GGXRD-R2/Answer

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< GGXRD-R2
Revision as of 00:59, 14 November 2021 by Whatgoat (talk | contribs)
Overview
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!

 Answer  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. 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.
Answer
GGXRD-R2 Answer Portrait.png
Defense
x1.03
Guts Rating
0
Weight
[100] Medium
Stun Resistance
55
Prejump
3F
Backdash
21F (1~12F invuln)
Wakeup Timing
25F (Face Up)/ 25F (Face Down)
Unique Movement Options
Savvy Ninpo: Safety Net
Fastest Attack
Reversals
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

5P

5K

c.S

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
10×2, 20 Mid 6 3(2)4(2)6 9 - -

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

f.S

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
30 Mid 9 6 18 - -

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

5H

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
36 Mid 9 6 23 - -

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

5D


6P

6K

6H

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
45 Mid 17 5 2+12 L - -

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

2K

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
14 Low 7 6 6 - -

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

2S

2H

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
34 Mid 11 6 21 - -

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

2D

j.P

j.K

j.S

j.H

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
32 High/Air 9 6 24 - -

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.


j.D

Universal Mechanics

Throw

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
0, 60 Ground Throw: 63000 1 - -

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

Air Throw

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
0, 60 Air Throw: 192500 1 - -

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

Blitz Attack

S+H

Special Moves

Business Ninpo: Caltrops

236S/H

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 20 All 12 12 Total 42 - -
H 20 All 14 12 Total 44 - -

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

22S/H

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
Total 36 - -

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

421S/H

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
38 All 15 14 Total 40 - -

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)

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 Total 28 - -
Air Total 46 - -

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


Savvy Ninpo: Data Logging

Seal > P

Savvy Ninpo: Down the Ladder

Seal > K

No results
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. 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

No results
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. 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

No results
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, 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

No results
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. 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)

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 0, 30, 0, 125, 0 Throw: 90000 5 1 34 - -
Air 0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 - -

  • 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 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 20 + 14L - -
Air Catch Until L + 14 - -
Ground Attack 30 All 33 7 6 after L - -
Air Attack 30 All 33 Till L 6 after L - -

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

46P

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
38 Mid 9 10 8 [14] - -

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.

Overdrives

Dead Stock Ninpo: Firesale

632146S/D (air OK)

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
18×10,75
[22×10,100]
Mid/Air 18+3 Total: 71 - -
Air
j.632146S
13×9,70 All 10+4 Total: Until L - -

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

236236K

Instant Kill

Summoner: The Basilisk

During IK Mode: 236236H

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
DESTROY All 9+16
[5+10]
5 17 - -

  • [ ] 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

Navigation

To edit frame data, edit values in GGXRD-R2/Answer/Data.

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