GGXRD-R2/Answer

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Overview[edit]
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!

Playstyle
GGXRD-R2 Answer Icon.png 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.
  • Utilizes YRC Very Effectively: Business Caltrop YRC (card throw) is very abusable for neutral and pressure.
  • Super Jump: Unique super jump that can evade 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.
Scroll Formations

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. 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.

Normal Moves[edit]

5P[edit]

5K[edit]

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
10x2, 20 Mid 6 3(2)4(2)6 9 -1

[edit]

Multi-hitting card slash that's fast and combos into Answer's most damaging punishes. Also builds good RISC and each hit has very low pushback, making it useful for multiple purposes in blockstrings, particularly ones involving K scrolls. The move's low hitstun makes it imperative that you time 6K well to combo into it, 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, fS, 2S, 5H, 2H, 5D, 2D


f.S[edit]


5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
36 Mid 9 6 23 -10

[edit]

Exceptional normal that, along with scrolls, 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. The recovery is high so be careful of throwing it out in neutral, and be sure to structure your pressure in such a way as to make it unlikely for this move to whiff, even on FD (don't use excessive filler in blockstrings, like f.S, etc.)

  • Very good range and reaches even further than fS
  • Staggers on counter hit, providing the opportunity for IAD combos if you can hit confirm (conveniently works well with corner IAD repressure)
  • Surprisingly tall hitbox so can be used in anti air combos or after 6K launch against certain characters.
  • At close range you can cancel this into 22P > scroll cling > sD and it will combo/frametrap + reset pressure. Very important K scroll pressure concept, particularly in the corner.
  • Another interesting property of this move is that his front foot is raised, so it can be used to beat some low hitting moves, especially short ones, but is somewhat specific and challenging to use in this regard.

Gatling Options: 5D


5D[edit]


6P[edit]

6K[edit]

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
45 Mid 17 5 2+12 L 0

[edit]

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. When air blocked by the opponent, gives enough blockstun for a chance at a pressure reset, especially at close range. Essential offensive tool.

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

Gatling Options: N/A


2P[edit]

2K[edit]

2S[edit]


2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
34 Mid 11 6 21 -8

[edit]

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. It's the only normal that leads into the character specific SJIAD combos.

Gatling Options: 6K, 5D, 2D


2D[edit]


j.P[edit]

j.K[edit]

j.S[edit]


j.H[edit]


j.D[edit]

Universal Mechanics[edit]

Throw[edit]


Air Throw[edit]


Dead Angle Attack[edit]

Blitz Attack[edit]

S+H

Special Moves[edit]

Business Ninpo: Caltrops[edit]

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
S 20 All 12 12 Total 42 -7
H 20 All 14 12 Total 44 -7

[edit]

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 YRC'ing the card can be a good way to start close range ground combos from far away 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.


Business Ninpo: Under the Rug[edit]

22S/H


Business Ninpo: Under the Bus[edit]

421S/H

Savvy Ninpo: Request for Approval[edit]

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground - - - - Total 28 -
Air - - - - Total 46 -

[edit]

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 his best combos.

  • P scrolls (high scrolls) 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.
  • K scrolls (low scrolls) give Answer his oppressive pressure options and are the core of his offense.
  • 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 tandem 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 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.
  • 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. It gives the benefit of an air-to-ground sD while providing the offensive benefits of the low scroll. Get creative with its use. Also used in situational optimal combos, and for some niche setups.


Savvy Ninpo: Seal of Approval[edit]

Move to Request of Approval


Savvy Ninpo: Data Logging[edit]

Seal > P


Savvy Ninpo: Down the Ladder[edit]

Seal > K


Savvy Ninpo: Stepping Down[edit]

Seal > S


Savvy Ninpo: Into My Office[edit]

Seal > H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30 High/Air 21 10 [6] 10 -1 [+1]

[edit]

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.

  • On ground hit it can combo into 5P on crouch hit 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 s.3D.


Savvy Ninpo: Safety Net[edit]

Seal > Direction + D


Savvy Ninpo: Tax Write-off[edit]

623K (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground 0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54
Air 0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54

[edit]

  • 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 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.

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 s.D, IAD, etc. it has lots of potential but high-risk uses. Get creative.


Savvy Ninpo: Data Logging[edit]

22P (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground Catch - - - - 20 + 14L -
Air Catch - - - - Until L + 14 -
Ground Attack 30 All 33 7 6 after L -1
Air Attack 30 All 33 Till L 6 after L -

[edit]

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.

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 it 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 also be super jump installed by inputting it as 228P, which allows you to airdash after having YRC'ed it.

Resshou[edit]

46P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
38 Mid 9 10 8 -1

[edit]

Answer quickly lunges forward and performs a strike if he contacts the opponent (the hitbox only comes out if he runs into the opponent; otherwise, he recovers very quickly). It's a very strong option simply for movement, as Answer's dash is not good, to be used at a range where the palm strike won't connect. This is one of its main use outside of combos.

Risky to pressure after in blockstrings, and essentially invalid against the majority of characters, as you are -1 on normal block (-4 and thus punishable on IB), and at close range with no real RPS involved. 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.

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 confirm (crouching 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 your follow-ups, so use it with care and be attentive of your opponent's habits.

Overdrives[edit]

Dead Stock Ninpo: Firesale[edit]

632146S/D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground
632146S
18x10,75
[22x10,100]
Mid/Air 18+3 - Total: 71 +11 [+6]
Air
j.632146S
13x9,70 All 10+4 - Total: Until L -4

[edit]

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. 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 a card 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 50%, 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 if the opponent's HP is very low. Would be more practical if it had a simpler input.


Business Ultimate Ninpo: All Hands[edit]

236236K

Instant Kill[edit]

Summoner: The Basilisk[edit]

During IK Mode: 236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
DESTROY All 9+16
[5+10]
5 17 -5

[edit]

  • [ ] 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.
  • 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. For example, CH 6H, CH jD, CH sD, CH clone summon

External References[edit]

Navigation[edit]


Ambox notice.png 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.