GGXRD-R2/Answer

From Dustloop Wiki

Overview

Overview
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!
Answer
GGXRD-R2 Answer Portrait.png
Defense
x1.03
Guts Rating
0
Weight
[100] Medium
Stun Resistance
55
Prejump
3F
Backdash
21F (1~12F invuln)
Wakeup Timing
25F (Face Up)/ 25F (Face Down)
Unique Movement Options
Savvy Ninpo: Safety Net
Fastest Attack
5P (4F)
Reversals
632146D (10+4F)

 Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent.

Pros
Cons
  • Effective Neutral: Strong neutral game with great pokes and movement options. Business CaltropGGXRD Answer Caltrops.pngGuardAllStartup14RecoveryTotal 44Advantage-7 YRC (card) is very abusable for neutral and pressure.
  • Super Jump: Unique super jump that travels higher and in a much longer arc, evading bad situations.
  • Great Pressure Game: Safe, long and varied pressure using cards, meter, and scrolls. Excellent options to this end in the corner.
  • Throws into Corner Carry: Great hit/throw game through the use of command grab (623K) that can fully corner carry.
  • Air Presence: Solid anti-air normals and a fantastic airthrow range for his speed.
  • Solid Oki: Can force difficult guessing situations on knockdown; lots of flexibility in his okizeme. Can set up DP-safe meaties in a number of ways.
  • Reversal: Unique reversal that can be difficult for some characters to deal with.
  • Meter Dependent: Very meter hungry, and often struggles to maintain meter. Needs meter for YRC, damage, and Oki
  • Sometimes Struggles Against Defensive Neutral: Has many risky approaches combined with overall poor reward from many attacks
  • Blitz Shield Difficulties: Has significant trouble fighting blitz. Often has to hard bait blitz, especially vs. characters with good meterless reversals.
  • Character Specific Combos: His access to combos and setups varies wildly depending on the matchup, making him somewhat inconsistent.
  • Low Reward from Normal Airthrow: Poor frame advantage and no other unique benefits from his normal airthrow make it hard to apply scroll pressure after this essential antiair.
  • Tough to Learn: Relatively high execution barrier in combination with an awkward control scheme that requires you to learn a few counter-intuitive workarounds.
  • Terrible Overdrives: Overdrives so bad that your opponents will wonder if it was an input error if they see one.

Unique Mechanics

Answer can set scrolls on the screen which he can jump onto, and then perform one of a number of follow ups from. This is where most of his ability to create mixups and scary frame traps come from. You have different configurations that scrolls can appear in (by doing 214P/K/S/H). Once they are on the screen, they stay until they are jumped onto or after a certain amount of time.

Scrolls also give Answer some invulnerability, so you can get out of some Oki with a well-timed 22P on wakeup when you are resting under a scroll. 6H can also be used to cling to a scroll in the same way as 22P. Scrolldash (sD) allows you to do every other scroll option other than another sD for a short duration after sD, so from a scroll cling you can do for example s9D > sK which allows for mixups and pressure after doing sD. The raw mobility of scrolls should also not be ignored; it gives Answer more range than you would otherwise think.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6 Mid 4 3 6 +1
Total: 12

Answer's fastest poke at only 4 frames.

Standard jab tool for poking after blocked ResshouGGXRD Answer Resshou.pngGuardMidStartup9Recovery8 [14]Advantage-1 or ticking into 623K. It hits crouchers most of the time, but moves that low profile even a little bit can go under it, so don't use it carelessly.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10×2, 20 Mid 6 3(2)4(2)6 9 -1
Total: 31

A versatile pressure tool thanks to it's multi-hitting nature and one of Answer's most damaging punish starters.

In pressure, c.S builds good RISC and each hit has very low pushback, making it useful for multiple purposes in blockstrings, particularly ones involving K scrolls or a preset card. c.S is only -1 on block, and with a wide array of cancels that can be accessed at almost any point in the move, c.S is a very valuable move for pressure, namely for conditioning and such. Can combo into 6K, but it's a little tight, and since this combo is important to maximizing your offensive power, it's worth practicing. If you're ever unsure, just remember you can fall back on 2D.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Mid 9 6 23 -10
Total: 37

Exceptional advancing normal that, along with scrolls, forms the basis for Answer's tricky offense and is a highly rewarding frametrap.

5H is an Essential tool for Answer's offensive gameplan due to its advancing properties and very important jump cancel, which is used to link a block string into continued pressure using deployed scrolls. While it has good range and reaches further than f.S thanks to the lunge, its recovery is high, so be wary about whiffing the move in neutral. It can also sometimes whiff in pressure if an opponent is FDing a lot, so it's important to strategize your pressure in a way that 5H is not likely to whiff.

5H SJIADSuper jump instant air dash, input as 1/2/3 then 956 is also used for corner pressure or confirming into a combo on CH. At close range, you can cancel 5H into 22P > scroll cling > sD and it will combo/frametrap + reset pressure. Very important K scroll pressure concept, particularly in the corner.

  • Staggers on Counter Hit
  • Has a mostly insignificant low crush property at the front of the move.
  • Because the move is jump cancelable, you can jump cancel cancel specials such as Resshou or Card (YRC). The jump cancel window is longer than the special cancel window, so you'll have a longer delay after 5H. The inputs are 469P or 2369S/H for delayed 5H cancel.

Gatling Options: 5D

5D

6P

6K

(Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K 26 Mid 14 8 9 +2
6[K] 26
Total: 30

Answer's grounded launcher with a very long amount of hitstun. Used for confirming hits into juggle combos.

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. Only combos on standing hit, whiffs entirely against crouching opponents or any low profile options.

  • Can be held to perform a feint that moves him forward.

Gatling Options: 6H

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 Mid 17 5 2+12 L 0 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
Total: 35

Although this move is not an overhead, 6H is one of Answer's most important normals 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 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. When air blocked by the opponent, gives enough blockstun for a chance at a pressure reset, especially at close range.

  • Builds up the RISC gauge rapidly
  • Steals tons of meter when FDed
  • Has a special cancel window both in the air, and upon landing, for grounded specials. Can frametrap and reset with card YRC for example.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 Low 7 6 6 -2 3-18 Upper Body
Total: 18

Answer's fastest crouching low, used for mixups and poking.

The main low in Answer's low/throw mixup that leads into the rest of his combo and pressure tools while not being too bad on block. Also a relatively fast, highly active, low risk poke that operates in the range between 2P and 2S. Be aware that it doesn't consistently combo into 2D at long ranges, and sometimes not even f.S.

  • Can delay gatling out of it.

Gatling Options: 6P, 5K, 6K, c.S, f.S, 2S, 2H, 5D, 2D

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 11 6 21 -8
Total: 37

Large anti-air that covers the space above Answer's head quite well.

Although it usually 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 Answer usually gets to convert into a combo on trade. Also an important part of Answer's combos as it does good damage, leads to 6K launches by forcing the opponent to stand so that 6K doesn't whiff. It's also the only normal that leads into character specific SJIAD combos.

  • Forces standing on grounded hit

Gatling Options: 6K, 5D, 2D

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw: 63000 1 +51

Standard knockdown throw. Slightly shorter reach than the average ground throw.

You are able to do K scroll set into meaty 2K or 6H. It's enough to start good K scroll pressure with scroll, giving you a way to safejump (6H meaty > cling), or beat blitz (meaty 2K), so it covers your bases, but isn't as flexible as a 2D or sK knockdown. Most often OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.ed with 6S+H

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

Standard Blitz Shield attack.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

"Ninja Beam!"

Special Moves

Business Ninpo: Caltrops

236S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 20 All 12 12 Total 42 -7
236H 20 All 14 12 Total 44 -7
Total: 65

Good range downward projectile that leaves the card in the ground, which can then be used for other specials.

Instant YRC Card is a potent way for answer to control the neutral thanks to its quick startup and lightning fast projectile speed, also allowing Answer start close range ground combos from a distance or reset pressure. Having cards set is also an essential way for converting random pokes into full scroll combos or maintain pressure by using the generously tracking clone summon special followup. Pre-set cards and K scrolls provide the basis for Answer's long and oppressive corner blockstrings.

Another thing to note about card is that if spaced well, it is barely minus on block, especially if you use S card at max range rather than H card. This means if your opponent is cornered, depending on their character's options and their habits, you may be able to continue pressure in different ways by leveraging the threat of card throw > Clone Summon, such as if you are out of range of their pokes.

  • The card still comes out even if Roman Canceled instantly.
  • The card does not have an animation before it hits when RC'ed, it just appears in the ground with an instant hitbox over the distance of the throw

Business Ninpo: Under the Rug

22S/H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 36 7-12 All
Total: 36

AKA "Card Teleport". Primarily used for maintaining good screen position and for evasion.

Answer disappears 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 shorter recovery time compared to what the animation suggests as the animation can be canceled. Outside of movement, it can be sometimes used as a long range punish opportunity by YRC'ing the recovery, similar to Chipp's K teleport. Be sure to remember which card is which.

Business Ninpo: Under the Bus

421S/H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 15 14 Total 40 +4
Total: 68

Also known as "Clone" or "Clone Summon"

Answer summons a clone that attacks upwards out of the ground from the position of the corresponding S or H card. This is an essential combo, neutral, and pressure tool, and is one of the main incentives for using cards. Get used to remembering which card is which and get comfortable comboing into this from 5H.

  • If the opponent is close enough to the card, the clone will track to their position instead.

Savvy Ninpo: Data Logging

22P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22P 20 + 14L 1~12F Guard, Airborne
j.22P Until L + 14 1~12F Guard
22P (Attack) 30 All 33 7 6 after L -1 1-24 All
j.22P (Attack) 30 All 33 Till L 6 after L 1-24 All
Total: 34

A frame 1 counter. When succesful, Answer falls down from the sky similar to his sK.

Makes Answer airborne, allowing him to cling to low scrolls or dodge low attacks. Answer kicks down in the same place as where he performed the move, meaning he will often miss the opponent when used against moves with good range. In general, if you don't have access to scrolls, this is a risky move with multiple chances for counterplay and low reward. Overall, only worth using in a pinch to keep people honest. However, as mentioned before, the scroll version has some more uses, particularly against zoning. It also gives a few characters a really hard time at applying their ideal oki, but is still high risk against knowledgeable players.

  • Can be YRC'ed during the counterattack.
  • Can be super jump installed by inputting it as 228P, which allows Answer to airdash after having YRC'ed it.

Savvy Ninpo: Request for Approval

214P/K/S/H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P/K/S/H Total 28
j.214P/K/S/H Total 46
Total: 28

Answer summons two scrolls in the positions indicated by the picture to the left. These scrolls are one of the core components of Answer's gameplay; they are used in his best combos, his strongest pressure, and his okizeme setups.

P/S scrolls (high scrolls)

P scroll sets give Answer a plethora of movement options, air control and amazing air to ground attacks, and are the basis of his 6K launcher combos. They also give him the ability to convert any antiairs into a full combo easily. As such, this is the most versatile scroll set in neutral.

S scroll set formation is primarily used in the corner for risky mixup setups such as left/right and high/low mixups, and to this end can be used in combination with a leftover scroll from a combo for 3 scroll oki (gives a shot at a unique mixup while still giving good pressure options on block.)

Examples of setup for S scroll would be P scroll combo using only one P scroll > set K scroll, or end combo with corner side K scroll remaining, set S scroll). Has other use in niche setups and is used occasionally in character specific or otherwise situational optimal combos. It has relatively little use otherwise and S is the least useful scroll set overall.


K/H scrolls (low scrolls)

K scroll sets give Answer his oppressive pressure options and are the core of his offense.

H scroll set can be thought of as a more aggressive version of P scroll, as you lack some of P scroll's freedom of movement and follow-ups, but have a longer potential trajectory at a unique arc of movement. Be aware that the active frames of sD do not last for the entire stretch between both scrolls, and can be crouched or antiaired easily. It gives the benefit of an air-to-ground sD while providing the offensive benefits of the low scroll. Also used in situational optimal combos, and for some setups, often the same setups you could do with S scroll. Get creative with its use.

Savvy Ninpo: Seal of Approval

Move to Request of Approval

Savvy Ninpo: Data Logging

Seal > P

Savvy Ninpo: Down the Ladder

Seal > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 9 5 [1] 6 +1 [+5]
Total: 19

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.

Also essential for movement and pressure, being the default option after a blocked s6D to maintain a safe blockstring or frametrap. When done in such a situation during low scroll pressure, it leaves Answer +5 on normal block and recovers quickly, the perfect conditions for a mixup. However, when sK is done from high up, it is only +1 on block and often leaves Answer in throw range.

Savvy Ninpo: Stepping Down

Seal > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Low/Air 27 7 25 -13 9-18 Full
19-20 Upper Body
21-45 Above Knees
Total: 58

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

It's main usage is as a hard call out to blitz due to it being a launch on CH. It also has some very situational use as a high risk callout to beat certain moves (like going under fireballs). Otherwise it's Answer's only direct low from scrolls. Though the reward on CH is high, be careful using this option because it can easily be hit out of or blocked, which is punishing via its very long recovery.

Savvy Ninpo: Into My Office

Seal > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High/Air 21 10 [6] 10 -1 [+1]
Total: 40

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

This is one of Answer's main knockdown tools when in the air. During block strings this is a high option from scroll cling to try to open up the opponent. It is a bit slow, but is still an important tool to help Answer's high/low mixup game during scroll pressure, and can be used as an OK mixup from a high scroll after s3D, since you could also land and do 2K. It's easily reactable in K scroll strings, though, so spamming it leads into either a jab out or a blitz from the opponent.

  • On grounded crouching hit, it can combo into 5P depending on spacing/character.
  • A cool little trick to always allow the 5P link regardless of character or to make this move more advantageous is to cancel into it as low as possible out of s3D.
  • Good reward on counterhit, especially as an air to air.

Savvy Ninpo: Safety Net

Seal > Direction + D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 All 10 12 14 - [-7] 1-21 Throw
Total: 35

This is the most essential and defining move in Answer's kit, providing his excellent and hard to contest air-to-ground game, combos, pressure, and movement.

Answer lunges a far distance in the direction being held. If no direction is held, Answer lunges to the nearest scroll. All other scroll cling specific moves can be performed out of this lunge on hit block, or whiff. If Answer holds the D button down, he will not cling to a scroll he passes; otherwise, he will automatically.

Resshou

46P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 9 10 8 [14] -1
Total: 26

Answer rapidly lunges forward, striking if he comes into contact with the opponent. Strong movement option to cover Answer's otherwise mediocre forward dash speed, to be used at a range where it won't hit. This is one of its main uses outside of combos.

On a 5H hit confirm, it can be decent to use to re-establish close range pressure against characters that don't have great close range options, esp. on crouch confirmcrouching adds 1F of hitstun to all attacks, or to RRC into a full combo. Keep in mind that at +/-0 frames, many characters have strong options for counterplay, and most can guess correctly to beat any of Answer's follow-ups, so use it with care and be attentive of your opponent's habits.

In blockstrings, only use it as a last-resort frametrap in cases where you want higher potential reward than non-YRC card frametrap (remember, you can link 5P on counterhit). If Resshou is blocked, you should probably just backdash and take it from there, as Answer is -1 on normal block (-4 and thus punishable on IB) at close range with no real RPS involved.

  • The hit animation (palm strike) only comes out if he runs into the opponent; otherwise, he recovers very quickly).

Savvy Ninpo: Tax Write-off

623K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623K 0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54
j.623K 0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54
Total: 39

Answer's command grab, AKA "Izuna Drop". Rewarding on success but very punishable on whiff. Core part of Answer's mixup game.


Ground version

The distance Answer travel during the grab is based on his starting dash momentum. No momentum doesn’t travel very far, whilst high dashing speed can carry from corner to corner. Practically speaking, in common use it will usually give full corner carry. Being that Answer's pressure is strongest by far in the corner, and he doesn't have many other amazing mixups without specific scroll setups, this is the core part of his mixup game to compliment his variety of frametraps and resets. Answer's dash conveniently has rapid acceleration despite having a low top speed, making it easy to implement this move to its fullest potential.


Air Version

One use for the air version is for cheeky but arguably gimmicky tech traps in tons of different situations, and the resulting mind-games might make it hard for your opponent to decide how to approach teching situations. It may even allow you to work in grey-beat combos vs opponents who are afraid to tech or choose to delay tech. Since you can use it out of sD, IAD, etc. it has lots of potential but high-risk uses. Get creative.

If you have sharp reactions, it can be used as a reactive antiair in different situations. It can be very valuable since the reward is much better than a normal airthrow or non CH normals, and it still has very good range and startup. One relatively easy example is Card Teleport > YRC > TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. command grab, similar to how Chipp can use K teleport YRC to antiair from afar.

  • Air version carries normal jump momentum
  • When performed out of an airdash, cancels the airdash momentum but maintains jump momentum

Overdrives

Dead Stock Ninpo: Firesale

632146S (Air OK) or 632146D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146S 18×10,75
[22×10,100]
Mid/Air 18+3 Total: 71 +11 [+6] [18F All]
j.632146S 13×9,70 All 10+4 Total: Until L -4
Total: 91

A projectile super that sees little use outside of kill confirm combos.

Grounded

Answer throws his magic cellphone 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. Has some different uses in scroll or launcher combos, especially in the corner, but is not a massive optimization most of the time unless you are going for the kill. Benefits considerably from high RISC. The Burst version is passable as a reversal.


Airborne

Answer does not throw his cellphone up and has a much shorter starting animation. The barrage is also directed diagonally downward at about a 45-degree angle. Unfortunately, not very useful; it does low damage for a super, and gives an absolutely pitiful knockdown, while having no other truly unique properties (Might be worth it if you've already got low scrolls set and are in the corner, yet don't have a high scroll to convert your antiair or air to air into, but jD > RRC > P scroll set > sD > sH basically does this better. It does however benefit from high RISC. After using it, dash back in with Resshou.

In theory it could be used as an air-to-ground punish to finish a round; otherwise not worth the meter.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
632146S 2 -7/+2
j.632146S 4 2 4×9, 6

632146S:

  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
  • Minimum damage: 20% [20%]

j.632146S:

  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
  • Minimum damage: 20%

Business Ultimate Ninpo: All Hands

236236K

Instant Kill

Summoner: The Basilisk

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+16
[5+10]
5 17 -5 9-29 Full
[5-20 Full]
Total: 46

Answer does not have many opportunities to combo into this and as such it's mostly for style, as most IK's are, but if you wanted to use it optimally, several counterhits allow you to combo into this without using RRC. Such as: 6H, j.D, sD, 421S/H.

  • Tax Write-off (623K) combos into this if Answer has 100 tension and Conclusion Conditions are met.
  • Uses 5D animation.

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To edit frame data, edit values in GGXRD-R2/Answer/Data.
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