GGXRD-R2/Answer

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Answer
GGXRDR2 Answer Portrait.png

Defense Modifier: x1.03

Guts Rating: 0

Weight: [100] Medium

Stun Resistance: 55

Jump Startup: 3F

Backdash Time 21F / Invul: 1-12F

Wakeup (Face Up/Down): 25F / 25F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Footsies, Setups

Overview[edit]

Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent. Though he has a great normal moveset and set of movement options for most neutral situations, where Answer really shines is on the attack, where he can frustrate his opponent with great frame traps, safe pressure, and a command grab. After knocking the opponent down or finding some breathing room in neutral, he can set his unique ninja scrolls that he can cling to for tricky mixups and even greater mobility. With a tool for almost every situation, the business ninja is a great choice for players looking for strong footsies and relentless rushdown!

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Strong neutral game with great pokes and movement options, including a unique super jump that can evade bad situations
  • Safe and varied meterless pressure that's enhanced further with cards, meter, and scrolls
  • Great hit/throw game through the use of 46P and a command grab that can fully corner carry
  • Solid anti-air normals and a fantastic airthrow range for his speed
  • Can force difficult guessing situations on knockdown; lots of flexibility in his okizeme
  • Unique reversal that can be difficult for some characters to deal with
  • Impeccable fashion sense
  • Can struggle against defensive neutral, especially without resources
  • Has low damage and difficulty getting knockdowns off of most hits without scrolls or 50% meter to RC
  • His access to combos and setups varies wildly depending on the matchup, making him somewhat inconsistent.


Normal Moves[edit]

5P[edit]
5P
GGXRD Answer 5P.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 4 3 6 +1

Your fastest poke at only 4 frames. It hits crouchers most of the time, but moves that low profile even a little bit can go under it, so be careful. Standard tool for poking after blocked Resshou or ticking into command grab.


5K[edit]
5K
GGXRD Answer 5K.png
Damage Guard Startup Active Recovery Frame Adv.
18 Mid 7 5 11 -4

Somewhat unusual anti-air 5K that hits mostly above and in front of Answer. Somewhat redundant with the existence of 6P, but can be useful in a pinch, particularly to catch people jumping out of pressure.


c.S[edit]
c.S
GGXRD Answer c.S.png
Damage Guard Startup Active Recovery Frame Adv.
10x2,20 Mid 6 3(2)4(2)6 9 -1

Multi-hitting card slash that's fast and combos into Answer's most damaging punishes.


f.S[edit]
f.S
GGXRD Answer f.S.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 9 6 18 -10

Great ranged poke that should be an essential part of your grounded footsie game. Cancels into 2D and 5H (though not at max range) for confirms, knockdowns, and continued pressure.


5H[edit]
5H
GGXRD Answer 5H.png
Damage Guard Startup Active Recovery Frame Adv.
36 Mid 9 6 23 -12

Exceptional normal that, along with Resshou, forms the basis for Answer's frustrating forward-moving blockstrings. Essential tool for your offensive gameplan.


5D[edit]
5D
GGXRD Answer 5D.png
Just a lick
Damage Guard Startup Active Recovery Frame Adv.
22 High 25 3 19 -8

Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most.


6P[edit]
6P
GGXRD Answer 6P.png
Damage Guard Startup Active Recovery Frame Adv.
26 Mid 9 5 16 -7

Good anti-air for approaches coming directly in front of Answer that can also beat out some grounded pokes. Strong overall button that should be used frequently.


6K[edit]
6K
GGXRD Answer 6K.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 26 Mid 14 8 9 +2
Feint - - - - 26 -

Answer's launcher with a very long amount of hitstun. This should almost always be canceled into a scroll set special move, as Answer has enough time to set a scroll, jump up, and continue comboing with the scrolls. Can be held to perform a feint that moves him forward. Only combos on standing hit.


6H[edit]
6H
GGXRD Answer 6H.png
Damage Guard Startup Active Recovery Frame Adv.
45 Mid 17 5 2+12 L 0

Although this move is not an overhead, 6H is one of Answer's most important normal in pressure. It brings him airborne, which means he can use it to cling onto scrolls during pressure or for okizeme. Even without a scroll out, it's surprisingly neutral on block, moves Answer slightly forward, is invulnerable to ground throws, and goes over attacks with low hitboxes, while also providing a huge launch on Counter Hit. Essential offensive tool.


2P[edit]
2P
GGXRD Answer 2P.png
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 5 3 5 +2

A great jab that's plus on block and can't be low-profiled as easily as 5P. Essential poke and pressure tool.


2K[edit]
2K
GGXRD Answer 2K.png
Damage Guard Startup Active Recovery Frame Adv.
14 - 7 6 6 -2

Your main low in your low/throw mixup that leads into the rest of your combo and pressure tools while not being too bad on block.


2S[edit]
2S
GGXRD Answer 2S.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 10 3 9 +2

A nice big card swipe that's positive on block and leads to 5H, though unfortunately not into 2D. Terrific normal with a surprisingly fat hitbox.


2H[edit]
2H
GGXRD Answer 2H.png
Damage Guard Startup Active Recovery Frame Adv.
34 Mid 11 6 21 -8

Big fat anti-air that covers the space above Answer's head quite well. Although it has to be done pre-emptively and it has a big hurtbox that makes it susceptible to trades, it has a ton of untech time on counterhit that means you usually get a combo anyway on trade, and the big hitbox means it's worth throwing out and trying to at least trade in all sorts of situations. Also an important part of Answer's combos as it does good damage, leads to 6K launches, and forces the opponent to stand so that 6K doesn't whiff.


2D[edit]
2D
GGXRD Answer 2D.png
Damage Guard Startup Active Recovery Frame Adv.
28 Low 9 6 15 -7

Nice long-ranged sweep with a cool animation, and Answer's other low normal. Important tool for getting knockdowns off f.S so you can run resourceless okizeme.


j.P[edit]
j.P
GGXRD Answer j.P.png
Damage Guard Startup Active Recovery Frame Adv.
12 High/Air 6 3 9 -

Standard jumping jab. It's speed and hitbox allows for super jump iad combos on taller characters.


j.K[edit]
j.K
GGXRD Answer j.K.png
Damage Guard Startup Active Recovery Frame Adv.
18 High/Air 7 6 15 -

An upwards-angled kick that has an OK crossup hitbox. Good normal.


j.S[edit]
j.S
GGXRD Answer j.S.png
Damage Guard Startup Active Recovery Frame Adv.
12x3 High/Air 9 2,2,8 21 -

Shuriken surfboard that hits three times, useful for confirming stray aerial hits and sometimes as a jump-in where you can mix up the number of hits they have to block standing.


j.H[edit]
j.H
GGXRD Answer j.H.png
Damage Guard Startup Active Recovery Frame Adv.
32 High/Air 9 6 24 -

Gigantic shuriken swipe with a big hitbox and a big hurtbox, similar to his 2H. It has a bad habit of trading with things or losing cleanly to good anti-airs, so don't rely on it too much, but this is a terrific air normal overall that your opponent must respect.


j.D[edit]
j.D
GGXRD Answer j.D.png
Damage Guard Startup Active Recovery Frame Adv.
44 High/Air 10 10 15+5L -

Big frog lick that launches airborne opponents higher than j.H, used similar to Dizzy's j.D to end airborne combos by leaving the opponent high up in the air.


Universal Mechanics[edit]

Ground Throw[edit]
Throw
GGXRD Answer Throw.png
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Ground Throw: 63000 1 - - -

Standard knockdown throw that offers a decent amount of time to set up okizeme.


Air Throw[edit]
Air Throw
GGXRD Answer AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Air Throw: 192500 1 - - -

Standard airthrow; knocks opponent directly below him.


Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Answer 6P.png
Damage Guard Startup Active Recovery Frame Adv.
25 All 10 5 16 -7

Standard Dead Angle attack.


Blitz Attack[edit]
Blitz Attack
S+H
GGXRD Answer Blitz.png
Version Damage Guard Startup Active Recovery Frame Adv.
No/Partial Charge 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

Standard Blitz Shield attack.


Special Moves[edit]

Business Ninpo: Caltrops[edit]
Business Ninpo: Caltrops
236S/H
GGXRD Answer Caltrops.png
Version Damage Guard Startup Active Recovery Frame Adv.
S 20 All 12 12 Total 42 -7
H 20 All 14 12 Total 44 -7

Good range card throw that leaves the card in the ground, which can then be used for other specials. H version goes further than S version. The card still comes out even if Roman Canceled instantly. The card does not have an animation, it just appears in the ground with an instant hitbox over the distance of the throw. Instant Roman Canceling the card can be a good way to start close range ground combos from far away.


Business Ninpo: Under the Rug[edit]
Business Ninpo: Under the Rug
22S/H
GGXRD Answer UnderTheRug.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total 36 -

Answer disapears behind a rug and reappears on top of the corresponding S or H card. If no card is on the ground, Answer reappears in place. Has a deceptively short recovery time compared to the animation (animation can be canceled).


Business Ninpo: Under the Bus[edit]
Business Ninpo: Under the Bus
421S/H
GGXRD Answer UnderTheBus.png
Damage Guard Startup Active Recovery Frame Adv.
38 All 15 14 Total 40 +4

Answer summons a clone that attacks upwards out of the ground from the position of the corresponding S or H card.


Savvy Ninpo: Request for Approval[edit]
Savvy Ninpo: Request for Approval
214P/K/S/H (air OK)
GGXRD Answer RequestForApproval.png
This is when it gets good
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - - - - Total 28 -
Air - - - - Total 46 -

Answer summons two scrolls in the positions indicated by the picture. These scrolls are one of the core components of Answer's gameplay and are used in most of his high damage combos.


Savvy Ninpo: Seal of Approval[edit]
Savvy Ninpo: Seal of Approval
Move to Request of Approval
GGXRD Answer SealOfApproval.png
Version Damage Guard Startup Active Recovery Frame Adv.
Enter Stance
Near Seal > 5
- - - - Total 126 -
Cancel Stance
22
- - - - Total 6 -

Answer clings to a scroll letting him perform a variety of moves. Answer will not cling to a scroll if a direction is being held. Pressing down twice will cancel the scroll cling. Clinging to a scroll provides a short amount of invulnerability.


Savvy Ninpo: Data Logging[edit]
Savvy Ninpo: Data Logging
Seal > P
GGXRD Answer DataLogging.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - 30+15 L
[17+15L]
-

The same move as 22P except it is peformed directly from the scroll. Another property that is different from the standard 22P is that Answer is moved directly above the opponent for the dropkick. Useful for closing the distance on projectile zoners.


Savvy Ninpo: Down the Ladder[edit]
Savvy Ninpo: Down the Ladder
Seal > K
GGXRD Answer DownTheLadder.png
Damage Guard Startup Active Recovery Frame Adv.
30 All 9 5 [1] 6 +1 [+5]

Answer kicks straight down from his position. Brings the opponent down to the ground on hit, allowing for oki at the end of an air combo.


Savvy Ninpo: Stepping Down[edit]
Savvy Ninpo: Stepping Down
Seal > S
GGXRD Answer SteppingDown.png
Damage Guard Startup Active Recovery Frame Adv.
38 Low/Air 27 7 25 -13

Answer teleports directly to the ground below him and then slide kicks toward the oppenent.


Savvy Ninpo: Into My Office[edit]
Savvy Ninpo: Into My Office
Seal > H
GGXRD Answer IntoMyOffice.png
Damage Guard Startup Active Recovery Frame Adv.
30 High/Air 21 10 [6] 10 -1 [+1]

Answer lunges a small distance forward and does a large swipe in front of him.


Savvy Ninpo: Safety Net[edit]
Savvy Ninpo: Safety Net
Seal > Direction + D
GGXRD Answer SafetyNet.png
Damage Guard Startup Active Recovery Frame Adv.
36 All 10 12 14 - [-7]

Answer lunges a far distance in the direction being held. If no direction is held, Answer lunges to the nearest scroll. All other scroll specific moves can be performed out of this lunge.


Savvy Ninpo: Tax Write-off[edit]
Savvy Ninpo: Tax Write-off
623K (air OK)
GGXRD Answer TaxWrite-off.png
Cinematic grabs, now in Xrd
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54
Air 0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54
  • Affected by dash momentum

A command grab. Answer grabs the opponent, kicks them into the air, and izuna drops back down with them. Very punishable on whiff.


Savvy Ninpo: Data Logging[edit]
Savvy Ninpo: Data Logging
22P (air OK)
GGXRD Answer DataLogging.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground Catch - - - - 20 + 14L -
Air Catch - - - - Until L + 14 -
Ground Attack 30 Mid/Air 33 7 6 after L -1
Air Attack 30 Mid/Air 33 Until L 6 after L -

A frame 1 counter. When succesful, Answer falls down from the sky similar to his scroll > k. Makes Answer airborne allowing him to cling to low scrolls or dodge low attacks. Answer kicks down in the same place as where he countered, meaning he will often miss the opponent when used against moves with good range.

Can be YRC'ed.


Resshou[edit]
Resshou
46P
GGXRD Answer Resshou.png
Damage Guard Startup Active Recovery Frame Adv.
38 Mid 9 10 8 -1

Answer quickly lunges forward and performs a strike if he contacts the opponent(the hitbox only comes out if he runs into the opponent). Good tool for block string; following up a blocked Resshou with 5P or 2P will often result in a counter hit.


Overdrives[edit]

Dead Stock Ninpo: Firesale[edit]
Dead Stock Ninpo: Firesale
632146S/D (air OK)
GGXRD Answer Firesale1.png
GGXRD Answer Firesale2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground Normal
632146S
18x10,75 Mid/Air 18+3 - Total: 71 +11
Ground Burst
632146D
22x10,100 Mid/Air 18+3 - Total: 71 +6
Air
j.236236S
13x9,70 Mid/Air 10+4 - Total: Until L -

Grounded: Answer throws a card up into the air; if it hits the enemy, it brings them down into the line of fire for the rest of the super. After the card throw, Answer does a short animation, and then sends out a barrage of shurikens forward.
Airborne: Answer does not throw a card up and has a much shorter starting animation. The barrage is also directed diagonally downward at about a 45-degree angle.


Business Ultimate Ninpo: All Hands[edit]
Business Ultimate Ninpo: All Hands
236236K
GGXRD Answer AllHands1.png
GGXRD Answer AllHands2.png
Damage Guard Startup Active Recovery Frame Adv.
40,15x9,50 Mid/Air 7+0 6 46 -38

Answer does a move similar to Resshou; if it hits, answer summons a large shuriken with a clone of him at each side and rushes forward.


Instant Kill[edit]

Summoner: The Basilisk
During IK Mode: 236236H
GGXRD Answer IK1.png
Hazama got nothing on him
Damage Guard Startup Active Recovery Frame Adv.
DESTROY Mid/Air 9+16 [5+10] 5 17 -5
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]
  • Same animation as 5D
  • Tax Write-off (623K) combos into this if Answer has 100 tension and Conclusion Conditions are met.
  • Surprisingly safe on block by IK standards.



Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

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