GGXRD-R2/Answer/Matchups

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 Answer


Matchups

Table of Contents
GGXRD-R2 Answer Icon.png GGXRD-R2 Axl Icon.png GGXRD-R2 Baiken Icon.png GGXRD-R2 Bedman Icon.png GGXRD-R2 Chipp Icon.png
GGXRD-R2 Dizzy Icon.png GGXRD-R2 Elphelt Icon.png GGXRD-R2 Faust Icon.png GGXRD-R2 I-No Icon.png GGXRD-R2 Jack-O Icon.png
GGXRD-R2 Jam Icon.png GGXRD-R2 Johnny Icon.png GGXRD-R2 Kum Icon.png GGXRD-R2 Ky Icon.png GGXRD-R2 Leo Icon.png
GGXRD-R2 May Icon.png GGXRD-R2 Millia Icon.png GGXRD-R2 Potemkin Icon.png GGXRD-R2 Ramlethal Icon.png GGXRD-R2 Raven Icon.png
GGXRD-R2 Sin Icon.png GGXRD-R2 Slayer Icon.png GGXRD-R2 Sol Icon.png GGXRD-R2 Venom Icon.png GGXRD-R2 Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Answer

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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Axl Low

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  • Throw cards and use clone summon or even teleport from them a LOT, they give Axl a lot of trouble. Anytime you block Rensen or its followups, you can throw a card for free.
  • Don't be in a hurry to get onto scrolls, it's no difficult task for him to antiair you repeatedly.
  • Once you land a hit, safejump him to death.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Defense


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Neutral


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Offense


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Baiken

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  • Be prepared to make liberal use of command grab to discourage Azami.
  • 2K and 2D are great options on the ground as they stuff Suzuran, her command dash.
  • Beware of her j.D and j.S against scrolls.
  • You can use meaty c.S with a YRC OS when you have between 25-49% meter as a reversal Azami safe option, because of its low block or hitstop. Meaty c.S and YRC a few frames after she wakes.
  • Another safe meaty against Azami is j.S because of its multihit nature. After landing, OS with 6SH to throw her out of Azami if she goes for it, and get c.S otherwise.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Bedman

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  • Be sure to destroy any of his seals whenever you can.
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Defense


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Neutral


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Offense


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Chipp Zanuff

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  • Chipp's mixups and pressure are fairly weak to blitz and FD, make good use of these.
  • When pressuring him in the corner, stand at a spacing where you can punish walldive, teleports, and Alpha Blade if he tries to use them as a corner escape.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


  • Use airthrow and antiair option selects against his teleports. 6/4PH is a good OS to get FD or 6P, or even throw.
  • Study his rekka options and how to retaliate against them. For example, the first is -1 on block, but he can frametrap with the low, which is -7 on block. He can then frametrap with the high, but only on normal block (you can 6P it if you IB the low, or get a big punish on block), or with the triangle kick (mid), but it can be punished with airthrow if it doesn't CH.

Neutral


  • Try to find a way to make him come to you instead of letting him reel you in, particularly from the air.
  • You can beat him in the mid range for potentially very high damage (such as with scroll, card YRC or poke into clone), antiair his teleports, or jump over Gamma Blade for a big punish.
  • Stay in motion to make it harder for him to pin you down, and always keep scrolls up so that you can punish his approach or Gamma Blade.

Offense


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Dizzy

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  • Play in the air a lot, as she can't get a knockdown from air hits. Make good use of j.D.
  • Be prepared to use scroll parry to counter her zoning patterns, if she has something out when you try to use a scroll.
  • Practice jump-installed parry on wakeup against fish okizeme, and YRC the counterattack so that you can airdash away. Input is 228P.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Elphelt Valentine

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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Faust

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  • Be very patient before using scrolls, his j.H, but also his 6P and other buttons, can effortlessly shut them down.
  • Make good use of cards + its followups to limit his options. He has a very poor airdash, making it hard for him to retaliate easily.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Defense


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Neutral


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I-No

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  • Make good use of 2S. It gives some of her most important air AND ground options (dash button can lose to it, HCL whiffs over it, Stroke doesn't go under it) a hard time while being low recovery.
  • Keep moving to make her chase you, I-no's movement is fairly predictable while Answer's buttons are good at challenging her approaches.
  • If I-no attempts to lock you down with note, make use of your double jump, superjump, and crouch to avoid blocking the note.
  • You do not want to be within her rehover zone, use 2S or 5P and create some space.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


  • I-no can OS their meaty with a VCL that will hit before we even get a chance to air dash away with JI parry yrc

Defense


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Neutral


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Offense


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Jack-O

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  • Aegis Field will nullify card toss and card summon, approach her carefully instead.
  • Use 5P/2P/2K for killing minions/houses.
  • Use 6H against her 3H for good damage. You can also IB it and punish.
  • Abuse the 3 scroll/triangle oki to safejump her reversal dp

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Defense


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Neutral


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Jam Kuradoberi

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  • It's important to be able to antiair her IAD with 6P or 2H.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


  • 6H > cling > (delay) scroll dash beats both her wake up parry > P follow up and a reversal uncarded dp
  • Meaty scroll dash is even better to deal with her non-overdrive wake up options

Defense


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Neutral


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Offense


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Johnny

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  • 5H is a very strong poke in this matchup, just don't whiff it.
  • Make it a priority not to get hit by coins.
  • Play run-away, setting scrolls and throwing cards, and aim to whiff punish or counterattack when the opportunity comes.
  • Practice stuffing his dash on reaction.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Defense


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Neutral


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Kum Haehyun

 Kum HaehyunJust don't let her touch you
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Another match up Answer controls well if played safe. Haehyun should struggle to get started, but will melt Answer with a good hit. Keep scrolls up for movement and whiff punishing. Be ready to 6P and card yrc to catch her getting impatient.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


  • 2P is a reliable anti air to aerial Falcon Dive.

Defense


  • Answer's backdash is great at escaping her ground falcon dive
  • If she has no meter, blitz Hayabusa on reaction in blockstrings.
  • Use FD against her ball okizeme to negate some mixup options. You can also try stand blocking the meaty ball, and then quickly return to crouch block to mess with spacing.

Neutral


  • Many of her grounded antiair options can hit on either side, and Shinken hits hard with a good hitbox, so scroll approaches are risky and must be reserved for good openings.

Offense


  • Don't use Resshou on hit or block unless spaced well, her 2P is too strong, and other reads can result in her cashing out on loads of damage.

Ky Kiske

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  • Be wary of his j.D, it will zone out scroll approaches with very little risk to him. You can, however, react to its slow startup.
  • If he tries to use midscreen 2D > split ciel to setup oki, you can backdash out of the enhanced fireball every time.
  • Spaced 2K can act as a DP and blitz safe meaty, though it will limit your pressure options as it will not leave you in c.S range.
  • He is very easy to antiair with 6P, one of the few good things for us in neutral. Find ways to make him jump, such as good use of card, and cashout on your antiairs consistently.
  • His DP is quite slow, so all safejump options should be easy and effective.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Leo Whitefang

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  • Play run-away and annoy with cards.
  • Use 6P as a counterpoke to his 5H, such as in a f.S > 5H gatling.
  • Set low scrolls so that you can turn your pokes and counterpokes into pressure.
  • A spaced 2D will beat out some of his backturn options
  • Abuse the triangle/3 scroll oki to safejump leo to death

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Defense


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Neutral


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May

 May
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  • Anti-airing her is hard, but also the first step to winning the matchup. Depending on the situation, you can use 6P, 2H or blitz on reaction
  • Try using neutral or backjump j.D.
  • May's 2H is a common reaction to scroll dash, bait and punish it.

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Defense


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Millia Rage

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  • You must air-to-air her. Use a lot of j.D and some j.K. or j.P
  • Using scrolls effectively can be hard, as she has amazing mobility, good air to airs, and is hard to combo for good damage off of some scroll hits.
  • Make sure you can recognize meaty or late disc oki, and use 228P YRC to escape the meaty discs.
  • Expect her to try to jump out of your pressure a LOT.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Defense


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Potemkin

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  • Do not use Resshou on hit or block. He has Potemkin Buster to answer it with.
  • Play run-away with cards and scrolls, he is hopeless against this approach.
  • Use 6H > cling > timed s.D to beat backdash reliably.
  • Make all of your hits hurt. We have very damaging combos against Potemkin.
  • Make good use of fuzzy jump out of his pressure. His midscreen Heat Knuckle reward is poor.

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Defense


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Neutral


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Ramlethal Valentine

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  • Her j.H can be hard to antiair, avoid her or else air IB and try to throw.
  • f.S > Dauro isn't a combo without counter or crouch hit. IB Dauro out of this common cancel and try to punish with 5P.
  • Know her P and K strings. Her overhead ender from her 2K starter string is plus, and the low ender is quite minus. Some strings do not have overheads.
  • Be careful bursting against her, you can lose the round off a burst safe point in this way.
  • Hit swords whenever she sets them.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Raven

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  • Try to 6P or 2S his glide pressure reset out of jump cancels. Be aware that a mistimed 6P can lose to an early glide cancel.
  • Be wary of stance YRC. Look to use command grab against it.
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Sin Kiske

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  • Use card and clone a lot, he wants to play on the ground, but also has a somewhat slow dash. He's pretty easy to antiair.
  • Pay attention to his calorie gauge, and play especially patient against Sins who are willing to spend calories very quickly in neutral. Burst well to deprive him of calories, and rush him down once he's hungry.
  • Set low scrolls and be ready to use them to capitalize on pokes or achieve whiff punishes. Don't use them proactively though, Beak Driver, 6P and f.S aren't messing around.
  • His damage output is what gives him the edge. Good and consistent defensive choices, as well as resource management, are key to winning the matchup consistently.
  • Favor blocking a lot against his pressure to deprive him of calories and/or meter, as he has fairly limited resets that leave him plus on block.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


  • Sin has few meaties that can't be parried, but many are counter safe if he is ready.
  • FD key attacks to prevent RISC crank or tamper with his stiff gatling routes.
  • Blitz Bull Bash on reaction.
  • Be prepared to attempt a 6P or airthrow vs Leap.

Neutral


  • Set high scrolls to provoke jumps or TK Beak Driver and be ready to retaliate.

Offense


  • Once he's cornered his only usable escape option is Elk Hunt (slide), but be sure not to whiff against him as you will definitely be punished.


Slayer

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  • Be careful of Slayer using BDC to make your f.S and 5H whiff when pressuring up close
  • 2D can be a good reactionary tool against Dandy Step.
  • Slayer's ground approach has a hard time with fireballs. As usual, throw cards a lot.
  • When on scrolls, beware of Crosswise Heel. Use parry against it if you end up in a sticky situation, or try to bait it and punish in other ways.
  • It's Late is not throwable leads to superb damage and stun compared to getting hit by 2K

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


  • 6H > timed s.D is effective against BDC. Not many characters can deny his backdash as easily as Answer.

Defense


  • IB Under Pressure to have a chance to deny him some of his pressure.

Neutral


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Offense


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Sol Badguy

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  • Good movement is key to winning the matchup. Use superjump, scrolls and Resshou to reposition.
  • Practice IAD'ing to punish Gunflame if he uses it at a bad time.
  • Scrolls are easy for him to air-to-air with j.P and j.H or beat with DP, try to get him to use one of these options and then retaliate instead of relying on scrolls to win.
  • Be wary of his j.P, j.H and DP against your scrolls. Bait a reaction and then punish.
  • We have simple and effective safejumps midscreen and in the corner for dealing with VV, practice them.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Defense


  • 2K can be a good button to check Fafnir. 2D is OK too, but much higher risk. {clr|S|2S}}, as usual, is a good low risk option.

Neutral


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Offense


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Venom

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  • Abuse cards.
  • Crowd up on him and bully him to death on offense as he has no invincible reversals.
  • Use scroll threat to zone out his ball teleport.
  • Use 22P or JI 22P against much of his oki.
  • Whiff punish 2D with 5H SJIAD j.S.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


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Neutral


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Zato-1

Very Favorable
  • Backdash out of meaty drills midscreen.
  • Reversal 228P YRC against his unblockable oki. Answer is one of the only characters who can escape the unblockables reliably.
  • Card ruins Zato. Card YRC almost resolves the ground game guaranteed. It kills Eddie and allows you to punish Zato at the same time. Zato's IAD punish or drill against card is not very threatening.
  • He has a pretty hard time anti-airing scrolls, especially when you get past Eddie so that he has to walk a long way before he's a threat again.
  • He's extremely easy to pressure and snowball against and Answer's normals are superior in neutral.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

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Defense


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Neutral


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Offense


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