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Take this as the revision of my first Answer video (on Rev 2 Demo).
I guess one big difference between Answer and other set-up characters is that Answer is the actual one attacking, which could put him in very dangerous position once something goes wrong because he will be in close proximity with the opponent. He doesn't seem to have powerful normals to rely upon either.
Anyway, I still really like this character and had much fun with his combos.
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Combo Notations:
It may seem a bit messy because of the types of inputs Answer has...
↖ ↑ ↗ = 7 8 9
←N→ = 4 5 6
↙ ↓ ↘ = 1 2 3
= gattling (e.g. P-K-S means pressing P, K and S consecutively)
xx = (special) cancel
jc = jump cancel
j. = jump/in air
sj. = super jump
ad = air dash
iad = instant air dash
~ = cling onto scroll
{ - } = Savvy Ninpo / press button when on scroll
For example:
If a sequence reads “ j.H~{9D}~H ”, it means: after j.H connects, cling onto scroll, hold direction 9 and perform the {D} attack, and end with the follow-up H attack;
If a sequence reads “ {6D}~{6D} ”, it means clinging onto the next scroll right after the first {6D} attack and do another {6D}.
Note:
As long as Answer is in the midst of a Savvy Ninpo attack, the directions within the curly brackets are ALWAYS the actual directions and NOT the directions relative to where Player 1 character faces. This is because there could be a lot of side-switching in air.
00:01 --- 5S-6K xx 214P, 2H jc j.H~{5D}~K, 2H jc j.D~{9D}~H 【Sol】
00:12 --- 5S-6P-5S-6P-5S-5H iad j.P-S-H, 5S-6K xx 214P, 5H jc j.K-S-H~{5D}~{5D}~H 【Ky】
00:22 --- 5S-5S-2S-5H xx 236H xx (RC), 5D(6), 5H-5H xx 214P, 2S-5H xx 421H, j.H~{6D}~K, 5H jc j.H~{5D}~H 【Axl】
00:36 --- 214P, 214K, 5S-6K xx 6246S, 2H-6K xx 6246D, 5H jc j.H~{6D}~{1D}~{6D}~{5D}~H 【Slayer】
00:55 --- 5S-6K xx 214H, 5H jc j.H~{5D}~{5D}~K, 6K xx 214H, 5H jc j.H~{5D}~{5D}~K, 2S-5H sjc j.S-H xx j.6246S 【Kum】
01:09 --- 5S-6P-5S-6P-5H iad j.P-S-H, 2D xx 214P;
~{3D} lands without hitting, 2K-5S-5S-5H iad j.P-S-H, 2S-5H iad j.P-S-H, 2D xx 214P 【Zato】
01:23 --- 2D xx 214P, 214K;
6H~{6D}~{4D}~K, 2S-5H jc j.D~{7D}~H~;
~{3D} lands without hitting, 2K-5S-6K xx 214S, 5H sjc j.D~{8D}~H~;
~{4D}~K meaty 【Bedman】
02:33 --- 214P, 2S-2H-6K xx 214K, 5H jc j.H~{6D}~{2D}~{4D}~{5D}~K, 6K xx 214K, 214P, 5H jc j.H~{6D}~{1D}~{6D}~{5D}~K, 236236K 【Potemkin】
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【Setups/Mixups on Jack-O’】
Starter: 5S-6P-5S-5P-6K jc j.D xx j.214P
01:38 --- Starter~{7D}~H xx (RC), 5S-6K xx 214P, j.K-H~{9D}~H;
~{1D} lands without hitting, 2K-5S-5H xx 46P
01:52 --- Starter~{4D}~H xx (RC), ad j.S-H, 5S-6K xx 214P, j.K-H~{7D}~H~;
22, j.S
02:05 --- Starter~{7D}~S xx (YRC), 623K
02:15 --- Starter~{7D}~K, 623K xx (RC), 214P, 5H jc j.H~{5D}~H~;
~{1D} lands without hitting, 2K-5S-6K jc j.K-S j.c j.S-D xx 214P;
~{4D}~K
Remarks:
For command throw mixup, if you as Answer do not know which side you are on, you can choose to input 2K as →↓↘K or ←↓↙K and press 5S/2S at your usual gatling rhythm. Say, if you input →↓↘K and the opponent appears on your right, the game would recognize the command throw; if the opponent appears on your left, it would simply be 2K-5S and such.
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BGM: ‘Enough is Enough’ by Daisuke Ishiwatari (Answer's theme from GGXrd)
• Guilty Gear Xrd Rev 2 - Enough is Eno...
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