above.

5A (WC) 5A xx 6248+A - Link into command grab super, can whiff on some characters.

All normals except 5C, 2C, d.5C, and d.2C can all link into the command grab, but usually won't work from their maximum range.

You can combo into pipes from 5A, 2A, 5B, 4C, j.A/B, j.C, d.5A, d.2A, and d.5B at very close ranges. Against some characters, d.5C can work as well.

j.A/B/C xx j.236+AA - Works best when it hits a target on the ground.

## General Strategy

The general strategy with Hoingo will be based on the experience of your opponent, but most of the time you'll be running and gunning while spacing your opponent out with 2B, 5B, 4B, 4C and j.C. Be aware that at most ranges against most characters, cancelling a normal into 5S is NOT SAFE OR A REAL FRAME TRAP, even on hit sometimes! It is useful pressure if you get away with the Stand bullet, but don't cancel into it out of everything like a brainlet. Even if it is far faster than Hol's, it is still very punishable. Your S bullet is great at penetrating remote stands, hitting the user for double damage even if their Stand blocks!

### **The Emperor**

Hoingo's stand bullet is faster than Hol Horse one, but because of that, you have less time to input patterns to it. The best thing to do is to practice a few stand bullets patterns for different occasions and use them to deceive your opponent, force them to block so you can run, or punish bold moves.

Be aware that stand bullets from **The Emperor** will not chip Stand meter from your opponent if they block with it. If that's the case, mix it up with some 236+A/B/C and 623+A/B/C for harassment.

Here are some examples of patterns to help you start, keep in mind these are just a baseline and you'll have to adapt them to the situation and to your opponent.

* **Red line 1: 5S(76).**
* **Red line 2: 5S(676).**
* **Green line 1: 5S(16).**
* **Green line 2: 5S(616)**
* **Blue line 1: 5S(693).**
* **Blue line 2: 5S(639).**

You can try to catch your opponent from the back for a crossup. It will be a surprise to be sure, and a welcome one.

* **Red line: 5S(6971).**
* **Green line: 5S(694).**
* **Blue line: 5S(6914).**

### **Pipe Maze**

Pipe Maze is a risky move with unlikely utility. The AC version is very difficult to get your opponent in range of (But it could be a good unexpected finisher).

* Used as a reversal: Since the beginning of **Pipe Maze** has a lot of active frames, is slightly disjointed (especially vertically) and air unblockable, you can try to use it unexpectedly and beat out the opponent's approach. It can counter an empty jump and even beat a jump in from certain angles!
* Combine it with a super: If you manage to land the initial hit from the **Pipe Maze** and remember which input you did, try to mess with your opponent so he will be right outside the pipes that are going to shoot some bullets. Be creative with how you do it! Use stand bullets, j.236AA or anything you can think of so you hold your opponent in the place you want. You can also bait your opponent towards you and let them get hit while they try to open you up. If the pipes bullets land, they will not scale damage after it. Let them hit a few times before you use **Rapid Fire** so you optimize the damage output.

Unfortunately, several characters such as Vanilla Ice and Kakyoin have very good mobility while their stands are on, allowing them to dodge with ease. **Pipe Maze** is not very useful outside of the first hit in these matchups, though it could provide a few seconds where you can try to snipe them down while wasting the clock.

### **Absolute Premonition**

This super grab is not as fast as others in the game but it can help you get out some situations or surprise your opponents. Like **Pipe Maze**, if you fail it you will be stuck in the animation of it and will probably die. Here are some examples of what you can do:

**NOTE: WHEN USED FOR OKIZEME, ABSOLUTE PREMONITION WILL ONLY CONNECT AFTER A MEATY ATTACK IF THE OPPONENT BLOCKS, IF THEY GET HIT AND YOU TRY TO COMBO INTO ABSOLUTE PREMONITION IT WILL WHIFF. ADDITIONALLY, IF YOU CONFIRM WHILE YOUR OPPONENT ARE IN JUMP STARTUP, YOU CANNOT COMBO INTO 270 DESPITE THEM REMAINING ON THE GROUND.**

* Catch an opponent blocking 5S or 623A/B/C. This is the best way to 270 your opponent since pushblocking projectiles doesn't push you away. The only way out is to guard cancel, but you can read this and punish with a 236AA or roll past it and 270 them anyway. This technique is very useful to integrate into your okizeme game. Since these projectiles are multihitting though, if your opponent does **NOT** block it's better to use something else as the super scales terribly.
* Hitconfirm into it - Landing just one normal in neutral can turn into huge damage with this super. Try dashing up to your opponent and using d.5A, jumping in and comboing into it, or catching your opponent pressing buttons out of a roll with 5B and grabbing them afterwards.
* Use it in a blockstring - **Absolute Premonition** isn't just special because it can grab people in hitstun, it can catch them in blockstun too! If you make your opponent block anything at close range you can try for a command grab, but be wary they can pushblock you away and leave you down a meter and open for a punish. You can set up for this similarly to how you hitconfirm, but don't get predictable with it!

If you are a **BIG BOY** and want to style you can try to:

* Taunt and bait your opponent, then do the super. (Especially between rounds!)
* Wake up super and pray it lands. Your opponent will have to mess up their oki hard for you to reversal with this.
* Do it while the bullets are traveling the **Pipe Maze,** the bullets will not scale the damage, but DO scale the launching properties giving you extra hits and damage. If you time it correctly it will look cool and whoever spectate the match will love you. Damage can actually be comparable to using **Rapid Fire** (depending on the character) but requires you to be close and your opponent to be on the ground.

## Matchup Strategy

#### Abdul

He wakes up super fast so your oki will be limited and if you miss your meaty timing (which is easy since you have no fast moves with a lot of active frames) he can reversal with the high amount of i-frames on his supers.

#### Alessi

Alessi's stand moves can intercept your pressure and projectiles when half screen or closer, and can gun you down if he's farther away than that. His small hurtbox forces you to be deliberate with your S bullet patterns, and your command grab won't get many hits on him. While his pokes and projectile might be quick, the gun has a very long recovery and the stand normals have huge hurtboxes that become active even before the hitboxes do. Pray he messes up his gun, and try to predict when he'll use a normal in S.on and try to stuff it out with 5B, 2B, 4C, or even 421AA for a stand crash and knockdown! Your child form is AWFUL, Alessi will get loads of damage on you compared to most characters.

#### Black Polnareff

Don't try to take any risks up close, especially with S bullet, he can end rounds in very few touches and he does not get many chances. B.Pol sucks at approaching and is passive stand, so just run away and hope he doesn't get in while you chip him out.

#### Chaka

ZONE WITH CAUTION, do not try to use S bullets willy nilly, as he can jump in from fullscreen, s.236AA, or dashing low profile to ruin your day. Play patient and take advantage of your ability to create distance via your running dash and anti-air game.

#### Devo

If you do not catch him with double damage S bullets, you have little chance in this war of attrition. Under no circumstances should you get greedy for such luxury, through, dealing with his Stand is a major pain, if it is resting near you, LEAVE!

#### DIO

His s.236AA will make your life hell, however you get excellent okizeme on him should you score a knockdown, as well as an excellent roll thanks to DIO's grab being punishable on hit. Neutral will be extremely oppressive and you may as well give up on zoning between his invincible teleport, quick dash, quicker normals, and the aforementioned knife super. If he gets close to you, your best option is to guard cancel his pressure, any other option will lead to certain death if it doesn't hit him, though you will need to take risks eventually to exploit your superior oki in this matchup.

#### Hol Horse

You should be relatively equal in terms of footsies, although he possess superior combos, blockstrings, and frametraps. Both of you will be fishing for a whiff punish between the projectile wars. Hol can use his safer 236 bullet to beat the startup of your S bullet, so be sure to stay on your toes. You can punish Hol's grab with 236AA except for the rare occasion of Boingo dropping from his glass, so your roll becomes even better in this matchup (Keep in mind you can't safely grab his either.) Something to employ while dealing with air glass is to dash away instead of blocking it, though you still can punish it while directly under him with your variety of anti-airs. Video example: https://youtu.be/XoWl7PAV2NA?t=177

#### Iggy

Iggy is a highly unorthodox matchup due to his small size and defensive nature. Your zoning habits must be greatly catered towards this mutt, and you lose all your damage potential when pipes are nearly unhittable, truck barely grazes him, and 236AA is a death wish if he is Stand ON. Zoning him is still possible, but you have to get more conservative with your 5S patterns and general usage. You can punish his s.4[6] charge move (which is part of his bnb and grab punish) on hit by quickly teching and 2Bing.

#### Joseph

You have beyond superb oki on this geezer, but should stay away from him at all costs. His far reaching options are limited and punishable, have patience and hope he doesn't get the inch he needs on the screen towards you. Things can go south FAST if he hits his s.236x or gets a great 214S read but thankfully you should usually have a large stage in this matchup such as the desert.

#### Jotaro

Similar to the DIO matchup, but you can be less afraid at long distances and should get more chances versus Jotaro. This does not make the matchup any easier, though, as he has a real grab and a far better wakeup, meaning you cannot win in one good read, not even 3 or 4. Even if you are untouchable from afar, you can hardly hurt him significantly from that range, and he gets out of it fast with his great post-roll iframes and dash, then closes the rest with his low-risk high reward Star Breaker and Tandem.

#### Kakyoin

Try to stuff his long Stand on sweep and respect his ridiculous mobility. Don't throw projectiles without a plan, you must anticipate his deadly airdash at all times. This is assuming he even wants to play aggressive, and if he doesn't, you likely will struggle even more. Your S bullet can go through his Emerald Splash, but it won't neutralize the projectile when they cross. His slow wakeup allows for great okizeme, even after your 270 which does a LOT of damage in this matchup!

#### Khan

Khan is highly annoying with his vast mobility and small stature, and fast normals. You'll want to aim your S bullets to either stop his low dash-ins or anti air his good horizontal air movement. Thankfully he doesn't have much to deal with your projectiles other than dodging them, but once he gets close, his normals should beat yours 9 times out of 10. While it's rare, if a Khan grabs you in the corner you can recover and punish the grab. Keep in mind that your truck will not do a lot of damage in this matchup, so you'll need a lot of neutral to beat him.

#### Mariah

You are the faster zoner, not much she can do against you from a distance. Mariah will get out of her comfort zone versus Boingo, and try to rush you down with her 623 that you cannot cut. You should get above average okizeme on her.

#### Midler

She can try to stuff out your 236 bullets with her harpoons, but if you get the time, you can beat her harpoon and zone at the same time with an S bullet, you won't be so lucky against her harpoon super though. You should get good oki on Midler, but please do not try your luck with rolling unless you want to test your grab teching prowess.

#### Polnareff

The Polnareff strategy guide said Boingo is free. Here are some ways you can be "Less-Free". You can stop his Shooting Star pressure before it starts by guard cancelling his setups, trying to hit him as soon as he sends it out since he can't block while his Stand is on the wall, or preemptively doing an S bullet that will hit the corner Chariot will go in. You can also hit Shooting Star with a 623A while underneath it, which while faster is not as flexible as using an S bullet. Keep in mind that his Stand-off grab is punishable by quickly teching and doing j.236AA. While his Stand is on, rely on your anti-airs and pray you never enter footsies with him.

#### Shadow Dio

At fullscreen it's a rock-paper-scissors that you get the short end of for winning, but damn can you win. He can book your projectiles, but you can misdirect your S bullet to bait him and punish with a 236 or super. Do too many projectiles that aren't hitting him and he can laser you out of and through your projectiles, but your 236C ducks under it. However, if you do a bad 236C, he can book it with ease. There are lots of options, but book should not be your main concern, Shadow DIO has other ways to get close. His jump-in's should be no problem for your 4B and 236AB, and you get great oki on him as well. Your issues mainly arrive in regards to his dash-in's and the tick throws that follow. Should he loop you there is not much you can do after but respect his terrifying oki and hope he doesn't get that second hit for the round. He can even use his 214AA with nothing to worry about on oki at times, as your 236AA takes a good while to get invincible, it doesn't even have to be meaty.

#### Rubber Soul

Rubber is the only character that can never punish your grab, so don't let him roll out of your tricks! He will have a very hard time approaching without meter, but when he gets a touch on you he will build plenty and you will struggle to escape. 236AA can be very effective against his jump arc and some of his S moves.

#### Young Joseph

Young Joseph will give you problems up close, but at neutral and at fullscreen you will have the advantage. Like Rubber, his jump arc and attacks are perfect for anti-airing with your 236AB, but trying to use 5S against his ground approach may leave you unable to respond for his air assault. His projectiles have very long startup, so troublesome as they are you shouldn't be dealing with them often. Zone this guy out and make him come to you, you can even grab him safely as long as you don't grab him into the corner! Even up close, you have amazing oki and can do a lot of damage from one lucky knockdown.

## Extra

### Hitboxes

*Collected by CaineTemple*
https://imgur.com/a/OnCjont

### Trivia

* Pipes Glitch:
	+ While the **Pipe Maze** super is active, if Polnareff grabs you, his grab will travel much farther than usual; instead of hitting the side of the current screen, it will travel several screens, stopping when it reaches the corner of the stage. If it does not come in contact with the corner before stopping, however, the grab will never complete, preventing both players from acting until the next round. Even when the timer runs out, Hoingo and Polnareff will remain in the grab animation for several seconds.

* Stand Bullet Glitch (works only on keyboard):
	+ The Hoingo Stand glitch otherwise known as “Boingo Meta” or "Boingo Bullet" is a glitch that freezes the Stand bullet in one place forever, along with creating pointless decal of Boingo and glass alongside it. This glitch is a product of the FBA emulator, and is not part of the game itself (it is fixed in more recent versions, like the one Fightcade 2 uses). This glitch only works for Player 2, and in order to perform it, you input 8 and 2 at the same time during the startup of 5S or j.S. These floating Boingo bullets are known to lag the game when too many are spawned, so it is rather bothersome if you consider using it. Despite the added visual effects, this projectile functions as a normal S bullet. This means it hits up to 10 times, and if it leaves the screen or you shoot another S bullet, it becomes inactive (though it remains on screen until Hoingo is hit or the bullet leaves the camera). The Boingo can be used for pressure, okizeme, or as a trap with its unlimited active frames. However, it being stationary is rather contradictory to the concept of a projectile, and can be manuvered around without much effort. This move is also easily techable if the opponent merely touches the edge of the bullet and is not caught within it, since it cannot pass through them.