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 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, long and varied pressure using cards, meter, and scrolls. Excellent options to this end in the corner.
- 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. Can set up DP-safe meaties in a number of ways.
- 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.
- Relatively high execution barrier in combination with an awkward control scheme that requires you to learn a few counter-intuitive workarounds.
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.