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

From SuperCombo Wiki

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.

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