GGXRD-R2/Answer

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< GGXRD-R2
Revision as of 17:24, 7 October 2019 by PrivateTarkus (talk | contribs) (removed useless, potentially misleading playstyle evaluation)
Answer
GGXRDR2 Answer Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run

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!

Strengths and Weaknesses


Strengths Weaknesses
  • Strong neutral game with great pokes and movement options.
  • Extremely good use of YRC.
  • 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.
  • Very meter hungry, and often struggles to maintain meter.
  • Can struggle against defensive neutral, especially without resources.
  • Has significant trouble fighting blitz. Often has to hard bait blitz.
  • 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.

Unique Mechanics


Scrolls

Answer can set scrolls on the screen which he can jump onto, and then perform one of a number of follow ups from.

Normal Moves

5P
5P
GGXRD Answer 5P.png
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6 Mid 4 3 6 +1 0 3 8 144
GGXRD Answer 5P.png
Doesn't whiff on crouchers, yay!
GGXRD Answer 5P hitbox.png


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
5K
GGXRD Answer 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Mid 7 5 11 -4 1 6 u 264
GGXRD Answer 5K.png
A decent anti-air, but maybe press 6P instead.
GGXRD Answer 5K hitbox.png


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
c.S
GGXRD Answer c.S.png
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×2, 20 Mid 6 3(2)4(2)6 9 -1 2 7 6 264
GGXRD Answer c.S.png
3 Hits which can all be cancelled whenever you want!
GGXRD Answer c.S hitbox1.pngGGXRD Answer c.S hitbox2.pngGGXRD Answer c.S hitbox3.png
1st and 2nd hit has hitstop 6F


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

f.S
f.S
GGXRD Answer f.S.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 9 6 18 -10 2 10 7 264
GGXRD Answer f.S.png
GGXRD Answer f.S hitbox.png


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
5H
GGXRD Answer 5H.png
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 9 6 23 -10 3 20 6 384
GGXRD Answer 5H.png
Essential normal for all your punish, pressure, and combo needs!
GGXRD Answer 5H hitbox1.pngGGXRD Answer 5H hitbox2.png


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

5D
5D
GGXRD Answer 5D.png
Just a lick
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High 25 3 19 -8 2 10 20 384 Initial: 80%
GGXRD Answer 5D.png
The most reactable frog in all of fighting games.
GGXRD Answer 5D hitbox.png


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

6P
6P
GGXRD Answer 6P.png
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 9 5 16 -7 2 10 7 264 1-8 Upper Body
9-13 Above Knees
GGXRD Answer 6P.png
GGXRD Answer 6P hitbox.png


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
6K
GGXRD Answer 6K.png
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
Normal


6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 14 8 9 +2 4 20 6 384
GGXRD Answer 6K.png
Invaluable for combos.
GGXRD Answer 6K hitbox1.pngGGXRD Answer 6K hitbox2.png
Feint


6[K]
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26
GGXRD Answer 6K.png

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
6H
GGXRD Answer 6H.png
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
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 Mid 17 5 2+12 L 0 4 20 6 384 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
GGXRD Answer 6H.png
GGXRD Answer 6H hitbox1.pngGGXRD Answer 6H hitbox2.png


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
2P
GGXRD Answer 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 5 3 5 +2 0 3 8 144 Initial: 80%
GGXRD Answer 2P.png
GGXRD Answer 2P hitbox.png


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

2K
2K
GGXRD Answer 2K.png
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Low 7 6 6 -2 0 3 8 144 Initial: 70% 3-18 Upper Body
GGXRD Answer 2K.png
GGXRD Answer 2K hitbox.png


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
2S
GGXRD Answer 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 10 3 9 +2 2 10 7 264 1-9 Upper Body
GGXRD Answer 2S.png
Blazing fast
GGXRD Answer 2S hitbox.png


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
2H
GGXRD Answer 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Mid 11 6 21 -8 4 -20 6 384
GGXRD Answer 2H.png
GGXRD Answer 2H hitbox1.pngGGXRD Answer 2H hitbox2.pngGGXRD Answer 2H hitbox3.png
Forces standing on ground hit


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
2D
GGXRD Answer 2D.png
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 9 6 15 -7 2 10 7 264
GGXRD Answer 2D.png
Don't expect this move to be your can opener like Chipp's.
GGXRD Answer 2D hitbox.png


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
j.P
GGXRD Answer j.P.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 High/Air 6 3 9 0 3 8 144
GGXRD Answer j.P.png
GGXRD Answer j.P hitbox.png


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

j.K
j.K
GGXRD Answer j.K.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High/Air 7 6 15 1 6 7 264
GGXRD Answer j.K.png
GGXRD Answer j.K hitbox1.pngGGXRD Answer j.K hitbox2.png


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

j.S
j.S
GGXRD Answer j.S.png
The pioneers used to ride these babies for miles
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12×3 High/Air 9 2,2,8 21 2 10 5 264
GGXRD Answer j.S.png
GGXRD Answer j.S hitbox.png


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
j.H
GGXRD Answer j.H.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 High/Air 9 6 24 3 14 6 384
GGXRD Answer j.H.png
GGXRD Answer j.H hitbox1.pngGGXRD Answer j.H hitbox2.png
Each hit has hitstop 6F


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
j.D
GGXRD Answer j.D.png
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 High/Air 10 10 15+5L 2 10 7 264
GGXRD Answer j.D.png
GGXRD Answer j.D hitbox1.pngGGXRD Answer j.D hitbox2.png


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

Ground Throw
Throw
GGXRD Answer Throw.png
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

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

Air Throw
Air Throw
GGXRD Answer AirThrow.png
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Air Throw: 192500 1 0 NA 6,0 R 0, 480 Forced: 65%
GGXRD Answer AirThrow.png
Stun value 30


Standard airthrow; knocks opponent directly below him.

Dead Angle Attack
Dead Angle Attack
GGXRD Answer 6P.png
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

Standard Dead Angle attack.

Blitz Attack
Blitz Attack
S+H
GGXRD Answer Blitz.png
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
No/Partial Charge


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD Answer Blitz.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD Answer Blitz.png
GGXRD Answer Blitz hitbox.png
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

Standard Blitz Shield attack.

Special Moves

Business Ninpo: Caltrops
Business Ninpo: Caltrops
236S/H
GGXRD Answer Caltrops.png
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
S


236S
S Business Ninpo: Caltrops
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 All 12 12 Total 42 -7 1 2 7 200/120
GGXRD Answer Caltrops.png
Card + YRC = neutral
GGXRD Answer Caltrops hitbox1.pngGGXRD Answer Caltrops hitbox2.png
Card appears on 19F
H


236H
H Business Ninpo: Caltrops
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 All 14 12 Total 44 -7 1 2 7 200/120
GGXRD Answer Caltrops.png
Card + YRC = neutral
GGXRD Answer Caltrops hitbox1.pngGGXRD Answer Caltrops hitbox2.png
Card appears on 21F

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
Business Ninpo: Under the Rug
22S/H
GGXRD Answer UnderTheRug.png
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
22S/H
Business Ninpo: Under the Rug
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 36 100/- 7-12 All
GGXRD Answer UnderTheRug.png
Peekaboo
GGXRD Answer UnderTheRug hitbox.png
Reappears on 13F?


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
Business Ninpo: Under the Bus
421S/H
GGXRD Answer UnderTheBus.png
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
421S/H
Business Ninpo: Under the Bus
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 All 15 14 Total 40 +4 2 2 7 100/120
GGXRD Answer UnderTheBus.png
Thanks for the plus frames idiot!
GGXRD Answer UnderTheBus hitbox1.pngGGXRD Answer UnderTheBus hitbox2.png
Attack only appears if the corresponding Business Card is deployed


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

  • As of 2.10, if the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
Savvy Ninpo: Request for Approval
Savvy Ninpo: Request for Approval
214P/K/S/H (air OK)
GGXRD Answer RequestForApproval.png
This is when it gets good
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
Ground


214P/K/S/H
Savvy Ninpo: Request for Approval
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 28 75/-
GGXRD Answer RequestForApproval.png
This is where the fun begins.
GGXRD Answer RequestForApproval hitbox.png
Air


j.214P/K/S/H
Air Savvy Ninpo: Request for Approval
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 46 75/-
GGXRD Answer RequestForApproval.png
This is where the fun begins.
GGXRD Answer RequestForApproval hitbox.png

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 and are used in most of his high damage combos.

Savvy Ninpo: Seal of Approval
Savvy Ninpo: Seal of Approval
Move to Request of Approval
GGXRD Answer SealOfApproval.png
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
Enter Stance
Near Seal > 5


Near Seal > 5
Savvy Ninpo: Seal of Approval
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 126 1~9 Strike
GGXRD Answer SealOfApproval.png
GGXRD Answer SealOfApproval hitbox.png
Cancel


Seal > 22
Cancel Seal of Approval
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
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
Savvy Ninpo: Data Logging
Seal > P
GGXRD Answer DataLogging.png
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
Seal > P
Savvy Ninpo: Data Logging (Catch)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30+15 L
[17+15L]
1~12F Guard
GGXRD Answer DataLogging.png
I dare you to press a button
GGXRD Answer DataLogging hitbox.png
Automatically cancels into Down the Ladder if this guards an attack
Values in [ ] mean when this attack is performed from low height


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
Savvy Ninpo: Down the Ladder
Seal > K
GGXRD Answer DownTheLadder.png
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
Seal > K
Savvy Ninpo: Down the Ladder
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 9 5 [1] 6 +1 [+5] 1 6 7 100/240
GGXRD Answer DownTheLadder.png
GGXRD Answer DownTheLadder hitbox.png
Values in [ ] mean when this attack is performed from low height


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
Savvy Ninpo: Stepping Down
Seal > S
GGXRD Answer SteppingDown.png
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
Seal > S
Savvy Ninpo: Stepping Down
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Low/Air 27 7 25 -13 4 20 6 150/360 9-18 Full
19-20 Upper Body
21-45 Above Knees
GGXRD Answer SteppingDown.png
GGXRD Answer SteppingDown hitbox.png


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

Savvy Ninpo: Into My Office
Savvy Ninpo: Into My Office
Seal > H
GGXRD Answer IntoMyOffice.png
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
Seal > H
Savvy Ninpo: Into My Office
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High/Air 21 10 [6] 10 -1 [+1] 3 -6/+14 150/360
GGXRD Answer IntoMyOffice.png
GGXRD Answer IntoMyOffice hitbox1.pngGGXRD Answer IntoMyOffice hitbox2.png
Values in [ ] mean when this attack is performed from low height


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

Savvy Ninpo: Safety Net
Savvy Ninpo: Safety Net
Seal > Direction + D
GGXRD Answer SafetyNet.png
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
Seal > D
Savvy Ninpo: Safety Net
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 All 10 12 14 - [-7] 4 10 6 100/240 1-21 Throw
GGXRD Answer SafetyNet.png
Oops! All Crossups
GGXRD Answer SafetyNet hitbox.png
Can cancel into all Seal followups on hit/block/whiff except another Safety Net
Values in [ ] mean when this attack is performed from low height


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
Savvy Ninpo: Tax Write-off
623K (air OK)
GGXRD Answer TaxWrite-off.png
Cinematic grabs, now in Xrd
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
Ground


623K
Savvy Ninpo: Tax Write-off
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54 0 - 6, 0×3, 8 -/0, 120×2,600,120 Forced: 65%
GGXRD Answer TaxWrite-off.png
GGXRD Answer TaxWrite-off hitbox.png
Stun value 15, 62
Air


j.623K
Air Savvy Ninpo: Tax Write-off
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54 0 - 6, 0×3, 8 -/0,60,0,120 Forced: 65%
GGXRD Answer TaxWrite-off.png
GGXRD Answer TaxWrite-off hitbox.png
Stun value 62
  • 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. The distance you travel during the grab is based on your starting dash momentum. No momentum doesn’t travel very far, whilst full speed can almost carry from corner to corner.

Savvy Ninpo: Data Logging
Savvy Ninpo: Data Logging
22P (air OK)
GGXRD Answer DataLogging.png
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
Ground Catch


22P
Savvy Ninpo: Data Logging (Catch)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 + 14L 1~12F Guard, Airborne
GGXRD Answer DataLogging.png
GGXRD Answer DataLogging hitbox.png
Air Catch


j.22P
Air Savvy Ninpo: Data Logging (Catch)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Until L + 14 1~12F Guard
GGXRD Answer DataLogging.png
GGXRD Answer DataLogging hitbox.png
Ground Attack


22P (Attack)
Savvy Ninpo: Data Logging (Attack)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 33 7 6 after L -1 1 6 7 100/240 1-24 All
GGXRD Answer DownTheLadder.png
GGXRD Answer DownTheLadder hitbox.png
Attack begins during opponent's Hitstop?
Air Attack


j.22P (Attack)
Air Savvy Ninpo: Data Logging (Attack)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 33 Till L 6 after L 1 6 7 100/240 1-24 All
GGXRD Answer DownTheLadder.png
GGXRD Answer DownTheLadder hitbox.png
Attack begins during opponent's Hitstop?

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
Resshou
46P
GGXRD Answer Resshou.png
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
46P
Resshou
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Mid 9 10 8 [14] -1 2 10 7 150/360
GGXRD Answer Resshou.png
GGXRD Answer Resshou hitbox.png
Only attacks if opponent is in range.
When not in range, recovery is 8F
When in range, recovery is 14F


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

Dead Stock Ninpo: Firesale
Dead Stock Ninpo: Firesale
632146S/D (air OK)
GGXRD Answer Firesale1.png
GGXRD Answer Firesale2.png
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
Ground Normal
632146S


632146S
Dead Stock Ninpo: Firesale
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×10,75
[22×10,100]
Mid/Air 18+3 Total: 71 +11 [+6] 2 -7/+2 -5000/0 [18F All]
GGXRD Answer Firesale1.png
Like Leo's but worse
GGXRD Answer Firesale hitbox1.pngGGXRD Answer Firesale hitbox2.pngGGXRD Answer Firesale hitbox3.png
[ ] 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%]

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
Business Ultimate Ninpo: All Hands
236236K
GGXRD Answer AllHands1.png
GGXRD Answer AllHands2.png
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
236236K
Business Ultimate Ninpo: All Hands
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40,15×9,50 All 7+0 6 46 -38 2 10 7 -5000/0
GGXRD Answer AllHands1.pngGGXRD Answer AllHands2.png
GGXRD Answer AllHands hitbox.png
0F hitstop for all followup hits
Stun value 40,7×9,25
Minimum damage: 20%


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

Summoner: The Basilisk
During IK Mode: 236236H
GGXRD Answer IK1.png
Hazama got nothing on him
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
  • [ ] 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.


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation

To edit frame data, edit values in GGXRD-R2/Answer/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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