GGACR/Testament

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Overview

Overview

+R's resident Trap Laying powerhouse, Testament pollutes the screen with traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where they can begin applying their oppressive offense and okizeme.

Testament has two traps which persist on stage as invisible hazards. They can place ZeinestGGAC Testament 214H.pngGuard:
All
Startup:
11
Recovery:
Total 29
Advantage:
+2
, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. HITOMIGGAC Testament 214S.pngGuard:
Mid
Startup:
See notes
Recovery:
Total 27
Advantage:
-
, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combos.

Testament's other defining feature is EXE BeastGGAC Testament 41236S.pngGuard:
All
Startup:
22~81+6
Recovery:
Total 38
Advantage:
+16
. EXE Beast is a projectile that travels along the ground—H Beast travels forwards from Testament whereas S Beast travels from behind the opponent towards Testament. One of each version of EXE Beast can be active at a time, and their timings can be manually adjusted by holding and releasing the attack button. With their powers combined, Testament can enforce one of the scariest advantage states in the game.

To supplement EXE Beast and their traps, Testament has Phantom SoulGGACR Testament 236P.pngGuard:
All
Startup:
30
Recovery:
Total 58
Advantage:
+2
—commonly as Skull. Skull is a projectile which applies a curse status effect to the opponent on hit. The force break version is especially noteworthy because it applies the curse status on block as well as on hit. The curse status, causes Testament's crow to autonomously attack the opponent. Curse opens up even more flexibility in pressure and screen control, and even makes new routes possible, including unblockables.

In addition to their core traps and projectiles Testament also boasts a diverse toolkit featuring teleports, and a counter which applies a poison damage over time effect on hit, as well as a unique resource in the form of dolls. They do a lot very well, and have very few weak points, which helps make the character accessible for new players, and their high skill ceiling handsomely rewards players who are diligent in training mode.

After all, you have to be top tier to have the Bible named after you.
Playstyle
Testament excels at dictating the pace of a match with their traps, curses, and strong hitboxes.
Pros Cons
  • Consistency & Flexibility: Testament is very stable thanks to the nature of how their combos work, and even their random element has consistent branching choices. The character offers not only tools that deal with most situations, but also has combo routes which can let you pick your knockdown, curse status, and screen position freely.
  • Meter Mania: Testament gains meter very easily, and has numerous good options to spend meter including but not limited to FB SkullGGACR Testament 236D.pngGuard:
    -
    Startup:
    80
    Recovery:
    Total 35
    Advantage:
    -
    , Grave DiggerGGAC Testament 214D.pngGuard:
    All
    Startup:
    14
    Recovery:
    16+3 after landing
    Advantage:
    -8
    , Master of PuppetsGGAC Testament 236236H.pngGuard:
    Mid
    Startup:
    7+4
    Recovery:
    41
    Advantage:
    -24
    , and good FRC points.
  • Defines the Match's Pace: Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. Because opponents are forced to hit nets to remove them, block or slashback skulls, and avoid trees Testament can establish a firm control over the pace of the match.
  • Smothering Okizeme: With access to left-right mixups from EXE Beasts, fast overheads from 6P, and unblockable setups with curses, Testament has a decent amount of mix-up potential if they get set up. Furthermore, they can extend their pressure for long periods of time with little risk if they spend tension for FRCs.
  • Master of Puppets: It's difficult to understate how valuable MoP is. Building the meter and situation to access this super defines the modern meta for Testament play. The access to knockdowns and Dolls it provides is invaluable.
  • Throw Reward: From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
  • Benefits from Patience: Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking. Delayed Nightmare CircularGGAC Testament 632146H.pngGuard:
    All
    Startup:
    0+226
    Recovery:
    Total 21
    Advantage:
    -
    can steal their turn back both while blocking and mid combo.
  • "They need it": Testament's specials have unintuitive properties which make them very tricky to deal with, notably: EXE Beast, once released, persists if Testament gets hit. HITOMI cannot be blocked in the air without FD. Enhanced HITOMI don't go away when Testament is hit. Net removes 1 active frame from moves, effectively removing some low-active-frame moves from existence. Poison can deal unscaled damage during moments of non-interaction.
  • Air to Ground Options: Testament does not like to be in the air unless its on their own terms. They lose access to most of the tools which make them terrifying, and they are left with a set of normals which have great horizontal reach, but do not hit below them by a significant amount. Forcing Testament into the air can disrupt their game plan and allow the opponent to gain an advantage.
  • Big target: They have big hurtboxes, making them susceptible to fuzzies, extended combos and makes escaping the corner via movement or evading in general difficult in certain matchups.
Note: Testament's defensive options are non-traditional. They are actually very good, but they cannot be used in the same ways as traditional DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and reversals. H Beast FRC into blocking is one of Testament's strongest AbareAn attack during the opponent's pressure, intended to interrupt it. options. Forcing a trade using Nightmare CircularGGAC Testament 632146H.pngGuard:
All
Startup:
8+5
Recovery:
9
Advantage:
+9
can be extremely valuable due to the poison damage.

Curses

Testament's Phantom Soul (Skull) special applies a curse to the opponent on hit which causes their pet crow to automatically attack the opponent independent of Testament themselves. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull patterns. Using any version of Phantom Soul while the opponent is cursed will immediately end their current curse.

Curse patterns (K extensions noted in parentheses):

  • Dive, Dive, Overhead, Feathers, Tackle (Dive, Overhead, Overhead)
  • Feathers, Overhead, Dive, Tackle, Tackle (Dive, Overhead, Feathers)
  • Tackle, Feathers, Dive, Overhead, Feathers (Overhead, Tackle, Dive)
  • Overhead, Overhead, Tackle, Feathers, Feathers (Dive, Tackle, Tackle)

DollsGGACR Testament Doll.png

Whenever Testament air throws an opponent or hits them with Master of Puppets, Testament gains between one and three dolls (up to maximum of 4). Whenever Testament places a net or a tree while in possession of one or more dolls, a doll will be consumed and an enhanced version of the trap will be created instead of the default version.

GGACR Testament Nameplate.png
GGAC Testament Portrait.png
Damage Received Mod:x1
Guts Rating:0/5
Gravity Mod:x1
Stun Resistance:65
Prejump:4F
Backdash:16F (1~9F Strike Invuln)
Wakeup:55F (Face Up)/ 51F (Face Down)
Number of Jumps:2
Number of Air Dashes:1
Unique Movement Options:Lucht Warrant
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (16F)
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
FRCA variant of RC which only applies to specific moves for specific time windows. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 6 3 7 0
Total: 15

Quick anti-air and decent abare tool due to it's size and high hitbox.

Good pressure starter.

  • Can whiff on some crouching opponents.
  • Used after forcing the opponent to block S BeastGGAC Testament 41236S.pngGuard:
    All
    Startup:
    22~81+6
    Recovery:
    Total 38
    Advantage:
    +16
    due to its ability to hit specific hurtboxes while recovering in time to bait burst.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 7 4 12 -2
Total: 22

Alternative to f.S for situations in which speed matters more than range.
This move commonly sees use in OkiwazaFrom Japanese "置き技", meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into. situations outside of 5P range when f.S would be too slow.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

c.S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 5 4 17 -7
Total: 26

Staple filler move for blocktrings and combos due to its expansive cancel and gatling options.

In pressure usually followed by 6P and 5D for an overhead, or 2D for a low.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 11 6 13 -5
Total: 29

One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup.

On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.

  • Successful hits can be confirmed into 3H, or 6K if they're crouching.
  • Has extra untech time making it especially good for juggles.

Gatling Options: 6K, 2S, 5H, 2H, 3H, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 10 4 18 -3
Total: 31

Strong midrange poke that hits deep and has high reward on counter-hit. Can hit some lowprofiling moves.

Great tool for frametraps, safe on block and staggers the opponent on counter-hit.

Great for resetting pressure with H beast FRC.

  • Successful hits can be comboed into badlands. On counter-hit you can combo into EXE beast.
  • Has a huge delay cancel window.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on CH (max 35F)
  • Pulls in the opponent on air hit
  • Can cancel during recovery

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 31 6 18 +3
Total: 54

Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.

Evasiveness of this move coupled with disjointed hitboxes allow it to be used as preemptive anti-air or a counterpoke. Its ability to bait various defensive options like Dead Angles, Burst, or even some DPs in addition to being plus on block makes it decent in blockstrings.

Has projectile-like properites, despite not being one. Guaranteed to go active even if Testament is hit and cannot be RCed.

  • Has a FRC point before the move becomes active which allows the user to feint it.
  • Evasiveness of the move increases when your back is against the corner, Testament's upper body hurtboxes disappear into the wall.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~18F 8 7 3
  • Testament is in CH state from 1~24F
  • Attack is guaranteed after 25F
  • Fully untechable on air CH

6P

Damage Guard Startup Active Recovery On-Block Invuln
24 High 17 3 26 -15 1~5F Upper Body
6~19F Above Knees
Total: 45

Testament's 6P does not fill the same role as most 6Ps in Guilty Gear. Although it is upper body invulnerable, its main use is as a mixup tool instead of an anti-air.
This attack is one of the fastest overheads in the game, and can be gatlinged into from any of Testament's close range buttons.

6P becomes especially potent when paired with FB Phantom Soul (FB Skull) or EXE Beast. FB Skull can force most opposing characters to crouch which gives Testament a free curse or combo, and EXE Beast can be used to catch the opponent attempting to escape or punish 6P.

  • Thanks to the lowprofile and strong hitbox it can be a good counterpoke and situational anti air. Example: It can beat Sol's Bandit Bringer and Riot Stamp easily. It can beat Order Sol's Rock It consistently.
  • 6PH throw option select can be effective as a wakeup option. 6P will lowprofile some airdashes, and if they land too closely when doing the low mixup they can get grabbed.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 8 7 3

6K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 15 6 23 -15
Total: 43

This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.

As combo filler enables badlands loops, counter hit and crouching hit confirms off of f.S/2S, and more.

As a pressure tool, its very long delay cancel window enables frametraps into 5H with very high reward. You can use this button to reset pressure with S beast meterlessly when you conditioned them with frametraps. Cancelling into 6H is particularly nice at catching them trying to jump.

As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament, and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them. It is also particularly useful to catch opponents who attempt to jump out of EXE Beast pressure.

  • Cancelling into 6P is another sneaky pressure reset and frametrap, hits them overhead and can be an unexpected reset. You don't have a low option, unless you spend meter to cancel with H beast FRC.
  • Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen).
  • The only gapless/safe option off of 6K on block is 5H, but it may whiff at max range.

Gatling Options: 6P, 5H, 6H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Testament is airborne 5~14F
  • Late cancellable up to 39F

6H

Damage Guard Startup Active Recovery On-Block Invuln
55 Mid 15 6 28 -15
Total: 48

Strong poke that covers a lot of space horizontally and vertically. Grants a knockdown on ground hit and lower air heights.

Good at catching people jumping away from your pressure or frametrapping.

Cannot gatling into buttons or cancel into specials, but it has a FRC point. It is important to note that on hit it must be FRC'ed after hitstop.

  • It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.
  • How unsafe it is depends on match up, their tools to punish and your spacing. It can be hard to punish on block with the pushback and the move should not be whiffed with how huge it is. Requires meter in order to be safe generally.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~21F 20 6 5
  • Floats higher on CH

3H

Damage Guard Startup Active Recovery On-Block Invuln
15×4 Mid 14 2,2,(2),2,2 17 -5
Total: 40

Long range multihit poke that controls a lot of space horizontally and vertically. Also used to confirm f.S into a combo.

Only first 2 hits are special cancellable.

Good frametrap and pretty safe on block.

  • You convert from the stagger with badlands. Opponents might struggle wiggling out of the stagger and you can combo or reset from it with EXE beast.
  • The multihits shine in some matchups, for example: against Potemkin for breaking his armor or vs Dizzy for destroying the fish while hitting her.
  • The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter poking.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×4 5×4 3
  • Only the first two hits are special cancellable
  • All hits stagger for a max of 31F

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 12 -6
Total: 20

Typical jab which is used as an abare tool and to quickly make the opponent block.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 6 4 11 -5
Total: 20

Standard low attack.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 10 6 16 -8
Total: 31

Strong grounded poke that can double as an anti air.

It tends to whiff if they're directly above you, be careful with how you use it. It is strong at anti airing when they're in front of you and it lowprofiles decently.

Can be a decent frametrap.

  • Very comfy button that can cover multiple approaches. In the I-No mu for example, you can use it to beat her air approach and her ground approach with the lowprofile slide.

Gatling Options: 6K, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 16 3 20 -4 6~12F Strike
Total: 38

Strong long range poke with a disjointed hitbox and invulnerable frames.

Effective vs moves with few active frames.

Good frametrap and combos into 5D or EXE beast on counter-hit.

  • Thanks to the invulnerable frames you can use it to beat deadangles, Baiken guard cancel attacks, or even some DPs if timed properly.
  • Strong for resetting pressure with H beast FRC.
  • Has a FRC right before going active to get in or go for a throw.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F 20 6 5

2D

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 14 3 30 -16
Total: 46

This is your easiest way to access your strongest Okizeme, usually double EXE Beast, or combo into P Phantom Soul.

Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.

  • In certain matchups, this can lead to a full launch by cancelling into Zeinest (hurtbox dependent) or Badlands (lightweights/super lightweights only).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 6 12
Total: 22

Testament's fastest air poke. Strongest right above Testament.

Gatlings to all of Testament's air normals, including itself, especially for dragging blocking opponents to the ground.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 5 12
Total: 22

Passable air-to-air. Faster than j.S and easier to confirm, but with a much weaker hitbox.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 8 3 16
Total: 26

Amazing air-to-air with a huge disjointed hitbox.

Jump cancellable for conversions and safety.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
34 High/Air 13 5 15
Total: 32

Serviceable jump in button with a good deep hitting hitbox.

Slow speed and extends hurtbox, don't be too careless with it.

  • Generally be tricky with mixing up your air options. Besides regular air options you can also use Net.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.D

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 10 6 20+5 after landing
Total: 40

Amazing air-to-air with high reward potential.

Good for counterpoking and is fully untechable on Counter Hit. Works well as a retreating button, or out of an airdash if you expect them to jump back.

  • Can be used air-to-ground for punishing extended hurtboxes or as a jump in, but can whiff on some crouching characters.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Floats on CH (untechable for 100F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 45 pixels

Switches sides and allows a combo afterwards, usually with either f.S midscreen, or c.S in the corner.

The availability of combos out of throw depend on the opponent character. If a character cannot be combo'ed from throw, due to hurtbox/resources, then OTG 236P or EXE Beast okizeme is usually a good fallback. See the OTG Skull Quick Reference to see how to hit each character with 236P.

  • Midscreen throw does not reward a combo on Venom.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Knocks down, and leaves the opponent close making it good for oki.

Grants Testament 1 doll.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Gains 1 Doll on hit

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 13 3 18 -7 1~18F All
19~30F Above Knees, Throw
31~33F Upper Body
Total: 33

Average DAA.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Phantom Soul

236P or 236K

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 5 All 30 120 Total 58 +2
236K 5 All 31 150 Total 47
Total: 58
Total: 47

A skull that slowly moves forward. If it hits, the opponent is marked with a "curse", that causes the crow accompanying Testament to begin attacking.

The crow has 4 different attacks (noted under Curse Attacks), which it will use in 4 different patterns.

Note that the K skull patterns are longer than the P skull ones.

  • The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.
  • Disappears if it goes offscreen, or if Testament is hit. The former can lead to P Phantom Soul OTGs whiffing if Testament is too close to the corner.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236P N/A 0 7 2
236K N/A 0 7 2

236P:

  • Opponent is marked 12F after hit
  • Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
  • Mark disappears in 16F if Testament uses another Phantom Soul
  • Mark disappears immediately if Testament is hit
  • Otherwise mark lasts for 591F

236K:

  • Opponent is marked 12F after hit
  • Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
  • Mark disappears in 16F if Testament uses another Phantom Soul
  • Mark disappears immediately if Testament is hit
  • Otherwise mark lasts for 1011F

Curse Attacks

Automatic after curse

Version Damage Guard Startup Active Recovery On-Block Invuln
Tackle 20 All 35 24 16
Dive 20 All 35 32 16
Feathers 5×3 All 26 51 Total 42
Overhead 30 High/Air (1~47)+29 8 14

The crow can attack in any of the following patterns (K/D extensions noted in parentheses):

  • Dive, Dive, Overhead, Feathers, Tackle, (Dive, Overhead, Overhead)
  • Feathers, Overhead, Dive, Tackle, Tackle, (Dive, Overhead, Feathers)
  • Tackle, Feathers, Dive, Overhead, Feathers, (Overhead, Tackle, Dive)
  • Overhead, Overhead, Tackle, Feathers, Feathers (Dive, Tackle, Tackle)

Tackle sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.
Dive is pretty much the same as Tackle, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.
Feathers fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.
Overhead is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with 2K or 2D for unblockables.

Note that the the difference in the P skull and the K/D skull's patterns is done by the two having a different duration for the curse, the P skull lasts for 600 frames (10 seconds) and K/D lasts for 1020 frames (17 seconds). this also means that in rare circumstances it's possible to get extra curse attacks because some of the curse attacks finished faster than intended

Version FRC Window Proration Guard Bar+ Guard Bar- Level
Tackle N/A 0 7 3
Dive N/A 0 7 3
Feathers N/A 0 8×3 1
Overhead N/A 75% 0 6 5

Tackle:

  • Crow immediately starts return animation on hit or block
  • Crow guranteed to attack after 1F, even if mark disappears
  • See note ※2

Dive:

  • Crow immediately starts return animation on hit or block
  • Crow has hitstop 1F
  • Crow guranteed to attack after 1F, even if mark disappears
  • See note ※2

Feathers:

  • Crow guranteed to attack after 1F, even if mark disappears
  • See note ※2

Overhead:

  • Crow guranteed to attack after 1F, even if mark disappears
  • Crow flies towards opponent's position for a maximum of 47F
  • Crow performs once he reaches opponent or after 47F, attack has startup of 29F
  • See note ※2

Badlands

214P (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 26×2 All 17 3(6)2 13+15 after landing -13
j.214P 24×2 All 12 3(6)2 Until landing+12 -7
Total: 55
Total: 34

Predominantly Combo filler.

  • Two hit move which knocks the opponent behind Testament.
  • Floats on hit, meant to start/set up a combo. Pickups depend on spacing and opponent's weight or hurtbox, usually f.S or 6K.
  • Commonly used to knock an opponent into a net or tree.

The air version is generally preferred over the grounded version.

The 1st hit has significantly more untechable time, and if the 2nd hit whiffs it allows you to extend combos, or set up your best okizeme options.

Effective in neutral when TKed. It has a strong disjointed hitbox that controls a lot of space on the ground and in the air.

  • Can jump over many moves and easily beat them.
  • It is difficult to punish, unless they IB or SB 2nd hit. If they can't punish you can RPS with: warrant, backdash, NC, mash, etc.
  • Becomes a powerful combo starter if you have traps placed behind you.
  • Can be used in synergy with summons to stay advantageous after landing, such as EXE beast or FB skull.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P N/A 14×2 10×2 4
j.214P N/A 14×2 10×2 4

214P:

  • Testament is airborne from 9~29F
  • 2nd hit pulls in opponent on hit
  • Testament is in CH state until landing

j.214P:

  • 2nd hit pulls in opponent on hit
  • Testament is in CH state until landing
  • Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F)

EXE Beast

41236S or 41236H

Version Damage Guard Startup Active Recovery On-Block Invuln
41236S 36 All 22~81+6 20 Total 38 +16
41236H 30 All 23~82+6 16 Total 40 +22

Main ranged oki/pressure tool.

  • Appears behind the opponent, works well if they've been pushed out.
  • +16 on block, active for 20, extremely difficult for opponents to avoid if properly spaced and timed.
  • Can be held to delay the move's activation.
  • Comes with an FRC about halfway into its startup for safety or for going in while the move is out.
  • Will force the opponent to Dead Angle in the wrong direction if they attempt it.
  • Can be used in conjunction with Lucht Warrant for some dirty crossup setups.
  • Goes away if Testament is hit before it is released.

H is similar use to the S version, but comes with its own quirks.

  • Appears in front of Testament, good for closer ranged pressure or if traps are behind them already.
  • Slightly slower than the S version, but is more advantageous and has more untech time.
  • Has an extremely wide FRC window on frames 2-9 for immediately allowing Testament to take another action.
    • Using this FRC ASAP can allow Testament to throw it out during a gap in an opponent's pressure, or bait attempts to challenge their pressure.
  • Can be summoned alongside the S version, allowing both to be on screen simultaneously.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
41236S 13~15F 0 7 3
41236H 2~9F 0 6 5

41236S:

  • Pulls in opponent on hit
  • Untechable on CH for 26F
  • Pushes the opponent in the same direction the EXE Beast is moving
  • Hold button to delay attack for up to 82F
  • Attack starts up 6F after button release
  • If Testament is hit during the Beast attack startup, the Beast disappears
  • Testament is in CH state from 1~30F
  • Listed Frame Adv is when S EXE Beast is performed as fast as possible (startup 22+6F)

41236H:

  • Untechable on CH for 32F
  • Pushes the opponent in the same direction the EXE Beast is moving
  • Hold button to delay attack for up to 82F
  • Attack starts up 6F after button release
  • If Testament is hit during the Beast attack startup, the Beast disappears
  • Testament is in CH state from 1~24F
  • Listed Frame Adv is when H EXE Beast is performed as fast as possible (startup 23+6F)

Warrant

214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214K Total 52 2~19F Guard Strike
214K Attack 10 Mid 24 15 19 -20 1~32F Strike
Total: 57

Counter which crosses up, poisons and knocks down on hit.

  • Frame 2 counter which calls out any mistimed meaty attempts or obvious frame traps.
  • The counter window is active for 18 frames and can be difficult to punish if they aren't ready for it.
  • Generally must be safejumped; OS attempts that result in another button won't work as the counterattack animation is strike invuln.
  • Counters anything except throws and some unblockables.
  • Horribly unsafe on block, but can be RC/FRC'd for safety or combo followups.
  • Be warned that attacks with enough forward momentum can result in the followup whiffing completely.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214K N/A
214K Attack 33~35F 10 7 3

214K:

  • When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack
  • Level 1 and 2: 12F, 3: 13F, 4: 14F, 5: 15F

214K Attack:

  • Blows back opponent on hit
  • Poisons opponent on hit

Lucht Warrant

22P or 22K

Damage Guard Startup Active Recovery On-Block Invuln
Total 42 15~16F Lower Body

Tracking teleport. P teleports in front of opponent, K teleports behind. A lot of recovery, so generally should not be used by itself. Good for crossup setups in conjunction with EXE Beast.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Testament teleports on 13F
  • Testament is in CH state from 1~12F

HITOMI

214S

Version Damage Guard Startup Active Recovery On-Block Invuln
214S 30 Mid See notes 4 Total 27 1~2F Strike
214S Powered Up 10 Mid See notes 3 Total 24 1~2F Strike
Total: 27
Total: 24

Testament plants a tree at their current location. Entire animation is counterhit state, so any mindful punish is going to hurt.

  • Trees pop up when the opponent passes over them. If it connects, it launches them and allows for combo followups.
  • Forces the opponent to mindful when they have Testament blocking.
  • Removes OTG state on hit, allowing Testament to perform some very unusual combos.
  • Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
  • Knocks down on counter hit.
  • Can have a max of 2 trees planted at any time.
  • Trees must be FD blocked in the air.

Powered up tree comes with significant buffs on top of every other strong point of normal trees:

  • Substantially larger tree, which poisons on hit.
  • Launches even higher than normal trees, and have far greater untech time, for easier confirms and longer combos and poison time.
  • Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
  • Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.
  • Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214S 16~18F 90% 0 7 3
214S Powered Up 16~18F 90% 10 7 3

214S:

  • Testament is in CH state during move
  • Trees disappear if Testament gets hit
  • Tree startup is 17F after opponent passes nearby
  • After 16F, Tree will attack even if Testament gets hit
  • Tree is planted on 26F
  • Level 1 attack on block
  • See note ※1

214S Powered Up:

  • Testament is in CH state during move
  • Tree startup is 13F after opponent passes nearby
  • Uses one Doll on 1F
  • Tree is planted on 21F
  • Tree will not disappear even if Testament gets hit
  • See note ※1

Zeinest

214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214H 10 All 11 601 Total 29 +2
j.214H 10 All 10 601 Total 28
214H Powered Up 10 All 11 421 Total 29 +12
j.214H Powered Up 10 All 8 421 Total 26
Total: 29
Total: 28

Sets a web/net trap. Will activate immediately if the opponent is in the activation space.

  • On hit, freezes the opponent in place for some time.
  • Nets do not deactivate when Testament is hit, so they can act as a deterrent and force the opponent to keep cognizant and adjust their combos to avoid getting hit while hitting Testament.
  • Commonly used to keep them stationary and set up for a Badlands conversion. Will release their hold when Testament hits the opponent with anything else.
  • Can work as an Anti-air.
  • Can have a max of 2 at one time.
  • Nets can be removed by attacking or blocking them. When attacked, causes the opponent's attack to lose 1 active frame.

Powered web is indicated by the purple skeleton on hit.

  • Holds opponent in place for MUCH longer than normal nets.
  • Does not break when Testament hits the opponent, which allows for some interesting combos.
  • While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
  • It is possible to have 2 normal webs and 2 powered up ones on the field, for a maximum of 4.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214H N/A 0 15 1
j.214H N/A 0 15 1
214H Powered Up N/A 90% 14 15 4
j.214H Powered Up N/A 90% 14 15 4

214H:

  • Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
  • Trapped opponent is in airborne state, floats opponent 6F before end of trap
  • If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
  • See note ※1

j.214H:

  • Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
  • Trapped opponent is in airborne state, floats opponent 6F before end of trap
  • If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
  • See note ※1

214H Powered Up:

  • Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
  • Trapped opponent is in airborne state, floats opponent 6F after end of trap
  • Opponent remains trapped even if hit (hitstop frames also counts for the trap duration)
  • If opponent attacks net, they lose 1 active frame, and cannot move for 9F
  • Uses one Doll on 1F

j.214H Powered Up:

  • Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F)
  • Trapped opponent is in airborne state, floats opponent 6F before end of trap
  • Opponent remains trapped even if hit (hitstop frames also counts for the trap duration)
  • If opponent attacks net, they lose 1 active frame, and cannot move for 9F
  • Uses one Doll on 1F

Force Breaks

Grave Digger

214D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214D 58 All 14 6 16+3 after landing -8 3~11F All
j.214D 58 All 12 6 Until landing+3 -9 1~9F All
Total: 38
Total: 20

Combo filler and occasional YOLO move.

  • Massive hitbox and good travel.
  • Brief invincibility while airborne, before startup.
  • Wallbounces on hit for combos, though if too deep in the corner you can't pick up with anything.
  • Fairly unsafe on block, but properly spaced, it may end up unscathed.

Air version is invincible on frame one.

  • Slightly slower than regular Grave Digger if TK'd.
  • Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214D N/A 14 9 4
j.214D N/A 20 9 5

214D:

  • Testament is airborne from 3F onwards
  • Testament is in CH state until landing

j.214D:

  • Testament is in CH state until landing
  • TK Air Grave Digger has startup 16F, total 36F

FB Phantom Soul

236D

Damage Guard Startup Active Recovery On-Block Invuln
5 80 180 Total 35
D Skull Minimum Height

An enhanced Phantom Soul, which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed their animation. When the skull is active, it will have an aura surrounding it.
FB Skull will move downwards to a minimum height shortly after becoming active (pictured to the right).

This move is a great options in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently.

  • Applies the cursed status on hit and on block.
  • Uses extended curse patterns from K Skull on hit, and shorter patterns from P Skull on block.
  • Goes through or deletes other projectiles.
  • Disappears if Testament is hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 2
  • Goes through other projectiles
  • Disappears if it goes off-screen
  • Tracks opponent
  • Disappears if Testament is hit
  • Testament is in CH state from 1~23F

Overdrives

Nightmare Circular

632146H or 632146S

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 60 All 8+5 16 9 +9 1~8F All
632146S 60 All 0+226 16 Total 21 1~9F All
Total: 37
Total: 21

Testament's only reversal, except it's not invincible after the flash (which may actually work in your favor)

  • Massive Hitbox and Safe on block. Poisons and knocks down on hit.
  • Converts on Counter Hit.
  • Due to the lack of full startup invul, this move can be thrown right before it starts if the opponent is close enough.
  • The hit can also be low profiled or reversal'd through.
  • However, if the move *trades* and Testament is not knocked down, you may be able to capitalize and continue the hit into a combo.

S version is delayed, acting more as a trap and deterrent.

  • Comes out several seconds later, but the hit acts essentially the same as the H version
  • Will not go away if Testament is hit. Can save you if you get tagged.
  • Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
  • Can still end up getting you tagged, use sparingly.
  • The super flash is immediate, which can give away your intentions to the eagle-eyed.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H N/A 20 15 5
632146S N/A 20 15 5

632146H:

  • Poisons opponent on hit
  • Goes through other projectiles

632146S:

  • Poisons opponent on hit
  • Goes through other projectiles

Master of Puppets

236236H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 7+4 6(12)2 41 -24 7~12F Strike
Total: 71

Super which scores knockdown and allows Testament to buff their traps.

  • Primarily a combo ender due to the knockdown and extended time for setup.
  • Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
  • Can be FRC'd after the first hit to allow for combos.
  • This is actually Testament's longest range attack, excluding S EXE Beast. If needed, you can use it as a nearly full-screen whiff/startup punish.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~21F Forced 90% 3, 20 8, 6 1, 5
  • Gives Dolls on hit (1st hit gives 2, 2nd gives 1)
  • Testament can hold a maximum of 4 Dolls

Instant Kill

Seventh Sign

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal Mid 28+4 3 60 -44
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20
  • IK Mode activation: 60F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

Testament
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