GGST/Testament/Matchups

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Testament


Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png GGST Zato-1 Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • 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.

General advice

Although Testament often has to change their playstyle depending on the matchup, they can mostly be simplified into a few categories:

Characters you must keep out with strong neutral

  • Examples include Giovanna, Leo, and Baiken.
  • While it is often good for Testament to keep their opponent far, these characters represent both a deadly threat up-close and strong tools to get there. Navigating neutral is key, despite it often feeling like they are constantly skipping it, and a good mix of using your strong normals and special moves is needed. Their approaches usually revolve around a triangle of preemptive, reactive, and aggressive options that can be beaten with straightforward RPS.

Characters who can out-zone you and prevent you from safely abusing your specials from afar

  • Examples include Axl, Happy Chaos, and situationally Jack-O and Potemkin.
  • These characters usually require patience, reactiveness, and safe choices. You must expect their strongest tools at any range, and will need to approach more than you may want to.

Characters who can out-space you by outranging you with their normals or with speed

  • Examples include Ramlethal, Faust, I-No, Ky, Millia, and Chipp
  • These matchups can feel overwhelming and complex, but each of these characters have understandable tools you can pre-emptively, aggressively or reactively beat. Be wary though, as many of these characters have lots of moves that are less committal and have higher reward than yours that take up Testament's prime range. Having a clear understanding of how your moves interact with them is required to consistently beat these characters.

Characters with strong tools exploiting weaknesses, having great RPS against common options

  • Understanding how to defend against, or attack through these options will require you to adjust and change your playstyle and habits as they generally beat a lot of Testament's strongest options in ways that many other characters don't. Although it may seem that there are easy ways to counter and punish them, they are still a very strong threat that, combined with the usage of meter, can completely change the pace of a match.
  • Examples of these moves include Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    , Axl's RensenGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    , Anji's SpinGGST Anji Mito 236K 1.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 34~50
    Advantage:
    -
    , May's 3KGGST May 3K.pngGuard:
    Low
    Startup:
    11
    Recovery:
    21
    Advantage:
    -13
    , I-No's 6PGGST I-No 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    18
    Advantage:
    -9
    , and Baiken's j.SGGST Baiken jS.pngGuard:
    High
    Startup:
    8
    Recovery:
    19
    Advantage:
    -
    .

Characters with strong offense who's specific pressure and strengths you must respect, as they are sometimes able to enforce their gameplan

  • Examples include Zato, Nagoriyuki, Goldlewis, and Sol.
  • These are matchups where common situations must be understood, gaps in pressure must be found, and where you sometimes cannot escape their win condition from beginning. Surviving on the defense, or finding a way to not get trapped in the first place, will make or break your success in these matchups.
  • The positive side is that these characters usually have a harder time on average dealing with Testament's many strong neutral options. More often than not, they must take larger risks to close the gap between you and them, with the flipside being that once they do make the correct read you must respect them.

Testament's Win conditions

In every matchup, your goal is to fulfill your "win condition": getting into a situation where most of your options win, and most of their options lose. It is the end of your gameplan, of your strategy.
In most matchups, your win conditions as Testament will be:

  • Suffocating to death your opponent in the corner with relentless pressure: Once cornered by Testament, most characters find themselves in mortal peril.
  • Getting your opponent in Stain State, making the next hit either very advantageous, or explosive on hit.
  • Keeping your opponent far from yourself: Thanks to Testament's strong long and medium range tools, distance often means safety and strength.
  • Conditioning your opponent to chose either very dangerous options (to punish them), or very safe ones (to dissuade them from attacking you), thus enabling you the freedom to get your other win conditions.

Matchups and RPS

Understanding a matchup, means understanding your options, your opponent's options, and how both interact, and how to beat most of your opponent's options while putting in the least amount of risk, thought, and effort possible.

When two players can chose multiple options, and that some options can beat some of the opponent's moves, we call this an RPS (Rock, Paper, Scisors) situation. "Good RPS" and "Bad RPS" are often defined by the amount of options you can cover against with just one approach, as well the return that one might get off of choosing certain options over another.

There is no end to new options, strategies and counter-strategies that may be discovered, or change with patches. But this page will help you understand the basis of how Testament can answer to useful situations, play around common tools, and deserve many bubble baths.

Anji Mito

Slightly Favorable?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Notable Interactions


Neutral


Offense


Defense


Axl Low

Unfavorable?


  • WIP
  • Testament's zoning tools like Grave Reaper(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    are weak in this matchup.
  • Arbiter SignGGST Testament 214S.pngGuard:
    Low
    Startup:
    24
    Recovery:
    35
    Advantage:
    -12
    keeps Axl in check from near-full screen if he choses to use RensenGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    > Explosion. Dash the explosion and Arbiter. Be careful as Axl may delay the explosion instead and be positive.
  • Representing IAD carefully to punish Axl's slow, committal moves is a key part of mid-range RPS.
  • Once a succubus is out, Axl needs to respect CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    and TeleportGGST Testament 214K.pngGuard:
    -
    Startup:
    16
    Recovery:
    Total 34
    Advantage:
    -
  • Rensen cleanly beats 236S

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Baiken

unfavorable


  • Baiken's far reaching, fast IAD j.SGGST Baiken jS.pngGuard:
    High
    Startup:
    8
    Recovery:
    19
    Advantage:
    -
    doubleGGST Baiken j236S.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    overhead coupled with her far reaching 2HGGST Baiken 2H.pngGuard:
    Low
    Startup:
    17
    Recovery:
    26
    Advantage:
    -13
    , Kabari(H)GGST Baiken 41236H.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    and GunGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
    force Testament to be careful when using their specials or cancelling into them.
  • Once Baiken is cornered, her defense against Testament is weaker than usual thanks to our range. Keeping her fullscreen away is useful, but cornering her is your priority.
  • To accomplish this, you must thread the needle between winning the RPS situations the mid-range forces upon you, and using your strong specials for controlling space when far enough.
  • Once Baiken is close to your face, she has strong and overwhelming mix-ups from everything, that can difficulty be defended against. Avoiding this situation in the first place by keeping her away, and keeping meter for resetting to neutral, can be preferable.
  • in mid-range, use fast recovery normals and jumping normals to avoid committing too hard, while threatening the air and the ground against Baiken.
  • Baiken's 2HGGST Baiken jS.pngGuard:
    High
    Startup:
    8
    Recovery:
    19
    Advantage:
    -
    can go under crow which is a scary option in neutral.
  • Avoid backdashing impulsively against Baiken, as doing so after she blocks you and on defense risk often losing to her strong, committal options.
  • Against Baiken's j.SGGST Baiken jS.pngGuard:
    High
    Startup:
    8
    Recovery:
    19
    Advantage:
    -
    YouzansenGGST Baiken j236S.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    , hold back long enough to cover delayed Youzansen, then either continue blocking, or challenge with 2PGGST Testament 2P.pngGuard:
    All
    Startup:
    5
    Recovery:
    10
    Advantage:
    -3
    .
  • After making Baiken block a f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    /5HGGST Testament 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    25
    Advantage:
    -8
    , prefer cancelling into Grave Reaper(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    uncharged followed by 6P if they IAD, or Grave Reaper(H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    lvl 2 of charge.
  • Meaty fireballs deny Baiken's ability to reversal with a parry. Making Testament have one less thing to worry about. Stay careful, as they can parry your meaty 2KGGST Testament 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    13
    Advantage:
    -3
  • GunGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
    fullscreen beats reckless usages of Grave ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    and CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    . While fullscreen is your safest position against Baiken, this changes once she has 50% meter. Mix your timing, and be less predictable.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Mid-range

When playing neutral at mid-range, you will have to contest both the air, and the ground.
There are no guaranteed win here. This situation is highly RPS. Choosing an option, may open you to some of their others. But we have cards to play:

  • At this range, Testament can try a few things to win:

-- Pressing fast grounded buttons like 5KGGST Testament 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-3
and 2KGGST Testament 2K.pngGuard:
Low
Startup:
6
Recovery:
13
Advantage:
-3
to stuff melee approaches without extending Testament's hitbox. This may bait reactions from Baiken, while enabling you to block or punish in time.
-- Jumping around with j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
or j.DGGST Testament jD.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-
to cover Baiken's air approaches, and recover fast enough to j.KGGST Testament jK.pngGuard:
High
Startup:
8
Recovery:
12
Advantage:
-
under you, block or airdash at Baiken, punishing possible committal answers. Can be used aggressively, or to retreat and create space.
>While generally safe if you react in time, can be air-thrown. and becomes predictable if abused.
-- jump-backdash GRGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
to create distance while staying safe from 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
's violence.
>loses to buttons like f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
because of the extended hitbox.
-- (Risky) Pressing f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
, and if Baiken's already closer, cancel into 5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
. More details in "On normal block".
-- (High risk) Gambling with 6HGGST Testament 6H1.pngGuard:
All
Startup:
23
Recovery:
32
Advantage:
-19
, covering most of Baiken's dangerous approaches but losing heavily to their patience.

  • On normal block, Testament's follow-ups to f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    and 5HGGST Testament 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    25
    Advantage:
    -8
    can beat many of Baiken's options after blocking when they are cancelled these ways:

- After Baiken blocks f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
, cancelling into either Grave Reaper(S)GGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
uncharged followed by 6P if they IAD, or Grave Reaper(H)GGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
partially charged (lvl 2 of charge), are good follow-ups. They will cover both IAD j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-
, 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
, and with good spacing even Kabari(H)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
.
- When Baiken's closer, she may block a 2S, c.S or f.S close to you. In which case, making Baiken block 5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
can be cancelled into either Grave Reaper(S)GGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
uncharged followed by 6P if they IAD, Grave Reaper(H)GGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
fully charged, or Arbiter Sign(S)GGST Testament 214S.pngGuard:
Low
Startup:
24
Recovery:
35
Advantage:
-12
. Arbiter S being 4 frames faster than the H version, it will even cover every kind of jumps and get blocked in the air at worst.

Conclusion: avoid committing too hard to f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
in neutral, prefer grounded K buttons and air buttons. If you get Baiken to block S buttons, follow-up with a strong cancel.

Weaknesses

  • Baiken has highly committal moves, that are weak in neutral but strong when cancelled into:

- YouzansenGGST Baiken j236S.pngGuard:
High
Startup:
9
Recovery:
Landing+7
Advantage:
-14 (TK)
is -14 when blocked, if they tiger-knee'd it off the ground. Giving you time for a decent punish if you manage to block this overhead.
- Kabari(H)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
can be jumped over, and is slow on whiff: If Baiken doesn't do the 2nd hit, she's whiffing Kabari for 48 frames total.
- Whiffing 2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
takes 33 frames before Baiken can act again. You can whiff-punish it on reaction in neutral with f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
if you dodged it. Be careful as, if this move connects, Baiken can cancel it into 2H or Kabari, forcing you to deal with them.
- Whiffing 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
is highly dangerous for Baiken, as she remains committed to this move 49 total frames, giving you ample time to punish her after evading this fearsome move with a jump.
- When blocking IAD > j.S > youzansenGGST Baiken j236S.pngGuard:
High
Startup:
9
Recovery:
Landing+7
Advantage:
-14 (TK)
: you can punish it if you IB one of the hits, and throw Baiken. It is risky to try because of delayed youzansen which frame-traps. On block, because of Baiken's 5PGGST Baiken 5P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
being so fast, even Testament's FastestGGST Testament 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-3
option will lose. But many Baiken players will choose slower buttons(for higher reward), allowing you to press 2P/2K after blocking.

  • Conclusion: Making Baiken whiff her move with good spacing will reward you heavily. KabariGGST Baiken 41236H.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    can be jumped over, creating an opening for you to IAD if they use it too close.

IAD j.S Youzansen

At IAD height, j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-
might whiff if you continue crouching, and might get low-profiled by 2KGGST Testament 2K.pngGuard:
Low
Startup:
6
Recovery:
13
Advantage:
-3
. If it connects,
You want to hold block long enough to cover delayed Youzansen, then you usually want to challenge with 2PGGST Testament 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-3
(CH) > 2KGGST Testament 2K.pngGuard:
Low
Startup:
6
Recovery:
13
Advantage:
-3
> 2DGGST Testament 2D.pngGuard:
Low
Startup:
14
Recovery:
22
Advantage:
-8
> GRGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
combo for oki, or continue blocking, accepting that you're going to get mixed, guess, and try surviving.

  • Baiken can:

- Cancel into youzansenGGST Baiken j236S.pngGuard:
High
Startup:
9
Recovery:
Landing+7
Advantage:
-14 (TK)
right away: This leaves Baiken +1, positive enough to trade with Testament's 2PGGST Testament 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-3
using her fast 5PGGST Baiken 5P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
. Baiken's other buttons should lose to Testament's 2P and sometimes 2K. The safest answer is blocking.
When blocking this variant, while it is possible to IB one of the hits, and throw Baiken, It's risky: trying to IB the j.S is often unrealistic as a 6P may serve you better, if you were in position to choose between "IB the j.S" and "6P". And as the Youzansen timing can be varied AND turned into a frame-trap, trying to IB Youzansen looks like a bad idea.
- Delay the cancel, turning j.S > Youzansen into a frametrap powerful enough to beat both your 6P and CalamityGGST Testament 236236K.pngGuard:
All
Startup:
11+4
Recovery:
67
Advantage:
-67
reversal. This also makes Baiken even more positive. Because of this, continue blocking whenever you block a j.S.

  • After youzansenGGST Baiken j236S.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    hits, she can:

-- 5PGGST Baiken 5P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
to be sure she wins against any of your buttons (Block this, or you lose),
-- c.SGGST Baiken cS.pngGuard:
All
Startup:
7
Recovery:
13
Advantage:
+1
to mix you up, sometimes to continue her strings (Challenge this with 5P, or survive the mix),
-- Do anything that ends with a relatively safe string ender, being either:
-- -- TatamiGGST Baiken 236K.pngGuard:
All
Startup:
15
Recovery:
5
Advantage:
-3
: If press buttons(or jump) you die/get hit. It's -3 if you block it close, you can try making it whiff by FDing the previous hits.
-- -- or KabariGGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
: Catches backdashes, cannot be jumped when blocked mid-strings, you have to block it. It leads to the following situations:
-- -- --: [do kabari H > H(hold) section] (you Option Select with 4P+K)
-- -- --: [do kabari H > H(no hold) section], block it and she's -7, you can get a punish with 2K.

Bridget

Balanced?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Chipp Zanuff

Balanced?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Faust

Balanced?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Giovanna

Balanced


  • Both Giovanna and Testament have intimidating pressure. A win in neutral can lead to both character's win condition pretty quickly.
  • Giovanna is a fast character with great dash speed and jump ins. She does not have much to contest Testament's pressure besides her speed, and 2DGGST Giovanna 2D.pngGuard:
    Low
    Startup:
    17
    Recovery:
    12
    Advantage:
    -8
    .
  • Once she is cornered, expect her fast IAD and fast run as options for her to get out of jail. Testament's 6HGGST Testament 6H1.pngGuard:
    All
    Startup:
    23
    Recovery:
    32
    Advantage:
    -19
    can cover both, but may lose to 2DGGST Giovanna 2D.pngGuard:
    Low
    Startup:
    17
    Recovery:
    12
    Advantage:
    -8
    and higher, safer jumps.
  • GR(H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    will help jail Giovanna in the corner, but the charged version may lose to 2DGGST Giovanna 2D.pngGuard:
    Low
    Startup:
    17
    Recovery:
    12
    Advantage:
    -8
    .
  • Creating, and keeping distance between you and Giovanna is key to this matchup. Using GR(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , GR(H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    , varying timings of charge, and ArbiterGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    help controlling, respectively: ground, air, and punishing Giovanna's patience.
  • f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    and 2SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
    will give Giovanna's grounded approaches troubles, making her speed impale herself on the Scythe.
  • Always fear Giovanna's Instant Air Dash. It can punish f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    and GR(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    most notably. Waiting, and being patient, enables you to punish Giovanna's IAD with Testament's strong 6PGGST Testament 6P.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -7
  • On defense, Faultless Defense can help tremendously surviving Giovanna's pressure, weakening her strike/throw game and opening up more frames to interrupt her with Testament's 2KGGST Testament 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    13
    Advantage:
    -3
    .
  • When pressing buttons, prefer 2KGGST Testament 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    13
    Advantage:
    -3
    to interrupt Giovanna's pressure. As it is the best button to beat Giovanna's FlipGGST Giovanna Sol Nascente.pngGuard:
    All
    Startup:
    7
    Recovery:
    21
    Advantage:
    -15
    , making her offense more linear and predictable.
  • Giovanna's 2DGGST Giovanna 2D.pngGuard:
    Low
    Startup:
    17
    Recovery:
    12
    Advantage:
    -8
    is extremely strong in this matchup. It can punish charged GRGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , interrupt a GRGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    into 6HGGST Testament 6H1.pngGuard:
    All
    Startup:
    23
    Recovery:
    32
    Advantage:
    -19
    , and is more disjointed than Testament's 2SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
  • Dropkick ("drill")GGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    can go through both GRGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    and CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    , beating both options. With its slower startup than ArbiterGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    , you can condition her to not use it thanks to Arbiter. 6PGGST Testament 6P.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -7
    beats it too. Backdashes and jumps can make it whiff, enabling Testament to punish Giovanna for using it.
  • both Testament's 6PGGST Testament 6P.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -7
    and 2KGGST Testament 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    13
    Advantage:
    -3
    can challenge efficiently Giovanna's dash-in approaches. They are good buttons to press against Giovanna.
  • Giovanna has many ways to block Testament's reversal, CalamityGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -67
    , making it a risky option.
  • On defense: Block the DoggoGGST Giovanna Sepultura.pngGuard:
    All
    Startup:
    13
    Recovery:
    20
    Advantage:
    -4
    , 6P the kicks DropkickGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    and Flip-kickGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    .

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Dealing with Giovanna's Pressure reset


There are Three specials to watch-out for when blocking Giovanna, one to block and two to react to:

  • DoggoGGST Giovanna Sepultura.pngGuard:
    All
    Startup:
    13
    Recovery:
    20
    Advantage:
    -4
    , spinning her dog at you safely to finish her turn.

You want to block this doggo.
This move means it's time to take your turn with a button. Testament's 2K and 5K are the good buttons you're looking for, as she is merely -4 after it. But riskier options like 5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
or f.S can work to cover her possible backdashes.

  • DropkickGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    , drilling into your face and being positive.

But you must react to her feet, as this move is positive. And if you did, continue blocking.
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
beats both of her reset tools, dropkick and flip-kick.
To beat both of her kick specials, you look at her feet: As the animation for both Dropkick, and Flip-kick start, Giovanna's feet will give you a hint.
Visual Hint: For Dropkick, she puts both her hands on the ground first. Seeing her hands on the ground is the signal for you to 6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
her.

  • Flip-kickGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    , Jumping over you with an overhead, sometimes even crossing you up.

Just like Dropkick, you want to 6P this move.
Visual Hint: For Flip-Kick, a light puff of dust will appear behind her feet as they lift up, jumping. Seeing this dust and the jump beginning is when you should react with 6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
.

  • Giovanna can efficiently use her dash to c.SGGST Giovanna cS.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    +3
    you or throw you.

Covering the ground, the air, and the patience


There is a triangle of options regarding Giovanna's approaches, one she has in common with other fast characters with linear approaches(Baiken):

  • Giovanna may Jump at you, jumping over your f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    and GR(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , punishing both heavily with an air attack.

Against this, you may:
- React with your 6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
, safely punishing Giovanna.
- Preemptively use GR(H)GGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
to cover the air with a fireball, converting on hit with 5KGGST Testament 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-3
into damage and distance
- contest air-to-air with either j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
or j.DGGST Testament jD.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-
, both leading to strong air combos and having different upsides and weaknesses.
- (advanced and riskier) try to preemptively run under her IAD, and reactively use c.SGGST Testament cS.pngGuard:
All
Startup:
8
Recovery:
10
Advantage:
+1
as your most damaging anti-air.
- Be careful: Giovanna can start varrying her jumps, airdashing higher up, double jumping to mix her air game. Thankfully, Giovanna has few options to accomplish this goal, and every variation other than full jump > air dash(reactable), are slow. Against a Giovanna with varrying air approaches, try to react to her air dash's animation rather than her jumping.

  • Giovanna may run at you, ignoring your coverage of the air and punishing your extended hitboxes, anti-airing you and beating your f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    with her 6PGGST Giovanna 6P.pngGuard:
    All
    Startup:
    12
    Recovery:
    15
    Advantage:
    -9
    , or quickly throw a kick and start attacking.

- Space yourself: Running forward, walking back, and backdashing will throw off Giovanna's spacing, making her miss, or hitting your moves before she can press hers.
- Giovanna's 2DGGST Giovanna 2D.pngGuard:
Low
Startup:
17
Recovery:
12
Advantage:
-8
is a problem. Preemptive f.S, 6H, IADing at Giovanna and sometimes even 2S/2H can help manage Giovanna's 2D in this situation.
- Testament's f.S can be riskier than you think: It loses to both 6P and IAD, both great options for approaching Testament. It remains a powerful button because of its range: it discourages reckless running, weird specials, and slower, longer range moves from Giovanna than 6P. It may preemptively beat 2D attempts.
- 2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
will beat Giovanna's 6P: trading f.S's range, for 2S's safety.

  • Giovanna may Run and block at you, play patiently, waiting and seeing if there is an opening between your GRGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    and CrowsGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    for a DropkickGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    or an IAD, not letting your f.S hit.

- This is where Arbiter Sign(AS)GGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
shines: Any second of hesitation from Giovanna will be punished by AS, forcing her to react and block low or high while taking chip damage.
- The point of using Arbiter SignGGST Testament 214S.pngGuard:
Low
Startup:
24
Recovery:
35
Advantage:
-12
is conditionning Giovanna to do one of the following things: Walk herself into the corner, commit hard to rushing forward without a break, and jumping around, losing options and speed, giving you time to corner her and better cover her options. Everything else is a bonus.
- Her blocking your normals like f.S may highlight predictable habits in your gameplay: Maybe you love using GR after f.S, making her punish you for it with a well spaced 2D/IAD; maybe you like to throw crow covering the air, making her run under it and punish you for it. Remember that you can simply wait and block patiently, reacting to their options, instead of committing to a cancel.
- If Giovanna shows remarkable patience, running at them and throwing them may make them reconsider this option.

Goldlewis Dickinson

Favorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

Happy ChaosBringing a scythe to a gunfight!
Unfavorable?


  • Testament's goal is to get Happy Chaos cornered against the wall, and pressure them without letting them escape.
  • Testament wants to RPS at roundstart against Chaos: Using 2S, j.S, and dashing with f.S or 5H may snowball a round into a victory.
  • Common Happy Chaos roundstarts are: Creating distance with backdash into Curse, effectively making them move back two times, losing to our dashing f.SGGST Testament fS.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    ; using buttons like 2S, f.S and 6S, powerful buttons who all lose to our 2.SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
    ; and jumping at their opponent with j.S and starting their offense, an option weak to our strong 6P or j.SGGST Testament jS.pngGuard:
    High
    Startup:
    9
    Recovery:
    19
    Advantage:
    -
    .
  • When Chaos starts shooting, stay aware of their concentration gauge: They will leave an opening for closing the gap by using their move FocusGGST Happy Chaos 214P.pngGuard:
    -
    Startup:
    -
    Recovery:
    46 total
    Advantage:
    -
    for 46f, leaving Testament plenty of time to dash and f.S or ArbiterGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    them before they can shoot again.
  • Keeping their gun out extends their hitbox when using Steady Aim, and prevents them from blocking, keeping them weak to Testament's f.S range.
  • You can reduce the chip damage suffered by their Steady Aim shots with Faultless Defense(FD).
  • As long as Chaos has bullets, they can shoot at Testament while whiffing a move, making them hard to whiff punish. Respect this option.
  • While pressuring Testament, Chaos can use "Roll" to change sides and force Testament to block a different direction. Be ready to react to this option and block appropriately.
  • Using FD when blocking their pressure weakens their offense and reduces their options in general, making it harder for them to run in and throw Testament.
  • If Chaos starts mixing their close range pressure with throws, pressing a fast button like 2K to interrupt their run forward, or backdashing may help begin your offense.
  • Chaos players may want to jump and dash out of corner, or near corner, to deny you your win condition. GR(H), j.S, and j.D all can contest the air space efficiently when expecting them to jump.
  • Chaos can Guardbreak you by shooting at you with Steady Aim, leaving little time to close the gap. If they are good at guardbreaking you, don't take risks and wait patiently.
  • Testament can't really use GRGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    or crow in neutral because of Chaos' gun. Respect the gun, keep these for oki and pressure.
  • Chaos can "Wallslump" you in the corner, forcing you into a unique untechable "wallslump" state instead of the usual wallsplat state. Using the wall like one would a knockdown. Basically, looping their oki pressure in the corner for as long as they desires.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Notable Interactions


Gameplan


  • A general gameplan for beginners against Happy Chaos would be:

1: Force RPS situations at roundstart with 2S, j.S and dashing forward to try and snowball a RPS win into a victory.
2: If this succeeds, make sure to not break the wall except maybe if you can NostroviaGGST Testament 236236P Cinematic.pngGuard:
All
Startup:
11+19
Recovery:
Total 53
Advantage:
+63
Chaos, and sustain your relentless pressure.
3: If the RPS failed, or that he manages to escape your pressure: FD his gunshots, wait for an opening caused by FocusGGST Happy Chaos 214P.pngGuard:
-
Startup:
-
Recovery:
46 total
Advantage:
-
, CurseGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
or ReloadingGGST Happy Chaos 22P.pngGuard:
-
Startup:
23
Recovery:
23~77 total
Advantage:
-
. Once the opening happens, dash towards him.
4: Once his opening window ends, win the RPS situation: Either f.S before he shoots you/punches you, 2S to whiff punish his 6P, block his bullet in time, or Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
him before he presses buttons.
5: If you ended up having to block Chaos' mixes, hold FD and expect both throw and rolls(left/right) to mix you up. Challenge with 2K when an opening present itself, but try to mostly block. 6: Once you've stolen your turn, continue overwhelming him until you win. If that fail, start over from step 3.

Opening windows, resources, and RPS on approach


Happy Chaos will leave a few, wide openings, related to his resource management.

  • Bullets: As long as he still has a single bullet loaded, he's able to zone you. But having more loaded gives him more options(often for close-up situations?), so he might attempt to load a few more. From afar, don't expect more than the minimum 23f of reload from this move, and continue blocking. From up-close, expect him to reload between 1 and 3 bullets to sustain his pressure, sometimes leaving openings for a 2K or something.
  • Concentration: This gauge actually matters. With it empty, Chaos cannot use his gun anymore. If it becomes red, he cannot shoot at you until it's fully recharged. To replenish this gauge, Chaos will need to either wait without pulling out his gun, or use FocusGGST Happy Chaos 214P.pngGuard:
    -
    Startup:
    -
    Recovery:
    46 total
    Advantage:
    -
    to replenish it fast, and buff its recovery.
  • FocusGGST Happy Chaos 214P.pngGuard:
    -
    Startup:
    -
    Recovery:
    46 total
    Advantage:
    -
    : Chaos' widest, biggest opening. Being 46f total, it's your "go" signal for closing the gap by running.
  • CurseGGST Happy Chaos 236P.pngGuard:
    -
    Startup:
    -
    Recovery:
    29 total
    Advantage:
    -
    : Chaos' debuff effect, and distance maker. Improves his gun's aim. Bounces. Does no damage, won't stagger you, you can run through it and hit Chaos. From afar, can be jumped over and avoided that way. Will be nullified by hitting Chaos, or waiting 5 seconds. It's one more opening for you to advance. From afar, prefer jumping over it.

Dealing with gunshots


Shooting extends Happy Chaos's hitbox forward, and prevents him from blocking.
If you are not cursedGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
, his fastest gunshots will need good RNG, and his focused shots will be slower to guard-break. Expect chaos to try and renew the debuff every ~5 seconds(the duration of it).
From a distance, he will attempt to deal non-negligible chip damage with his gunshots. While locking you down, Chaos hopes you open yourself up. When using FD, prefer the game's FD macro to avoid opening yourself up for a frame with a button.
From up close, he will pressure you, protect himself from getting whiff-punished, and mix you up with throws and 5DGGST Happy Chaos 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
.
When close, it is usually advised to FD his buttons. Be ready for his 5D, throw, and rolls, giving him diverse mixup options.

I-No

Balanced?


  • WIP (Yukari's note: as I have the least experience playing against her out of the whole cast, I might not be able cover this matchup further myself before a long while.)
  • I-No is at her strongest when she gets a knockdown and can start mixing you up high and low. Keeping her away, and winning the mid-range neutral situations will be important.
  • I-No can very efficiently "Wallslump" you in the corner, forcing you into a unique untechable "wallslump" state instead of the usual wallsplat state. Using the wall like one would a knockdown. Basically, looping her oki pressure in the corner for as long as she desires.
  • I-No's Chemical Love(CL)GGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    gets low-profiled by Testament's Grave ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , from the start of the move all the way to the end of recovery. In neutral, running at I-No and using GR (both S and H) can beat many of her options, but loses to I-no's f.SGGST I-No f.S.pngGuard:
    All
    Startup:
    13
    Recovery:
    18
    Advantage:
    -13
    .
  • I-No's CL also gets low-profiled by Testament's running animation.
  • From far enough distances, I-No's dash will fly over Testament's Grave Reaper(S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    projectile. GR(H) can be a stronger option instead.
  • I-No can move her fireball, Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    , up and down after firing it. It loses to GR's scythe hit, and on contact to GR's projectile or Crow.
  • Keep in mind I-No can hold Sultry PerformanceGGST I-No Sultry Performance 2.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 18
    Advantage:
    -7~(-4) [-2] [(+1)]
    and vary its angle to mix her hair approach.
  • StrokeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    16
    Recovery:
    15
    Advantage:
    -7
    is able to low-profile Testament's f.S and 5H. Thanks to its slow startup on both versions, this move isn't as threatening as Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    or Jack-O's 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    .
  • I-No's overdrives are a powerful Command Grab (Megalomania)GGST I-No Megalomania 1.pngGuard:
    Ground Throw, All
    Startup:
    11+0(41)
    Recovery:
    -
    Advantage:
    N/A(-18)
    , and a strong Reversal (Ultimate Fortissimo)GGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    .
  • On block, you can punish I-No's 50% meter reversalGGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    with c.S, leading to very high damage combos. If out of reach, you can instead use j.S or j.D to punish it on block.
  • Once I-No starts mixing you up, she can meaty you with multiple highs, lows, and even grabs. Your reversal, CalamityGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -67
    , may often be too slow and lose to her meaties. Her mix-up game is very strong. You will have to guess right. Ideally, do not get into this situation in the first place.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Jack-O

unfavorable


  • Jack-O has great tools to win neutral against Testament, force RPS situations in her favor, mix Testament to death, and even win a fireball war. The only times of safety against Jack-O are when pressuring her in the corner, while staying mindful of her dangerous 2D and not leaving gaps wider than 10f without jumping around.
  • You will not have a second to rest against this character. She has great air approaches, projectiles, strike/throw, and no distance is safe against her.
  • Jack-O's 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    is a big threat at mid-range. Treat it like a light version of Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    . It always leads to a forced RPS situation, where it is cancelled into either ShootGGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    , or SummonGGST Jack-O Summon Servant.pngGuard:
    -
    Startup:
    10
    Recovery:
    Total 25
    Advantage:
    -
    .
  • Testament's 2SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
    loses to Jack-O's 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    on roundstart. Both 10f, it trades in Jack-O's favor.
  • After blocking ShootGGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    , try j.SGGST Testament jS.pngGuard:
    High
    Startup:
    9
    Recovery:
    19
    Advantage:
    -
    . It often has the best RPS. If they stop jumping, use 5HGGST Testament 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    25
    Advantage:
    -8
    .
  • In Fireball War situations, use ArbiterGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    when they're on the ground, and stay ready to 6P the minions as they start jumping. Keep your eyes on her resources.
  • Instant Air Backdash > Greave Reaper (H) is a useful roundstart against Jack-O. And a safe way to extend your pressure while expecting a 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    .

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Dealing with 2D

Jack-O's 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
is to be treated like a slower Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
that doesn't need meter to force a RPS situation on Testament, but doesn't low-profile f.S/5H. (Go to https://www.dustloop.com/w/GGST/Testament/Matchups#Playing_around_Stun_Dipper for more info).
10f start-up being fast, it wins in trade situations, and will virtually never be negative on block because Jack-O will cancel it into a special(if they don't cancel it, it's -19f, punishable with run > c.S > 236H).
At roundstart, 2D will trade with Testament's 2S, leaving Jack-O with enough advantage that you will get combo'd for it, effectively losing the roundstart.
While pressuring Jack-O, they may challenge any gap you leave with their 2D. Do not let big gaps. To fill in gaps, try either Instant Air Backdash > j.GR(H), or j.S(whiff) > j.K, as both are safe ways to sustain your pressure while defending against 2D, and punishing it.

The RPS after blocking 2D is as follows:

  • Cancelling into Servant ShootGGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    is Jack-O's default choice. A strong frametrap. Trying to IB it is risky, as it may open you up in the process. It may seem -12f on block, but will be cancelled as well, into Summon ServantGGST Jack-O Summon Servant.pngGuard:
    -
    Startup:
    10
    Recovery:
    Total 25
    Advantage:
    -
    .

This option loses to backdashing. Backdash > f.S is your best option at any range, and will whiff punish Shoot if executed fast enough. Do not try 2S after backdashing, no matter the range, it will whiff.
But if she doesn't cancel into Shoot, but into Servant instead, backdash loses this RPS. Which is why you may want to be patient and block. IBing Shoot, while hard, will net you a punish with 5K/2K. And, doesn't loose to the other cancel, Summon. In normal block case:
- After blocking ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
: Jack-O will cancel it into SummonGGST Jack-O Summon Servant.pngGuard:
-
Startup:
10
Recovery:
Total 25
Advantage:
-
. Two options from here:
--- 1: Jack-O stands her ground, summoning this servant and often, pressing a button. You can take your turn with 5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
, sometimes rewarding you with a deadly CH leading to Crow > f.S combos.
--- 2: Jack-O jumps soon after Summon. This is the most common situation. This will beat both your f.S and 5H. This situation has its own RPS as well, with two scenarios:
-- -- -- 2.1: After jumping, Jack-O presses Defend CommandGGST Jack-O 214S.pngGuard:
-
Startup:
3+1
Recovery:
Total 24
Advantage:
-
fast enough to beat Testament's j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
: In which case, you can dash under and c.S, getting a deadly counterhit combo. Or, IAD > airgrab.
-- -- -- 2.2: After jumping, Jack-O does anything else (including Defend Command high enough to not get c.S CH): In which case, j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
will win, leading to good combos.

Conclusion: After blocking ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
, try j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
. It often has the best RPS. If they stop jumping, use 5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
.

  • Cancelling into Summon ServantGGST Jack-O Summon Servant.pngGuard:
    -
    Startup:
    10
    Recovery:
    Total 25
    Advantage:
    -
    right away, is the 2nd option. (Remember: Her previous option was a frame-trap. If you press a button against her previous option, you explode).

This one is more straightforward, thankfully. Buttons win. This loses to 2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
. You can RRC 2S for high combo damages. From up close, this even loses to c.SGGST Testament cS.pngGuard:
All
Startup:
8
Recovery:
10
Advantage:
+1
. It may lose to dash > c.S as well, if timed well.
If you've already committed to a backdash, as you were expecting her to use Shoot: Hold block, don't press buttons, and let her have her turn.

The Fireball War

Jack-O is powerful in fireball war situations. You must respect her projectiles and destroy them with either 6P, or a well timed button like f.S. They win against all of your fireballs. Avoid using Grave Reaper and Crow when Jack-O is on the ground. Charged Grave Reaper being slow, can be more risky than usual.
Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
is useful against Jack-O players who focus on a grounded approach from afar. Use it to force them to jump, and reducing the speed at which they can throw minions at you.
Keep your eyes on her ressources: The "yellow" part enables to summon servants and make them act, the "grey" part enables only to make them act. "Black" parts means empty.
Jack-O can have a maximum of 3 minions at a time.
Remember Jack-O can also use j.DGGST Jack-O jD.pngGuard:
All
Startup:
21
Recovery:
Total 44
Advantage:
-
instead, a diagonal fireball beating your grounded approaches and punishing your whiffs. A strong fireball.


Ky Kiske

KyLearning the Stun Dipper matchup
Unfavorable


  • Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    is a very strong tool against many of Testament's favorite options, and strings. It can efficiently exploit gaps in Testament's offense that few moves in the game can. Testament has to adapt to this move existing.
  • Once Ky has 50% meter, he'll be able to mix you up for free if you block a single move, thanks to Stun Dipper RC. Keep Ky away from Testament and prefer fireball wars over mid-range.
  • From afar, preemptive S ArbiterGGST Testament 214S.pngGuard:
    Low
    Startup:
    24
    Recovery:
    35
    Advantage:
    -12
    will discourage Ky from using his fireball carelessly. It conditions him to run, jump, or Stun Dipper at you; all options you can punish with a good guess.
  • During the fireball war, while Testament can both attack and defend against Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
    simultaneously, Ky can only do the former. Ky's speed gives him a slight advantage, balancing this situation, but Testament has the tools to win.
  • Testament actually has a few options to beat Stun Edge: 2K can low profile it, the upper body invulnerability of 6P can dodge the fireball, and the physical hit of Grave ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    destroys projectiles.
  • Foudre ArcGGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+4~+12]
    loses to 5P and 2P on reaction. Preemptively, it will lose to anti-air moves like H Grave ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    and 6P for bigger punishes. Be wary, because if timed wrong you can give Ky a big counter hit that often leads into great damage and corner carry.
  • Use f.S sparely, as it loses to both Stun Dipper and IAD. Once Ky stops expecting f.S, you can start representing it, encouraging him to take risks in order to beat it.
  • Because of Stun Dipper, your j.S (and sometimes j.D) have stronger uses in RPS against Ky: it may help both avoid his grounded options, win air-to-air, and leave you time to block Stun Dipper while landing.
  • The low recovery of Ky's K buttons allows him to consistently Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. against Testament's Calamity OneGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -67
    on wake-up. Avoid using this reversal liberally, unless you expect him to MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. with higher risk buttons like c.S.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Playing around Stun Dipper

Testament's N°1 Enemy in this match-up is Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
. Like Anji's SpinGGST Anji Mito 236K 1.pngGuard:
-
Startup:
-
Recovery:
Total 34~50
Advantage:
-
or Baiken's ParryGGST Baiken 236P 2.pngGuard:
-
Startup:
1
Recovery:
32
Advantage:
-
, this move simply existing forces Testament's offense and pressure to adapt to it in order to accommodate for this powerful answer in a variety of situations.

Overview

Stun Dipper's strengths are plentiful: it is very fast (5f startup), reaches far, low profiles f.S, punishes backdashes, the startup of Grave ReaperGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
, and the recovery of Aerial Grave Reaper, hits low, beats walking back, and most important of all: can be made safe or convert into higher damage once Ky has 50% meter.

There are few situations in which Ky may want to avoid using SD. Being under 50% meter is one of them, but is not enough to dissuade many Ky players from gambling with it against you. Up-close, it even trades against strings like f.S/2S > 2H, meaning Stun Dipper can win after Ky gets hit, not just on block.

As strong as it is, Stun Dipper does have its weaknesses: it is very punishable on block, being -10 at best with Shock State and -15 regularly. It leaves Ky open if you jump and IABD with j.H or Aerial Grave Reaper, making it whiff (he therefore can't RC it) and open for a punish. It will also get hit by the projectile part of S ReaperGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
when using it in neutral.

Punishing Stun Dipper

After blocking, Testament as a few options to choose between for punishes. Simple combos like 2K > 2D are consistent and reliable, and microdash c.S > 2D can be used to convert into a larger combo in the corner.

You can also use buttons like 2S and 5H to punish, but without meter there is not that great of a return. If you do want to burn some bar for a higher punish, you can get some pretty good damage and corner carry if done midscreen with a drift RRC from either of those options. Some example punish combos are below:

  • 2K > 2D > 236S
  • (corner) 66 c.S > 2D > 236H > 66 5K > 6H > 236S WS 214P/236236P
  • 2S/5H > 66RRC > 236[H] > 66 c.S > 6H > 236S WS 214P/236236P

When to watch out for Stun Dipper

There are 3 main situations where you must keep an eye out for Stun Dipper. He can use it:

...during your pressure (and on wakeup):

  • Ky can block 2K > 2D and punish an S ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    attempt with Stun Dipper. He can also use this move between Grave Reaper and CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    to interrupt its startup. He can use it in the corner to punish cheeky 6H on reaction, as well the gaps you leave with it due to its extended hitbox. When in the corner, Stun Dipper will punish walking back, meaning you cannot space yourself safely using that or backdash. Any f.S that is not hitting meaty will lose as well. 2S can win at specific timings, but often trades or loses to Stun Dipper. 2H is far too slow, and loses to Stun Dipper in almost all situations besides very far spacings of blocked 2S or f.S.
  • Solutions: Stop auto-piloting Grave Reaper after 2K > 2D. Do not commit to CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    after making Ky block Grave Reaper. Do not backdash, and do not walk back after pressuring Ky, hold down-back instead. Refrain from pressing f.S or 6H without a good reason/without less than 5f of gap between it and your previous input (i.e, don't press these buttons). Although those are a ridiculous amount of very important tools you must give up to catch a single one of your opponent's moves, with proper conditioning and consistent punishes you can start to incorporating some of yours back as the Ky player begins to adapt to your countermeasures.

...in neutral (and randomly):

  • Ky's Stun Dipper will slide under f.S, punish Grave Reaper recovery, and crow attempts to cover the air. Where other characters may have to use 6P in order to contest Testament, Ky's SD instead beats many more options than merely f.S, and has good odds to beat even 2S or 5H. You cannot approach f.S range neutral game like usual. On top of that, he can simply IAD you instead. It even has good odds to win against IADB Grave Reaper. Using air Grave Reaper from higher places will leave you even more vulnerable to Ky. And during okizeme, if you leave Ky with merely 5f of gap before hitting him with a meaty f.S, it is not your turn anymore. Treat Stun Dipper almost like a horizontal reversal DP, if you cannot secure a proper meaty. When in doubt, prefer meaty-ing him with fireballs instead.
  • Solutions: Try to instead play passively and reactively, holding down back. Airdashing backwards without committing to a Grave Reaper. Jump block, without committing to moves other than j.S to contest (and win) potential Air-to-Air situations, or possibly j.D with good air spacing. If Ky has 50% meter or more, try to make SD whiff using jumps, as if you do end up blocking it he can RC to make it safe in lead into a mix up.

...and during his pressure:

  • This one is more straightforward. Once Ky has 50% meter, he is able to use Stun Dipper while pressuring you, having a safe, fast low to mix you up with. Trying to jump will lose to Ky's many dangerous frametraps. Block low, and simply accept that you will get mixed up for free.
  • Solutions: Do not get in this situation. It's a common one that will happen, but the only reliable way to avoid it is to keep away Ky from yourself, or have him use his meter for other uses. Winning the fireball war, anti-airing him, controlling space better than him and winning neutral will reduce the opportunities to for to start his pressure.

Do not underestimate this move. It is very strong in most RPS situations, and it will outright win unless you adapt to it. Do not overly commit to specials, slow moves, and air specials. Hold down back or jump around. Remember that even though you're pressuring Ky, he can still steal a turn where few other characters can. Punish it heavily and consistently to condition Ky to stop using this move and change his approach. Playing the Stun Dipper matchup is a necessity before playing the Ky matchup.

The Fireball War

Remember Grave ReaperGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
has two hits: the scythe (physical) hit, and the skull (projectile) hit. The scythe hit destroys enemy projectiles, including both versions of Ky's Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
. On the flip side, S Reaper's skull will low profile Ky's fireball, meaning: Ky cannot destroy your projectile with his. Besides just dodging it, use this to discourage him from mindlessly spamming his fireball in neutral. This can be difficult in practice, due to the speed of Stun Edge and Ky's other pokes to watch out for, but if done right takes away a huge part of his neutral control.

Also, keep in mind that Testament's ArbiterGGST Testament 214S.pngGuard:
Low
Startup:
24
Recovery:
35
Advantage:
-12
will lose to Ky using the air versions of Stun Edge.

Be mindful of the range and spacing: If Ky is in range to IAD over your S Reaper, you are in danger if you use it. But, this also opens up the opportunity for you to do the same against Ky. Keep this in mind, be ready to wait and 6P, or to IAD yourself.

Overall, Ky's fast startup, recovery, and speed on his fireball makes this fireball war tricky for Testament. Timing your Grave Reaper to cancel Stun Edge is sometimes a bit strict timing-wise. One could argue Ky has a slight advantage in this situation, but both players have tools to overwhelm the other. Practice makes perfect!

Dealing with Dire Eclat pressure

Ky's Dire EclatGGST Ky Kiske 214S.pngGuard:
All
Startup:
14
Recovery:
25
Advantage:
-8 [-6]
is a safe pressure ender, applies Shock State, and is negative (-8, but -6 if you're already in Shock State).

The best solution against this move is to Instant Block it, leaving you close enough to punish with a throw, 2K > 2D (when not in Shock State), or at least take back your turn in some way.

Another solution, is to FD his other normals in hope to make Dire whiff. If it does, you can preemptively run up for a 2K punish at the timing you expect it to happen. I suggest not FDing against the Dire Eclat hit, as it can make it safer for him and sometimes, enable him to jump over your f.S.

If you block it without FD or IB, the RPS situation is as follows:

If you're in Shock State...

  • You're back to a neutral situation and must be careful. Jumping, playing reactively, or stuffing Ky's approaches with a well timed preemptive 5K or 2K may be solutions. Do not commit to slow buttons, as Ky can easily IAD over you and punish.

If you're not in Shock State...

  • f.S is your default option. Being 12f startup, it is strong against Ky jumping at you. Due to Dire being -8 and Ky's prejump being 4 frames, you will be able to recover in time for a nice 5P anti-air. This option wins against most of Ky's offensive options (like Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    , Foundre ArcGGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+4~+12]
    , or 6H), but moves like his 6P, 5H, Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
    , or another Dire Eclat punish it.
  • 6H is another good idea, as it covers both IAD, jumps, super jump forward, and run-ins. It also beats 6P and gives great damage on counter-hit. Keep in mind it loses to backdash, super jump neutral/back, Vapor ThrustGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    44
    Advantage:
    -38
    , and most importantly Stun Dipper. (Note: A delayed 6H will win against Vapor Thrust, but is weaker to Ky's running in.)
  • As Ky may use either a risky (Vapor ThrustGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    44
    Advantage:
    -38
    ), or slow (5H or 6P) move, safer options can beat him: Dash-blocking is fast and safe, beats many options including Vapor Thrust. 2K is fast, relatively safe, and may win against his buttons in scramble situations but loses to Vapor Thrust.
  • Ky may choose safer options like backdash or blocking. React to this by waiting, and seeing what Ky does. Waiting will often win against Ky players willing to gamble with IAD or Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    after defending. You can punish Ky's backdash preemptively with S ArbiterGGST Testament 214S.pngGuard:
    Low
    Startup:
    24
    Recovery:
    35
    Advantage:
    -12
    , but this also loses to many common offensive options he may also choose.

Most of Ky's options after you blocked DE, risk losing to you waiting, and reacting to his choice. These can be 6Ping a jump in, or checking a dash forward with 5K or 2K. Be careful as Ky may abuse your patience to reset his pressure, stealing your turn.

If Ky stops using Dire in favor of Stun Edge, remember you can low-profile it with 2K if you FD 2 hits before he goes for Stun Edge. Otherwise, block and accept the Shock State.

Overview

  1. Represent a strong button like f.S or 6H a few times, preventing Ky from resetting their pressure. See how they respond.
  2. Adapt by waiting and blocking (you can walk-back too, if desired). If they backdash, stay ready for IAD and Stun Dipper as you're fully back to neutral. If they don't adapt, stay on step 1.

In conclusion:

Ky may be strong in fireball war situations, But he is way stronger in mid-range against Testament's options, pressure, specials, committal moves and their best poke. Keep Ky Away. Once Ky is cornered, do not leave gaps with more than 5 frames without being ready to defend against/punish Stun Dipper.

Leo Whitefang

Favorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense


May

Balanced?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5

Notable Interactions


Neutral


Offense


Defense


Millia Rage

unfavorable?


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

Unfavorable? Balanced?


  • Nagoriyuki's Blood Gauge dictates the rhythm of this matchup. The more it is filled, the less options Nagoriyuki has to win against Testament's strong zoning tools.
  • Bigger normalswith Blood means Testament has to space themselves farther back each level.
  • Testament actively has to play around Clone as it cleaves through their main gameplan. If clone doesn't work out for Nago it's curtains for him.
  • Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.
  • Nagoriyuki's 6K can beat Testament's 2K(it low crushes), but has 15 frames of startup. Using other moves like 5K or stronger buttons will win against his 6K.
  • When dealing with f.SSGGST Nagoriyuki fS2.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    19
    Advantage:
    -8
    or BeybladeGGST Nagoriyuki Kamuriyuki1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -3
    : If f.SS, FD or IB the f.SS. If Beyblade, throw, challenge with 2K, or walk back and whiff-punish FukyoGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    backwards. For the cancels, block most of the time, but challenge with 2K every now and then. Calamity One can be used between the gaps to win, but loses to Nago blocking or cancelling into any FukyoGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    .
  • Watch out for Nago's 5H at lvl 2 of blood: This move covers a greater area than even Testament's f.S, is relatively fast, and disjointed. Respect his range.
  • At roundstart, Testament's 2SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
    , and walking back > f.S are very strong options against Nagoriyuki.
  • j.GR(S) from afar can help stuff Nagoriyuki's super jump-in attempts, as well as setup the succubus for crow/teleport.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7

Overview

A matchup with two rhythms: Nagoriyuki's blood gauge dictates whether Testament should be more defensive, or aggressive. The more blood is filled, the less options Nagoriyuki has.

Testament's strong roundstart options can contest Nagoriyuki's options efficiently. But on low blood, you must respect Clone and their other specials, as they are able to steal your turn and overcome gaps in your pressure.

Playing conservatively early in this matchup is generally advised. And once his blood gaughe increased: Playing aggressively with projectiles, representing ArbiterGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
often, and occupying space, is preferred.
Because of Nagoriyuki's limited movement options, Testament can abuse Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
and projectiles, pressuring Nagoriyuki constantly.
When hitting Nagoriyuki, you usually want to end your combos leaving him as far from you as possible, usually at full screen distance. This will make Nagoriyuki struggle to approach due to his limited options in this situation, leaving you safely and freely use your zoning tools to cover space and chip away at his big life bar.

  • At roundstart, 2SGGST Testament 2S.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -7
    beats many of Nagoriyuki's options, including his DPGGST Nagoriyuki Shizuriyuki1.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -7
    . Walkback is also a very safe option, even followed quickly by a f.S which will win against everything but beyblade roundstart.

At lower blood:

After starting the round with one of Testament's strong options(2S, walk back before pressing a button, and a short dash-forward block), you want to avoid committing to slow moves like f.S, 6H, GR and Arbiter as Nagoriyuki can evade or punish most of them with Fukyo, Beyblade and Clone.
Punishing FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
is a key part of the matchup on defense: Nago's command dash is used to reset his pressure. A sometimes risky, fast K button, will punish his attempt to reset his pressure and give you your turn. (Know that Nago's cancelling his HS normals into Fukyo forward is -7f, beating our c.S)
A safer option, is to simply jump to either command dashes. Protecting you from command grab attempts while blocking, and reacting to openings in case of grab attempts.

Blocking Beyblade and F.SS (Advancing Slashes):

Beyblade:

Nago has two options after you block it: being -3 on block, or cancelling into his other specials(costing him more blood).
Your best situation is blocking while they chose to cancel and use blood, or hitting a button and taking your turn.
Your worst situation is getting counter hit, and exploding.
Because Testament's 2K is fast, low profiles, doesn't extend your hitbox too far and leads to a knockdown, it is often your best option when challenging after Beyblade. It is relatively safe against most backward Fukyo follow-ups.
Beyblade is throw punishable, unless he cancels it into a backwards command dash. Trying to grab him and losing, results in you exploding. High risk, medium reward option. It covers all his options other than backward Fukyo, making it a useful, dangerous option.

f.SS:

The easy solution is to Faultless Defense(FD) the f.SS hit. This prevents Nagoriyuki from doing f.SS > Command grab, resulting in it whiffing, giving a free counter hit. (Note: Walking back for at least a few frames, together with FDing, is important to make the throw whiff. FDing while standing, or remembering to walk back for a few frames after FDing crouching, is key to make this command grab whiff.)
The hard solution is to Instant Block the f.SS and punish it with a throw, beating most of Nago's options other than fukyo backward. (Note: Nago could also spend blood and cancel f.S instead.)

  • Once their f.SS got FD'd, your opponent has three options:

- Continuing with a f.SSS, reducing his blood gauge but being -25 on block. This means a free H6 punish. Do not Faultless Defense the 3rd(f.SSS) hit.
Easy combo: H6 > Arbiter Sign for easy 112 damage and full screen distance
Hard combo: H6 > Crow > f.S > H6 > AS, for 169dmg and full screen distance.

If you Instant Block the f.SSS hit, you can use your most damaging punishes against him, starting with 6H > GR(H) fully charged, and going wild on him from there. With 50% meter, you may be tempted to use Calamity(your invulnerable reversal) in-between f.SS and f.SSS will win. It is a high risk, costly in meter option, that can surprise and frustrate opponents. Representing once this option conditions him to use the next option,

- Stopping at f.SS and being -8 on block.
taking advantage of your habit to block, Nago resets his pressure for free. Pressing a button very late, after making sure you would have blocked a f.SSS, is a way to take back your turn. Nagoriyuki's c.S being 7f startup for example, it lives room for Testament's P and K buttons to challenge late.
This option will beat your Calamity reversals attempt, and make you explode.
Overall, it's often Nagoriyuki's safest option. But it's advantageous to Testament in this matchup.

- Cancelling into a special (Clone is very strong here in this matchup)
This is where many Nagoriyuki players will chose either to Fukyo forward to continue his pressure, or Clone(same purpose, stronger, but higher blood cost) Respect and block Clone, continue holding block once Clone animation begins.
Blocking Clone > Fukyo leads to a real strike vs Throw mixup. Pick one and guess. Backdash or jump against his grab, or block the incoming hits.
Fukyo(dash) follow-ups must be handled as discussed above in "Punishing Fukyo". Both forward and back will beat Testament's Calamity reversal, therefore gambling with this move is dangerous.

In short: Block most of the time, but challenge with 2K every now and then.

At Higher blood:

Once his blood gauge is higher, his command grab's ability to reduce blood becomes dangerous. Avoiding Nagoriyuki's command grab with a jump or backdash will become the lower risk option on defense, as Nagoriyuki will have very few options of extending combos especially without meter.
Pay attention to when his specials risk forcing him to explode. Nagoriyuki's only option to stop the Blood Rage activation from happening is landing his command grab. He can hold faultless defense to delay it slightly, but not prevent it.
Once Nagoriyuki "pops" with blood, you can punish at many range with a run > c.S combo starter(at least 147dmg), or if you're close enough with a 6H as combo starter(at least 186dmg, and around 240+ with meter meaning an assured victory once added to the life he loses from the activation itself).
At higher blood, 5H and 2H become bigger, faster moves. Watch out for Nago's 5H range being dramatically extended and faster at lvl2 blood, making Testament's f.S a weaker option. It is completely disjointed, do not try to 6P it.

Potemkin

Balanced?


  • WIP, keeping previous entries until they are updated
  • Flick beats Grave Reaper and Crow but not Arbiter.
  • 5K > 5K stagger and 5K/2K > 2D lose to Megafist. Luckily Testament can jump cancel on reaction and AT Megafist, but this leaves them vulnerable and in Potemkin Buster range should Pot not Megafist.
  • If one of Testament's pokes comes in contact with Hammerfall's armor, their fireballs are too slow to break the armor.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11

Notable Interactions


Neutral


(planning to cover: How his different specials work, and must be played around in neutral situations)

Offense


Defense


Ramlethal Valentine

Unfavorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

=Favorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Notable Interactions


Neutral


Offense


Defense


Testament

TestamentA test of your reflexes!
Even


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Notable Interactions


Neutral


Offense


Defense


Zato-1

Favorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start

Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Notable Interactions

Overview

  • While Testament has stronger tools to win the neutral game, all Zato needs is one knockdown to start their suffocating offense and possibly snowball into a win.
  • Zato has few defensive options other than Eddie's Oppose. Once cornered and pressured, Testament can suffocate Zato to death in the corner.
  • Zato's Eddie gauge is key to fighting against them. If they try to summon Eddie in neutral, Arbiter SignGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    can efficiently punish them for it at most ranges.
  • Arbiter SignGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    is a strong tool in this matchup when Zato is on the ground. When Zato starts jumping, flying. GR(H), j.S, j.H and 6P will then help contesting the air.
  • Because of Arbiter SignGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    and your great anti-air options, Zato may start running at you, using 2S and start their offense, or 6P against your f.S and start their offense. Both options struggle against Testament's 2S.
  • Zato's Drunkard Shade cannot reflect any of Testament's projectiles.
  • Zato's Drunkard Shade may push Eddie forward, leaving Eddie weak to a low hitting normal. Expect Eddie's travel, and kill it that way.
  • Eddie's Pierce special leaves a gap in-between the two hits, which leaves a small window for killing Eddie safely with 2P, or trading hits(and therefore, killing Eddie) with 2K.
  • Zato's Invite Hell is a strong tool for controlling the ground, beating Grave Reaper's extended hitbox, and can even beat Testament's fireball at certain ranges. It loses to Testament's fast and lengthy IAD > j.H, as well as Arbiter SignGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    .
  • Eddie Drills can beat GR(S) projectiles, and sometimes even crow. But not Arbiter Sign.
  • Eddie's Oppose can protect Zato from Arbiter SignGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    , and from hits. But from afar, leaves time to use and hold GR(S) safely.
  • Zato has few options after blocking Testament's normals and specials.
  • Zato will feel inclined to jump, fly, and use their air approaches to play around Testament's tools. Using GR(H), j.S, j.H, 6P, and airgrabs can be strong options to keep them in check.
  • In footsies situations, Zato will rely on 6P to beat Testament's f.S and 2S to get a hit and try summoning Eddie. Using 2S and spacing it well is a strong option.

Dealing with Eddie

Eddie has four moves, and is usually summoned from one of three situations:
- "Raw:" simply summoning him in neutral.It's his riskiest option in this matchup, as Testament's buttons and specials are far reaching, making them strong here. Especially Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
. If Zato tries raw summoning, do not let him get away with it. AS should keep Zato in constant fear of staying immobile on the ground, and summoning.
- After a normal: cancelling for example 2S into one of Eddie's summons.This will happen when Zato manages to make you block a hit, and when he wins neutral interactions. The beginning of the end. You ideally want to avoid this situation. When it starts, react appropriately to the Eddie summon choice, but Zato starts having opportunities to mix you up.
- Between big gaps: Using for example using Oppose during your pressure, most notably after blocking GR(S).In case of oppose after GR(S) in the corner from up close, Testament's 5K sometimes reach far enough to counter hit him before Oppose is fully out, whereas f.S and 6H are too slow and risk getting opposed. The safest option is to wait after GR(S) and see what Zato decides to do, then reacting accordingly.

Eddie's moves are:
- Oppose: Protects Zato from hits. Loses to throws. The safest summon Zato will choose in most situations. Zato will often cancel Oppose into another Eddie option, or push Eddie forward with Drunkard Shade. Both of which will lose to Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
if he cancels Oppose before getting hit. If he keeps eddie out from fear of Arbiter, Oppose might kill eddie on its own.It takes time when raw summoning Oppose for it to activate. Hitting Zato early will reward you a counter-hit.Oppose is strong, and can even lead to punish Arbiter Sign from afar if it successfully absorbs the hit. Staying unpredictable with your timings and options will help avoiding this situation.
- Pierce: One of Zato's core, fast moves. Gets killed by 2P mashing inbetween the two hits. Can be cancelled inbetween the hits to a different Eddie special, so be careful. Zato can fill up the gaps using 2S as well. It's a great way for him to take and keep his turn, you ideally don't want him to make you block this. Thankfully, most of your options might kill Eddie if Zato uses Pierce unwisely. Expect this after blocking a 2S.
- That's a lot! Also nicknamed "Drills". Beat fireballs like GR and Crow, occupies space, and can even stop Testament from using IAD against Zato. To beat this: Using AS will win. And when jumping in, do a full jump instead, followed by j.H > GR(H) will work where IAD fails. Drills will lock you in block animation during mixups. Be ready for:
- Leap:" Also nicknamed "Frog", occupies air space and stops you from jumping. Using in combos and during pressure to keep you grounded in the corner. If you have time to input a jump and be grounded by it, you probably have time to 6P it and kill Eddie that way. In general, respect this move and don't take risks, it does high damage.

And finally, Zato can summon Eddie without doing any of these moves (214H). Keeping Eddie out, vulnerable, but giving him more independence from Zato. This allows both Zato and Eddie to have full control over all of their moves. Remember that once Zato blocks a move, Eddie is unsummoned. GR is a safe answer to this, but Arbiter may be better at nullifying it. Nothing too scary in raw summon situations(not even from afar), since you'll probably shut it down fast. But may lead to creative and unique approaches if Zato manages to keep Eddie out.

Keep in mind that Eddie can be controlled independently of Zato once Eddie is summoned. Both characters can cover each others' weaknesses. Eddie will die from a YRC hitting Zato(not if Zato blocks the YRC), and from a Burst hitting Zato. Using your meter defensively to end his pressure while Eddie is out, is a strong use of meter in this matchup, as it interrupts Zato's win condition. Be careful of Zato players expecting, and baiting these two options.

Dealing with Flight

Overview:

Now that the ground is lava thanks to Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
, Zato will try to exploit your GR's recovery with jump-ins, and in general risks flying towards you. Zato has lots of control over the time he remains in the air, and the angles he can attack from. Thankfully, Zato is slow in the air and doesn't have a traditional air dash. But don't worry: If Zato starts flying, it means you're winning and denied his ground game successfully. You now have more options than he has, and great options to win from here.
Your good options:
- GR(H): The king of contesting the air in this matchup. The uncharged version helps keep Zato grounded, the charged version can live a lasting fireball in the hair for a long while, keeping the air covered while your normals challenge the ground. If they get hit, you can consistently convert to damage with for example 5K. Use it preemptively.
- j.S and j.H: j.S is faster, j.H is generally safer. Both of these air buttons are fantastic to challenge the air space Zato occupies with flight, and can lead to damage and further pressure.
- 6P: A fast button for fast air options. If it whiffs, you can always try a second one. Use it when expecting Zato to do something fast.c.S: Higher risk, higher reward anti-air. It leads to higher damage and better combos, but is trickier to use than other options.
- Air throw: Zato decided to fly above you and block, waiting calmly for Eddie to come back? Not on our watch. Jump or super-jump to throw him back down, and blocking patiently won't be as safe for him anymore. ===Dealing with Invite Hell===You can IAD over it and get a counter hit. You can block it and be fine. Arbiter Sign preemptively should beat it.

Dealing with Invite Hell

You can IAD over it and get a counter hit. You can block it and be fine. Using Arbiter SignGGST Testament 214H.pngGuard:
High
Startup:
28
Recovery:
35
Advantage:
-12
preemptively should beat it.

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