Answer |
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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!
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. 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 time 22P on wakeup. Also from scroll your dash (sD) allows you to do every option other than another sD. 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.
Answer Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent.
- 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 pressure using cards, meter, and scrolls.
- Great hit/throw game through the use of command grab (623K) 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.
Normal Moves
5P
5P |
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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. Gatling Options: 5P. 2P, 6P, 5K, 2K, 6K, cS, fS, 2S, 5H, 2H, 6H, 5D, 2D |
5K
5K |
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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. Gatling Options: 5P. 2P, 6P, 5K, 2K, 6K, cS, fS, 2S, 5H, 2H, 6H, 2D |
c.S
c.S |
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Multi-hitting card slash that's fast and combos into Answer's most damaging punishes. Gatling Options: 6P, 6K, fS, 2S, 5H, 2H, 5D, 2D |
f.S
f.S |
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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. Cancelling into a whiffed 2S is also a strong option to add a extra layer of frame trapping. Gatling Options: 2S, 5H, 2H, 2D |
5H
5H |
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Exceptional normal that, along with Resshou, forms the basis for Answer's frustrating forward-moving blockstrings. Also special and jump cancelable. Using the jumpcancel qualities of the move is important to link a block string into more pressure using scrolls. Essential tool for your offensive gameplan.
Gatling Options: 5D |
5D
5D |
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Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most. Gatling Options: N/A |
6P
6P |
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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. Gatling Options: 6K, cS, fS, 2S, 5H, 2H, 6H, 5D, 2D |
6K
6K |
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6H
6H |
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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. Gatling Options: N/A |
2P
2P |
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A great jab that's plus on block and can't be low-profiled as easily as 5P. Essential poke and pressure tool. Gatling Options: 5P. 2P, 6P, 5K, 2K, 6K, cS, fS, 2S, 5H, 2H, 6H, 2D |
2K
2K |
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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. Gatling Options: 6P, 5K 6K, cS, fS, 2S, 2H, 5D, 2D |
2S
2S |
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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. Gatling Options: 5H, 2H, 6H, 5D |
2H
2H |
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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. Gatling Options: 6K, 5D, 2D |
2D
2D |
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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. Gatling Options: N/A |
j.P
j.K
j.K |
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An upwards-angled kick that has an OK crossup hitbox. Good normal. |
j.S
j.S |
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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 |
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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 |
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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 |
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Air Throw
Air Throw |
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Standard airthrow; knocks opponent directly below him. |
Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack S+H |
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Special Moves
Business Ninpo: Caltrops
Business Ninpo: Caltrops 236S/H |
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Business Ninpo: Under the Rug
Business Ninpo: Under the Rug 22S/H |
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Business Ninpo: Under the Bus
Business Ninpo: Under the Bus 421S/H |
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Savvy Ninpo: Request for Approval
Savvy Ninpo: Request for Approval 214P/K/S/H (air OK) |
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Savvy Ninpo: Seal of Approval
Savvy Ninpo: Seal of Approval Move to Request of Approval |
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Savvy Ninpo: Data Logging
Savvy Ninpo: Data Logging Seal > P |
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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 |
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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 |
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Answer teleports directly to the ground below him and then slide kicks toward the oppenent. It's main usage is as a hard call out to blitz due to it being a launch on CH. Otherwise it's your 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. |
Savvy Ninpo: Into My Office
Savvy Ninpo: Into My Office Seal > H |
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Answer lunges a small distance forward and does a large swipe in front of him. This is one of your main knockdown tools when in the air. During block strings this is your high option from scroll to try to open up the opponent. It is a bit slow but still is an important tool to help Answer's high/low game during scroll pressure. It's quite easily reactable though so spamming it leads into either a jab out or a blitz.
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Savvy Ninpo: Safety Net
Savvy Ninpo: Safety Net Seal > Direction + D |
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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) |
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Savvy Ninpo: Data Logging
Savvy Ninpo: Data Logging 22P (air OK) |
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Resshou
Resshou 46P |
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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) |
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Business Ultimate Ninpo: All Hands
Business Ultimate Ninpo: All Hands 236236K |
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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 |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.