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JoJo's Bizarre Adventure: Heritage for the Future/Boingo/Matchups
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. Be careful when you're on the ground in 2C range, since he can tag you with it for a quick knockdown if he sees you doing something unsafe.
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.
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.
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 is made to kill Hoingo. It is extremely hard to get into a position where you aren't threatened by the Devo or his doll. 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! Being close to the doll or being sandwiched between the doll and Devo is a death sentence. Because Devo's doll is always in remote mode, using 236xx will always result in all of the bullets hitting. Keeping your S bullet patterns lower to the ground can help significantly as Devo has one of the shortest crouches.
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.
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
See Hol Horse.
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 charge move (which is part of his bnb and grab punish) on hit by quickly teching and 2Bing.
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.
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.
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 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 (you can follow up with 236xx as well). 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.
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.
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.
See Kakyoin. ish.
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.
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 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 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.