GGML/Testament

From Dustloop Wiki

Overview

Testament is Missing Link's trap character, and one of the 3 unlockable boss characters. They have access to long-range normals, projectiles with decent space coverage, and a tricky 2 step unblockable. They're most comfortable when they set up their projectiles and traps to keep the opponent out, and punish their approach attempts with good air-to-airs, 2H anti-air, and decent grounded range. Despite being a zoner, Testament's not even particularly good at it compared to the rest of the cast. Combine this with their native inability to tech and the result is a character who is fundamentally overshadowed by the rest of the cast.

Testament would be a low tier in modern fighting games, and gets absolutely demolished by Missing Link's monsterous top tiers. Legends say that this character went on to be pretty decent in Accent Core and +R.
Testament
GGML Testament Portrait.png
Defense
110%Raw Value: 11
Jump Startup
5f
Backdash
22f
Meter Gain Mod
100%Raw Value: 10
Charge Time
N/A
Forward Walk Speed
107%Raw Value: 821
Backward Walk Speed
131%Raw Value: 768
Dizzy Resistance
100%Raw Value: 30
Fastest Attack
c.SGGML Testament cS.pngGuardAllStartup1Recovery16Advantage-7 (1F)
Reversals
None

 Testament is an unfinished mess who wants to zone the opponent using traps and projectiles.

Pros
Cons
  • Poison: Nightmare Circular deals lethal poison damage which can turn this move into a checkmate against low health opponents.
  • NoTechstament: Testament normally can not perform ukemi due to a missing if statement in their code. This makes many moves more effective against them, and allows fake combos to become real against them. For more details, see the Ukemi section below.
  • Can't Charge: Being unable to Charge means that Testament misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.
  • Dimension LUL: Testament has some tools that just kinda don't work. Dimension Scythe lets the opponent turn themselves fully invulnerable, 2S is basically a dead button, and their multihit normals can sometimes fail to combo with themselves.
  • Weak Guard Cancels: Testament's options for guard cancels aren't good because their specials are all generally slow and based on keeping the opponent out or trapping them, rather than getting them off of you.
  • Poor Combos: Testament has weak, low-reward combos in a game where most characters can perform infinite combos. On top of that none of their enders are advantageous on hit, most in fact being punishable.
  • Unimpressive Zoner: Testament's main goal is to zone the opponent using their projectiles, traps, and normals, but they are worse at this than most other characters—even those who don't specialize in zoning.
Note: Whether or not Testament will be allowed to start a match in Techstament or NoTechstament state depends on the people and competition you are playing with. Being able to tech makes an extreme difference in a character's viability. If you plan to play Testament, familiarize yourself with the Ukemi section below and prepare to work around this at offline events.

Ukemi

NoTechstament vs Techstament, and Glitch Setup

Testament is missing code that affects their ability to tech—the exact programming details of which are too complex to explain in this section. The simplified explanation is as follows:
Whenever the game is turned on, Testament defaults to a state in which they cannot perform ukemi To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.. This state is known as "NoTechstament". This applies to both the PSX version and the re-releases.

There is a glitch that can be formed in order to "install" one or more techs for Testament to use. The results of which vary between the PSX (Fightcade) and re-release (Switch, Steam) versions. This glitch is called "Techstament".

The setup for Techstament is the same between platforms:

  1. Pick a different character on your desired player port
  2. Get hit by a move that knocks down, like Sol's 2KGGML Sol Badguy 2K.pngGuardLowStartup8Recovery29Advantage-14
  3. Return to character select and pick Testament

Alternatively, Techstament can be installed mid-match with this method:

  1. Get stunned as Testament
  2. Get launched or knocked down while stunned

From here, the results diverge to two possible outcomes:
On PSX (Fightcade), this setup will simply grant Testament one use of air ukemi To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.. After this, Testament will automatically perform ground-techs when knocked down, but will not be able to air-tech.


On the re-releases, the setup will allow Testament to tech normally, but only if you perform ukemi using the input Up + Respect, 8R. Using any other button—P, K, S, or H—will cause Testament's teching behavior to act in undesirable ways. For further details, check the collapsible section below.

If you want a detailed explanation of how the glitch works, click the "Show Detailed Explanation" button in the bottom right of this card.


Testament is missing an if statement that is responsible for updating their ukemi To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear. flag for their player's port (p1 or p2). The missing code is essential for allowing that player to tech. This means that, by default, the player controlling Testament will be unable to perform ukemi. This state is known as "NoTechstament".

The player can, however, abuse the fact that this flag is stored per player in order to "install" the ability to perform ukemi.
In order to do this, first pick a different character on your desired player port. Next, trigger the code that sets this flag. This is most easily done by getting hit by a move that knocks down, like Sol's 2KGGML Sol Badguy 2K.pngGuardLowStartup8Recovery29Advantage-14. Finally, switch back to Testament.
After performing the above setup, Testament will effectively "borrow" the values of the ukemi flag and DownReturnExeCount variable from the other character. This state is known as "Techstament".

On the PSX (Fightcade) version, this will afford them 1 use of ukemi thanks to these borrowed values.

The glitch becomes even more complex on the Re-releases (Switch, Steam). To give the simplest explanation—once the player has set up "Techstament", they should perform ukemi using Up + Respect, 8R. This subtracts 1 from the DownReturnExeCnt value, keeping it negative to avoid having it mess with Testament's ability to tech. This is because the Respect and Taunt buttons are not checked—only P, K, S, and H are. By performing ukemi using 8R Testament, in Techstament state, is able to perform ukemi in the same way as all other characters.
If any other button is used to tech—P, K, S, and H—then Testament will perform a number of possible actions and potentially mess up the Techstament state. These possible actions include:

  • Tech properly
  • Display the "AVOID" text, but do not properly tech
  • Tech properly, but not display the "AVOID" text.

Because this involves memory values in a non-static player state, the Techstament setup must be performed every time the game is launched regardless of if you are playing on PC, Console, or Emulator, and potentially between sets that you wish to play as Testament with teching.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they 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
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The 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.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 10 8 10 -1 -3 none

Really bad jab. Really slow, reaches further than all other 5Ps in the game, but this doesn't matter because your other normals cover that space better. Not much reason to use this.

Much like 5K, this move hits fairly high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.

Whiffs on standing:

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 8 13 10 -6 -8 none

5K is a bad anti-air because it's not air-unblockable and it has a bad hitbox.

This move hits really high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.

Whiffs on standing:

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 All 1 6,6,4 16 -7 -7 none

An instant attack with tiny range, which gives it potential.

The 1f startup is really good, but the combos after the move connects can't compete with what most other characters will be doing to you. Small activation range means that throw is a threat Testament has to avoid while using this, and it can frequently fail to connect after jumping normals if you get pushed out even a bit too far. Regardless, it's usually the only way you're going to get a combo after a jump-in or punish that's any kind of good.

This move hits three times, but the third hit is very high up and will only connect on standing talls. The second hit generally connects consistently, but whiffs on crouching  Baldhead.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 13 5,3 36 -17 -17 none

Mediocre poke. Still a primary tool in neutral as Testament doesn't have much in terms of good pokes.

  • Hits twice at close range, once at long range

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11x6 All 11 19 10 +11 +15 none

Testament's general filler button, vulnerable to GCs on block due to its long duration and fact that Test can't really compete with good GCs besides just jumping. 5H hits around 4 times on average against standing opponents of typical size. When used in combos or pressure, you should opt to be better safe than sorry and cancel after however many hits you know consistently hit against the opponent's character, as this move is pretty inconsistent.

Combos into Nightmare Circular when close enough for the first hitbox to connect, as well as Grave Digger on most standing opponents. Also goes into Dimension Scythe, though there's a deadzone close up and this option is low-reward but a bit more consistent especially against crouchers. Otherwise, going for trap setup or just letting 5H rock is all you've really got as Testament.

  • The earliest hitbox is near the top of the scythe, so you're likely to miss the fastest possible hit when using this move at max range.
  • Two of the hits are on top of Testament, and as a result will almost never hit the opponent, or at least won't combo with the other hits.

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x3 All 4 18 13 -7 -9 none
One of Testament's better buttons. It has range on par with 5K, hits multiple times for easier confirms, and has a blistering 4 frames of startup for the first hit. Just be careful not to rely too much on it on block due to guard cancels.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 8 8 -1 -3 none

A staple part of Testament's kit. 2P is a solid combo starter and low hitting normal with a self cancel and the ability to gatling into 6P. It's not uncommon to use 2 to 4 of these at the start of a combo to build meter and correct spacing at the cost of damage.

Fun trivia: this move is mis-sprited. The animation implies that Testament is striking the opponent with the shaft of the scythe, and the hitbox extends as such, but the animation shows them swinging their empty, open hand.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 6 3,12 18 -8 -16 Low Profile
Long range, low profile, and fast, but due to the nature of teching, it can be teched almost immediately after it hits. The recovery makes it pretty risky on whiff, so consider using 2P for when you are afraid of commitment. Hits twice but this rarely matters.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 8 15 6 -19 -9 none
This move is terrible, don't use it. It's slower than 2P, can't self-cancel, has bad gatling options, has a tiny hitbox, and can actively ruin your combos if you use it as combo filler. If you want a low, use 2P or 2K.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 12 26 9 0 -9 none

A surprisingly OK anti-air. Covers a slow but very active crescent from testament's front to back over the course of the animation. The horizontal range is very small, but it still hits low which is funny. Would be good to shove into combos where 5H would whiff but it's so stubby it's difficult to put it anywhere besides after c.S's first two hits.

  • This normal hits multiple times, but the opponent needs to be directly above you or attempting to cross you up in order for this to occur.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 6 5 none
A rather unremarkable move. It's slightly faster than j.K, but does not lead to as much reward.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 10 none

Another decent air-to-air, similar to j.S.

Of Testament's air normals, this is the one which can be used closest to the ground, and as such is one of Testament's more consistent jump-ins just because j.H is so slow. It can fail to hit very low crouchers like j.P & j.S, however.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 10 5 none
A bit finnicky, but can hit behind Testament for crossups - consistently against tall characters like Justice and never against tiny characters like Kliff, since the hitbox is so high. Also pretty good as an air-to-air. Mileage varies.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 15 6 none

Testament's other jump-in button. Combos into c.S consistently so long as it hits pretty deep, but your confirms from there can vary a bunch depending on the opponent's state and hurtbox. Hitbox is very solid, a better version of its +R incarnation.


  • Can cross up characters who are wide and tall enough when done right over their head.
  • Only air normal that hits crouching Baldhead

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 22 4 16 -10 N/A none
The slowest mix-up Dust Attack in the game, with an obvious animation and shorter range than even 2S to boot. A standing overhead's a nice thing to have, but this one's not gonna win any awards.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A -7 none

A standard throw that side switches on hit.

If the opponent techs with good timing, Testament is minus on hit.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All
Is in the movelist. Testament will practically never use this since they'd prefer trying to do trap setup rather than run for long enough to trigger Dash Attack in most situations; and they'll rarely sit at full meter since they either want to spam or combo into their super, usually using up that meter the moment they access it.

Instant Kill

Soul Weiss

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 16 18 16 N/A N/A Above Knees 1~49

The second worst IK in the game.

Testament's IK is barely better than  Baiken's by sheer virtue that Baiken's IKGGML Baiken IK Hitbox.pngGuardLowStartup16Recovery7AdvantageN/A does not have upper body invuln. It has incredibly tiny range and will typically only connect as an anti-air and even then numerous air approaches will simply land outside of Testament's IK range safely.

Specials

Phantom Soul

236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 All 18 +3 -10 none

Phantom Soul is a good zoning tool that persists for a long time. One use of this move is to place several of them on screen in different places to clutter up the ground and force the opponent to approach through the air. This is actually particularly strong because several characters lose access to their strongest tools in the air, and if the opponent gets in, starting an infinite from an air hit can be awkward. Most characters will be Velocity Dust launched if they airdash into a Phantom Soul skull, which gives trap setup time.

Interestingly, hitting an opponent into a Phantom Soul can create combo routes that are not normally possible for Testament, although the practicality of this is very questionable.

  • Travels roughly 2/3 screen
  • Can have 3 skulls out at once
  • Lingers on screen for a long time
  • If multiple are stacked on top of each other, only 1 will hit at a time
  • Flies off screen when used near the corner

Grave Digger

236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Mid 9 20 25 +1 -32 none

It would be a great corner carry tool, and one of Testament's more rewarding combo enders, but it's techable. Sad!
Fortunately, Grave Drigger counts as airborn state during recovery. This means that if Testament is punished for using this move on hit, they will quickly land and cancel the hitstun. this means that the opponent is unlikely to get a big punish against this move, and Testament might be able to punish their punish using c.SGGML Testament cS.pngGuardAllStartup1Recovery16Advantage-7.

Because this is air-unblockable, it's your best bet against someone who attempts to air block while captured by Dimension Scythe. It's a solid anti-air in general that takes up a lot of screen space, though it carries more risk than 6P or 2H. Don't get 623S by accident while using this reactively or you'll die.

  • Air Unblockable

EXE Beast

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5,14,5 All 31 +23 none

A pretty cool combo tool that is held back by it's horrible startup. This version of EXE Beast spawns two beasts simultaneously that you can't control: one at Testament's feet, which doesn't move at all, and the other behind the opponent (appears to always spawn offscreen) which travels towards the opponent decently quickly.

It's one of your only ways to tag opponents who are more favored & comfortable sitting fullscreen like Millia, and if either beast connects you can get a decent confirm off it; unfortunately it seems to be very difficult to make use of this properly. It's usually going to get airdashed over because of the slow speed, low hitbox and inability for Testament to threaten holding it as a defensive tool.

Phantom Souls which were placed beforehand can be a minor deterrent for people taking an air approach, and Grave Digger can usually snipe people reactively responding to it.

  • 52f for far beast to hit
  • Far Beast Always spawns behind the opponent

Panzer Centipede

623S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Panzer Centipede 16x2 Unblockable 30 20 8 N/A -8 none
Spike 9 Unblockable 95 34 N/A N/A +10 none

An unblockable strike into a delayed unblockable projectile. Due to the short range, and the fact that this game does not have hard knockdowns, it can be difficult to set up offensively. It can, however, be used defensively after hitting the opponent with Dimension Scythe to create a threat if the opponent approaches you.

The spike activates around 2 seconds after the initial attack.

  • Pulls Testament's hurtbox backwards during startup

Dimension Scythe

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 24 0 -18 none

This move is weird. It locks the victim in place, but allows them to use all their usual options, including backdash and jump. Setting this up isn't the most rewarding thing in the world, but it sets up favorable RPS for Testament, or buys them time to set up Phantom Souls and Panzer Centipede. That said, Testament can combo into it reasonably consistently so it might be a legitimate tactic for controlling a short range opponent.

If Testament hits you with this, you can either jump block or backdash. Backdash will make you fully invulnerable for the rest of the capture time, but will let Testament set up traps. Jump block will make you immune to conventional mixups, but they can hit you with the air-unblockable Grave Digger.

  • Captured player is locked in their position, if they were hit airborne they remain airborne for the duration
  • Players can still guard, attack, backdash, and jump
  • If the captured player backdashes, they will be invulnerable, but also unable to act for the remainder of the capture time.
  • Keeps pushbox still, reduces the range of attacks while captured by varying amounts

Super

Nightmare Circular

236236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
36+27 DOT All 26 -10 none

A really solid super. The damage on initial hit isn't phenomenal, but the poison damage that it inflicts persists if the opponent hits Testament, and is lethal. Because of that, you can use this move to close out rounds reliably, or force favorable trades. The range is pretty solid, and the move is pretty good for spamming during Desperation state. The main issue is that the move doesn't have invulnerability during startup, and the move is disadvantaged on block.

It also sees use as Testament's most rewarding and least punishable combo ender, being the only super in the entire game where it's actually optimal (or a good idea) to use it as an ender, since Testament can't CC infinite and their super doesn't instantly kill them on hit. The first hitbox of 236236H combos from certain hits of 5H and 2H, the second hitbox combos from EXE Beast when it feels like it.

  • Inflicts lethal poison damage

Colors

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To edit frame data, edit values in GGML/Testament/Data.
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