GGXRD-R2/Answer

From Dustloop Wiki
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!

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.

Pros
Cons
  • 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
GGXRD Answer 5P.png
Moshi Moshi, Answer desu.
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

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
GGXRD Answer 5K.png
It's like Sol's but worse
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

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
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

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
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

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
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

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.

  • Very good range and reaches even further than fS
  • Staggers on counter hit
  • Surprisingly tall hitbox so can be used in anti air combos or after 6K launch against certain characters.

Gatling Options: 5D

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

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
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

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
GGXRD Answer 6K.png
Moving up the corporate ladder
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
Feint

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.

Gatling Options: 6H

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

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
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

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
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

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
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

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
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

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
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

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.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

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

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

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

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

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. Slightly shorter than an average ground throw. You are able to do scroll set into meaty 2K. It's enough to start pressure with scroll but not like a 2D or sK knockdown. Most often OSed with 6S+H

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

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
Max Charge

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
H

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

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

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
Air

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
Cancel

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

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

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

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
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

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
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

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
Air
  • 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
Air Catch
Ground Attack
Air Attack

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

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
632146S
Air
j.632146S

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

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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