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.|
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.
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
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
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 or a preset card. Despite being -, it has a big delay gatling window so you can frametrap out of it easily, and thusly, it's possible to condition opponents for throws or repressures. 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
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 an extra layer of frame trapping. If your move hits or is blocked at max range, sometimes 5H might whiff, so you can throw a card instead.
Gatling Options: 2S, 5H, 2H, 2D
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 smart about 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 SJIAD combos if you can hit confirm (conveniently works well with corner SJIAD 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.
- You can do a manually timed Resshou or Card/Card YRC frametrap after 5H by delay cancelling, or doing TK Resshou or card. The jump cancel window is longer than the special cancel window, so you can cancel 5H into jump startup, and cancel the prejump frames into a ground special. Inputs are 469P or 2369S/H.
Gatling Options: 5D
Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most. Leads to low reward midscreen and moderate reward in the corner.
Gatling Options: N/A
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
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, whiffs entirely against crouching opponents.
Gatling Options: 6H
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
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
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. Can delay gatling out of it. Also a relatively fast, highly active, low risk poke that operates in the range between 2P and 2S. Beware that it doesn't consistently combo into 2D at long range and sometimes not even fS.
Gatling Options: 6P, 5K 6K, cS, fS, 2S, 2H, 5D, 2D
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 and low recovery. Very disjointed making it high priority in the ground game. Use this move a lot as a poke or blockstring ender/filler.
Gatling Options: 5H, 2H, 6H, 5D
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. 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 the only normal that leads into the character specific SJIAD combos.
Gatling Options: 6K, 5D, 2D
Nice long-ranged sweep with a cool animation, and Answer's other low normal. Important tool for getting knockdowns off c.S. and f.S, etc, so you can run resourceless okizeme. Can be used to stuff dashes or other approaches for higher meterless reward. Cancel it into Clone Summon (Under the Bus) when available for a combo or plus frames.
Gatling Options: N/A
Standard jumping jab. It's speed and hitbox allows for super jump iad combos on taller characters.
An upwards-angled kick that is primarily used for air to air, and has an OK crossup hitbox. Good normal.
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. Used in corner SJIAD repressure. Also primary combo filler in air combos not involving scrolls.
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. Particularly good in retreating situations where your opponent is chasing after you. Air CH can often lead to a launcher combo.
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. Also a very strong upwards air to air with full untech on CH leading to 6K launcher combo opportunities. A uniquely defining normal for Answer.
Standard knockdown throw. Slightly shorter than an 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 OSed with 6S+H
Standard airthrow; knocks opponent directly below him. Answer's jump and superjump arcs and air throw range make this a VERY powerful antiair option. Unfortunately has pretty poor frame advantage and consequently weak oki options if you don't already have scrolls ready to use. Probably worth learning some RRC combos for this one that you can use from time to time.
Dead Angle Attack
Standard Dead Angle attack.
Standard Blitz Shield attack.
Business Ninpo: Caltrops
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 before it hits when RC'ed, 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. Another thing to note about card is that if spaced well, it is barely -, 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.
Business Ninpo: Under the Rug
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). Primarily used for maintaining good screen position/evasion, or sometimes as a long range punish opportunity by YRC'ing the recovery, similar to Chipp's K teleport. Remember which card is which.
Business Ninpo: Under the Bus
Answer summons a clone that attacks upwards out of the ground from the position of the corresponding S or H card. As mentioned previously, 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.
- 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
214P/K/S/H (air OK)
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 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 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 is the least useful scroll set overall.
- 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. Beware, the active frames of sD do not last for the entire stretch between both H 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. Get creative with its use. Also used in situational optimal combos, and for some setups, often the same setups you could do with S scroll.
Savvy Ninpo: Seal of Approval
Move to Request of Approval
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 9 frames of strike invulnerability.
Savvy Ninpo: Data Logging
Seal > P
The same move as 22P (mentioned later) except it is peformed directly from the scroll or scroll D. It is different from the standard 22P in that Answer is very quickly moved directly above the opponent for the dropkick. Useful for closing the distance on projectile zoners or beating anti airs/ air to airs.
Savvy Ninpo: Down the Ladder
Seal > K
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 you +5 on normal block and recovers fast, the perfect conditions for a mixup, but when done from high up, is only +1 on block and often leaves you in throw range.
Savvy Ninpo: Stepping Down
Seal > S
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. It also has some very situational use as a high risk callout to beat certain moves (like going under fireballs). 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. It also has very long recovery. A niche move.
Savvy Ninpo: Into My Office
Seal > H
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, 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.
- 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.
- Good reward on counterhit, especially as an air to air.
Savvy Ninpo: Safety Net
Seal > Direction + D
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. If Answer holds the D button down, he will not cling to a scroll he passes; otherwise, he will. This is the most essential and defining move in his kit, providing his excellent and hard to contest air-to-ground game, combos, pressure, and movement.
Savvy Ninpo: Tax Write-off
623K (air OK)
- 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.
If you are really good, you can use this as a reactive antiair in different situations. It can be very valuable since the reward is much better than the normal airthrow or non CH normals, and it still has very good range and startup. One relatively easy example is Card Teleport > YRC > TK command grab, sort of like how Chipp can K teleport YRC to antiair from afar.
Savvy Ninpo: Data Logging
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.||Inv.|
|Ground Catch||-||-||-||-||20 + 14L||-||1~12F Guard, Airborne|
|Air Catch||-||-||-||-||Until L + 14||-||1~12F Guard|
|Ground Attack||30||All||33||7||6 after L||-1||1-24 All|
|Air Attack||30||All||33||Till L||6 after L||-||1-24 All|
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.
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 uses 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.
Dead Stock Ninpo: Firesale
632146S/D (air OK)
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
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. Unfortunately, it's essentially useless outside of very specific confirms to get a burst-safe kill, as it does very low damage and has no other unique properties. Maybe the worst super in Xrd.
Summoner: The Basilisk
During IK Mode: 236236H
- [ ] 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
|To edit frame data, edit values in GGXRD-R2/Answer/Data.|
- Answer [★]
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Click [★] for character's full frame data