GGXRD-R2/Answer

From Dustloop Wiki
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. 6H can also be used to cling to a scroll in the same way as 22P. Scrolldash (sD) allows you to do every other scroll option other than another sD for a short duration after sD, so from a scroll cling you can do for example s9D > sK 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

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
6 Mid 4 3 6 +1
Total: 12

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 623K.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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 -1
Total: 31

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. c.S is only -1, and with a wide array of cancels that can be accessed at almost any point in the move, c.S is a very valuable move for pressure, namely for conditioning and such. Can combo into 6K, but it's a little tight, 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, f.S, 2S, 5H, 2H, 5D, 2D

f.S

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 -10
Total: 37

Exceptional normal that, along with scrolls, forms the basis for Answer's tricky offense. 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 wary about whiffing the move in neutral, and can also sometimes whiff in pressure because of FD. Stragetize your pressure in a way that 5H is not likely to whiff.

  • Very good range and reaches even further than f.S
  • Staggers on Counter Hit, the move has good reward for proper frame traps. on CH, the move is used for SJIAD combos.
  • 5H SJIAD is also used for corner pressure.
  • Useful for AA combos, such as after 6K or other launcers.
  • 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.
  • Has a mostly insignificant low crush property.
  • Because the move is jump cancelable, you can jump cancel cancel specials such as Resshou or Card (YRC). The jump cancel window is longer than the special cancel window, so you'll have a longer delay after 5H. The inputs are 469P or 2369S/H for delayed 5H cancel.

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 0 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
Total: 35

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.

2P

2K

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 -8
Total: 37

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

j.D

Universal Mechanics

Throw

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

Standard Blitz Shield attack.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

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
236S 20 All 12 12 Total 42 -7
236H 20 All 14 12 Total 44 -7
Total: 65

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

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 +4
Total: 68

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.

  • If the opponent is close enough to the card, the clone will track to them instead.

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
22P 20 + 14L 1~12F Guard, Airborne
j.22P Until L + 14 1~12F Guard
22P (Attack) 30 All 33 7 6 after L -1 1-24 All
j.22P (Attack) 30 All 33 Till L 6 after L 1-24 All
Total: 34

A frame 1 counter. When succesful, Answer falls down from the sky similar to his Seal 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.

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
214P/K/S/H Total 28
j.214P/K/S/H Total 46
Total: 28

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

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 All 9 5 [1] 6 +1 [+5]
Total: 19

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

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 Low/Air 27 7 25 -13 9-18 Full
19-20 Upper Body
21-45 Above Knees
Total: 58

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

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 High/Air 21 10 [6] 10 -1 [+1]
Total: 40

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 s3D.
  • Good reward on counterhit, especially as an air to air.

Savvy Ninpo: Safety Net

Seal > Direction + D

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 All 10 12 14 - [-7] 1-21 Throw
Total: 35

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.

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] -1
Total: 26

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.

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
623K 0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54
j.623K 0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54
Total: 39

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 sD, 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.

  • Affected by dash momentum.

Overdrives

Dead Stock Ninpo: Firesale

632146S (Air OK) or 632146D

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
632146S 18×10,75
[22×10,100]
Mid/Air 18+3 Total: 71 +11 [+6] [18F All]
j.632146S 13×9,70 All 10+4 Total: Until L -4
Total: 91

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 a super, 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 to finish a round; otherwise not worth the meter.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
632146S 2 -7/+2
j.632146S 4 2 4×9, 6

632146S:

  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
  • Minimum damage: 20% [20%]

j.632146S:

  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
  • Minimum damage: 20%

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 -5 9-29 Full
[5-20 Full]
Total: 46

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. Such as: 6H, j.D, sD, 421S/H.

  • Tax Write-off (623K) combos into this if Answer has 100 tension and Conclusion Conditions are met.
  • Uses 5D animation.

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

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