Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
General Advice
Testament often has to change their general playstyle depending on the matchup at hand. These matchups can mostly be simplified into a few categories with more information listed on specific character tabs:
- Characters you must keep out with strong neutral
- Examples include May, Leo Whitefang, Giovanna, Anji Mito, and Baiken.
- While it is often good for Testament to keep their opponent far, these characters represent both a deadly threat up-close and have 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 Low, Potemkin, Jack-O, and Happy Chaos.
- 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 with long ranged normals or with high mobility
- Examples include Ky Kiske, Chipp Zanuff, Faust, Millia Rage, Ramlethal Valentine, I-No, Bridget, and Johnny.
- 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 offense who's specific pressure and strengths you must respect
- Examples include Sol Badguy, Zato-1, Nagoriyuki, Goldlewis Dickinson, Bedman?, and Asuka R.
- 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.
Matchups and RPS
Understanding a matchup, means understanding your options, your opponent's options, how these options interact, and how to beat your opponent's options while putting in the least amount of risk and effort possible.
An RPS (Rock, Paper, Scissors) situation is when two players can choose multiple options and that some options can beat some of the opponent's options. 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. This page will help provide an understanding of the basis on how Testament can answer certain situations and play around common tools for a victory deserving of many nice bubble baths.
Anji Mito

- Anji's autoguard mechanic on Suigetsu No Hakobi
GuardStartupRecoveryTotal 34~50Advantage- and other specials allows him to easily slip past many of Testament's long ranged tools.
- If his autoguard connects with one of your attacks, then be prepared to react to and possibly respect Midare
GuardAllStartup7Recovery30Advantage+11.
- When you see his autoguard, try either grabbing him or waiting for the end of it's invulnerable duration to punish him.
- You can check Midare with a backwards PRC and punish with 6H
GuardAllStartup23Recovery32Advantage-19 for a full combo as seen here.
- If Anji uses his Kachoufuugetsu Kai
GuardStartupRecoveryTotal 40Advantage- parry after having been wall broken by Nostrovia
GuardAllStartup11+19RecoveryTotal 53Advantage+63, then meatying with Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 will allow Stain
GuardAllStartupRecoveryAdvantage- to activate and beat out his parry.
- If you're hard calling out an Anji wakeup Kachoufuugetsu Kai parry after a Throw in the corner, then perform OTG
Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 into 2H
GuardAllStartup23Recovery12Advantage-2. The first hit of the OTG Grave Reaper will cause the projectile to activate the parry which allows the 2H to catch his counterattack as seen here.
- Due to Anji's parry, it may be more dangerous to regularly safejump him than other characters. See here for a safejump setup that can beat both DPs and parries.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
The safest option against Anji's round start would be to alternate between backdashing into Grave Reaper or IABD
Air Grave Reaper. While Anji is generally forced to block this option, constant use of this will force him to switch to using Kou
GuardAllStartup12 [28]Recovery14Advantage- round start, which will Counter Hit you out of
Air Grave Reaper.
Notable Interactions
Neutral
Offense
Defense
Asuka R

- Many of Asuka's projectile spells cast by Chant
GuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- can be easily destroyed by Testament's projectiles and stronger buttons. However, if Asuka can pull up the right cards in the right situation then he has the ability to snowball the matchup in his favor.
- Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 can cleanly cut through his projectiles and moves like 6P
GuardAllStartup11Recovery15Advantage-7 and situationally 6H
GuardAllStartup23Recovery32Advantage-19 can be good for destroying groups of projectiles while still allowing for a special cancel to take back momentum.
- From afar, singular projectiles can be swiftly dealt with by using 5P
GuardAllStartup6Recovery9Advantage-2 and 2P
GuardAllStartup5Recovery10Advantage-3 as this allows you to easily be prepared to destroy incoming follow-up projectiles with a cancel into either another 5P or a 6P.
- 5P into 2P is a valuable string against Spells that summon projectiles lower to the ground such as Howling Metron MS Processing
GuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21].
- Cancelling a projectile destroyed by 6P into Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 is a common string that can allow you to punish Asuka's projectile pressure from afar, while Grave Reaper can be a stronger cancel option when close.
- Once he tries to call you out by casting multiple Spells you either use chains with 5P and 6P or just hold it and force him to waste resources.
- Faultless Defense is really valuable for pushing him out as this gives you space to safely destroy and punish a slower projectile.
- If Asuka performs a safejump with j.D
GuardHighStartup14Recovery25Advantage+7 (IAD) and cancels into a projectile Spell other than Howling Metron
GuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16], then you can often punish him with a well timed 6P.
- When close enough, 6H may even be able to cleave through his projectiles and connect with Asuka but always be cautious when throwing out a 6H in neutral.
- If he begins to Recover Mana
GuardStartup13RecoveryTotal 25 (No Hold)Advantage-, then be prepared to swiftly punish with Arbiter Sign.
- When his Mana is entirely depleted, that is your chance to destroy him due to his lack of Spells and doubled damage intake.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Microdash 6P is a great method of calling out many of Asuka's projectile Spells from round start. Be wary with this option as can be shut down by his disjointed 2DGuardLowStartup12Recovery20Advantage-9. Always watch his round start Spells and pick an appropriate option to counter. For example if he draws a Metron Screamer 808
GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 the RPS suddenly shifts more in Asukas favor and vice versa for some different round start sets.
Dealing with Bit Shift Metron
Bit Shift MetronGuardAll [Guard Crush]Startup14RecoveryTotal 39Advantage+8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] is a Spell where Asuka fires a variety of projectiles depending on how long the Spell has been bookmarked ranging from Level 1 to Level 5. Bit Shift Metron has two versions, one that starts at Level 1 and one that start at Level 5. If starting at Level 1, it slowly gains Levels over time. If starting at Level 5, it slowly loses Levels over time.
Bit Shift Metron can be a dangerous tool with high range, speed, and damage, however, there are various methods of dealing with this Spell:
- 2P > 2P > 2P > 2P > 2P > 2P
- Works from range to destroy all of the projectiles safely. Somewhat impractical option as it offers him ample time to recover.
- 2P > 2P > 2P > 6P > 236S
- Similar use and problems as the previous option, although it can be a good method of setting up the Succubus.
- 6P > 66RRC > 66 > c.S > 6H > 236[H] ~
- Great way to clear projectiles and then follow with a punish. If the 66RRC connects with Asuka, then you have the opportunity to convert into a full combo.
- 6P > 66RRC > 6P ~
- Alternative to the above option if the 66RRC doesn't connect with Asuka, then you can atleast force him to continue blocking.
Axl Low

- A matchup where Testament is strongly outclassed at the ranges they prefer.
- Testament's best zoning tools like Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 are easily shut down rendering them much weaker in this matchup than usual.
- Lacking proper anti-zoning tools and losing the zoning war against Axl means that Testament must use their universal movement options to close the gap and hope to run their pressure to snowball into a victory.
- Many of your whiffed pokes will be swiftly punished by Axl's larger attacks that can sometimes lead into a full conversion.
- Sickle Flash
GuardAllStartup24Recovery29Advantage-19~-9 is Axl's best tool for keeping Testament at bay. It cleanly beats Grave Reaper from range and you want to try avoiding blocking this attack as it allows him to keep you locked down with various follow-ups.
- Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 can help keep Axl in check from near fullscreen if he choses to use Sickle Flash into Winter Cherry
GuardAllStartup18 [22]Recovery24Advantage-3 [+10]. Dash the explosion and use Arbiter Sign. Be careful as Axl may delay the explosion instead for a callout.
- Axl's grounded Snail
GuardAllStartup14Recovery29Advantage-24 can be punished by 6H
GuardAllStartup23Recovery32Advantage-19 if he's not too far away and can convert into a full combo as seen here.
- Using IAD with care to punish Axl's slow and committal moves such as 2H
GuardLowStartup11Recovery26Advantage-18 [-8] or Sickle Flash is a key part of winning mid-range RPS to begin running your offense.
- If you can manage to place the Succubus on Axl, then he needs to be cautious of Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 and Possession
GuardStartup16RecoveryTotal 35Advantage-.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Baiken

- Baiken's far reaching, fast IAD j.S
GuardHighStartup8Recovery19Advantage+1 (IAD) Youzansen
GuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) double overhead coupled with her far reaching 2H
GuardLowStartup17Recovery26Advantage-13,
Kabari
GuardAllStartup18Recovery19Advantage-3, and Kenjyu
GuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 force Testament to be careful when using their specials or cancelling into them.
- Once Baiken is cornered, her defense against Testament's attacks is weaker than usual thanks to their range. Keeping her away at fullscreen 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 use your special moves to control 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. Avoid this situation in the first place by keeping her away and saving meter to reset to neutral.
- 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 2H can go under Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 making it a scary tool in neutral.
- Avoid backdashing impulsively against Baiken, as doing so after your offense and on defense often risk losing to her strong but committal options.
- Against Baiken's j.S Youzansen, hold back long enough to cover delayed Youzansen, then either continue blocking, or challenge with 2P
GuardAllStartup5Recovery10Advantage-3.
- After making Baiken block a f.S
GuardAllStartup12Recovery18Advantage-7 or 5H
GuardAllStartup13Recovery25Advantage-8, opt for cancelling into uncharged
Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 followed by 6P
GuardAllStartup11Recovery15Advantage-7, and use level 2 charge
Grave Reaper if she IADs.
- Meaty projectiles deny Baiken's ability to reversal with Hiiragi
Guard-Startup1Recovery32Advantage-.
- Kenjyu beats reckless usages of Grave Reaper and Unholy Diver from fullscreen. While this is usually your safest position against Baiken, play with caution and unpredictability when she has 50% meter.
- Due to Baiken's parry, it may be more dangerous to regularly safejump her than other characters. See here for a safejump setup that can beat both DPs and parries.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Round start is very much in Testament's favor. 2SGuardLowStartup10Recovery18Advantage-7 can Counter Hit all of Baiken's options and allows to start immediately pushing her towards the corner with Grave Reaper.
Mid-Range
When playing neutral at mid-range, you will have to contest both the air, and the ground.
There is no guaranteed win here and this situation is highly RPS based. Choosing the wrong option may open you up to lose against some of hers, but Testament still has cards to play that can win at this range:
- Pressing fast grounded buttons like 5K
GuardAllStartup7Recovery11Advantage-3 and 2K
GuardLowStartup6Recovery13Advantage-3 to stuff melee approaches without extending Testament's hitbox. This may bait reactions from Baiken while still enabling you to block or punish in time.
- Jumping around with j.S
GuardHighStartup9Recovery19Advantage0 (IAD) or j.D
GuardHighStartup12Recovery22Advantage- can cover Baiken's air approaches and recover fast enough to j.K
GuardHighStartup8Recovery12Advantage-3 (IAD), block, or airdash at Baiken, punishing possible committal answers. These can be used aggressively or to retreat and create space, however this plan can become predictable if abused and is susceptible to Air Throw.
- IABD Air Grave Reaper can create distance while staying safe from 2H's low hitbox but loses to buttons such as f.S
GuardAllStartup9Recovery15Advantage-7 due to the extended hurtbox.
- Pressing f.S from a distance can be risky due to Baiken's options. Cancelling f.S with uncharged
Grave Reaper followed by 6P or level 2 charge
Grave Reaper if she IADs are both good follow-ups. They will cover j.S, 2H, and even
Kabari with proper spacing.
- If she blocks a c.S
GuardAllStartup8Recovery10Advantage+1, f.S, or 2S while close, then cancel into 5H. After she blocks 5H cancel into uncharged
Grave Reaper followed by 6P, full charge
Grave Reaper if she IADs, or
Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 to cover jumps.
- Using 6H
GuardAllStartup23Recovery32Advantage-19 is a high risk gamble that can cover many of Baiken's dangerous approaches but will be heavily punished if she plays patiently.
In conclusion, avoid committing too hard to f.S in neutral and instead prefer fast grounded buttons like 5K and 2K or air buttons such as j.S or j.D. If she blocks a c.S, f.S, or 2S punish her response with a strong cancel.
Weaknesses
Baiken has many highly committal moves, that are weak in neutral but strong when cancelled into.
- Youzansen is -14 on block TK'd giving you time for a decent punish if you manage to block the overhead.
Kabari can be jumped over, and is slow on whiff. If she doesn't use
Kabari follow-up
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 the whiff lasts for 48 frames total.
- Whiffing 2S
GuardAllStartup11Recovery19Advantage-8 takes 33 frames before Baiken can act again. You can whiff-punish it on reaction with f.S, but if this move connects Baiken can cancel it into 2H
GuardLowStartup17Recovery26Advantage-13 or Kabari.
- Whiffing 2H is highly dangerous for Baiken as she remains committed for 49 total frames.
- When blocking IAD j.S Youzansen you can punish it if you IB one of the hits and throw Baiken, however this is risky to try because of frame-traps through delayed Youzansen. On block Baiken's 5P
GuardAllStartup4Recovery10Advantage-2 is fast enough to beat even Testament's 2P but many Baiken players will choose slower buttons for higher reward, allowing you to often press 2P or 2K after blocking.
In conclusion, making Baiken whiff her move with good spacing will net you high reward punishes. Kabari can be jumped over, creating an opening for you to IAD if she uses it too close.
IAD j.S Youzansen
At IAD height, j.S might whiff if you continue crouching and might get low-profiled by 2K. If it connects you want to hold block long enough to cover delayed Youzansen, then you usually want to challenge with Counter Hit 2P and combo into 2K > 2D > Grave Reaper for oki or continue blocking and try guessing and surviving the incoming mix-up.
Baiken can cancel into Youzansen right away leaving her +1 which is positive enough to trade with Testament's 2P using her fast 5P. Baiken's other buttons should lose to Testament's 2P and sometimes 2K but the safest answer is simply blocking.
When blocking this string, it's possible to IB one of the hits and throw Baiken but this is a risky choice. Trying to IB her j.S is often unrealistic and using a 6P anti-air may serve you better. Trying to IB Youzansen is also a poor idea as the timing can be varied and turned into a frame-trap.
Baiken can delay the special cancel, turning j.S Youzansen into a frame-trap powerful enough to beat both your 6P and Calamity OneGuardAllStartup11+4Recovery67Advantage-38. This makes Baiken's pressure even more safe so continue blocking after you block the j.S.
After Youzansen connects Baiken has many follow-up options.
- 5P which beats out any options as it's faster than any of Testament's buttons.
- c.S
GuardAllStartup7Recovery10Advantage+1 to mix you up and sometimes continue her strings. Challenge this with 5P
GuardAllStartup6Recovery9Advantage-2 or survive the incoming mix.
She can do anything that ends with a relatively safe string ender.
- Tatami Gaeshi
GuardAllStartup15Recovery5Advantage-3: If press buttons or jump you will get hit. It's -3 if you block it close and you can try making it whiff by FDing the previous hits.
- Kabari
GuardAllStartup18Recovery19Advantage-3: Catches backdashes and cannot be jumped when blocked during strings so you have to block it. It leads to the following situations:
Kabari >
Kabari follow-up (hold) you Option Select with 4P+K.
Kabari >
Kabari follow-up (no hold) you block it and she's -7 so you can get a punish with 2K.
Bedman

- Be wary of Bedman's j.H
GuardHighStartup15RecoveryUntil Landing+3Advantage+10 (IAD). Testament can 6P
GuardAllStartup11Recovery15Advantage-7 it, but the button hits very deep and you might not always be able to.
- Its projectile, call 4BA
GuardAllStartup16RecoveryTotal 46Advantage-11, is small and high enough that Testament can both 6P and 2K
GuardLowStartup6Recovery13Advantage-3 through it. 6P is much larger and leads to more reward on Counter Hit, but 2K is faster and less committal.
- Bedman has White Wild Assault
GuardAllStartup20Recovery20Advantage+7, meaning that it is invulnerable fairly early in the animation. At round start, be careful as none of Testament's pokes are fast enough to contest this.
- 6P is very good at round start, as it beats out Bedman's f.S
GuardAllStartup11Recovery17Advantage-9, 2S
GuardLowStartup12Recovery22Advantage-11, 5H
GuardAllStartup13Recovery22Advantage-7 and 2H
GuardLowStartup16Recovery30Advantage-15.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
- Bridget's longer reach on her pokes will typically determine exchanges in neutral:
- Bridget being overly committal to f.S
GuardAllStartup10Recovery18Advantage-9 and 5H
GuardAllStartup11Recovery29Advantage-17 can usually be answered by Testament 6P
GuardAllStartup11Recovery15Advantage-7, allowing Testament to keep their pressure up while denying Bridget her setplay and corner carry.
- However, caution is in order when using Testament's specials in your blockstrings. Bridget's normals are quick enough to punish Arbiter Sign
GuardHighStartup28Recovery26Advantage-12 at distances many other characters can't and will usually convert into solid damage and put Testament into the corner.
- Bridget's 6P
GuardAllStartup10Recovery20Advantage-12 covers a massive amount of screen space, and can win out against some of Testament's go to ground buttons. Using Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 or whiff and block punishing Bridget is recommended here.
- On approach, Bridget j.S
GuardHighStartup10Recovery15Advantage+3 (IAD) covers a lot of ground with IAD and can easily catch lazy zoning.
- Bridget being overly committal to f.S
- Kick Start My Heart
GuardAllStartup10Recovery9Advantage-20~+4
- While not as strong as its +R version, Kick Start My Heart can still catch people off guard due to its speed, and with meter it becomes an incredibly safe option to get in and cause a knockdown with Brake
GuardAllStartup7Recovery19Advantage-6 or get a full combo off of Shoot
GuardAllStartup3Recovery29Advantage-35, especially with Counter Hit.
- While not as strong as its +R version, Kick Start My Heart can still catch people off guard due to its speed, and with meter it becomes an incredibly safe option to get in and cause a knockdown with Brake
- Stop and Dash
GuardAllStartup15Recovery3Advantage-4
- Bridget's ability to poke with the various versions of Stop and Dash can be tricky for Testament to deal with. The 236S/H versions are safe on block unless in Throw range, and attempting to punish the 214S/H versions with Arbiter Sign can be difficult on account of distance and determining which version of Stop and Dash was used. As a zoning tool, however, it does leave Testament with enough time to close the distance and react to her follow-up options.
- Rolling Movement
GuardAllStartup20~38Recovery0Advantage+16 (Airborne)
- While more obvious approaches using Rolling Movement can be easily punished by Testament's 6P, Bridget has various options to call out anti-air attempts including Roger Dive
GuardAllStartup25Recovery15Advantage-5 or landing shallow via jumping normals. j.H
GuardHighStartup10Recovery22Advantage+2 (IAD) can also give Bridget an overhead option here that has to be respected if spaced well, though 2K
GuardLowStartup6Recovery13Advantage-3 can low-profile this hitbox.
- While more obvious approaches using Rolling Movement can be easily punished by Testament's 6P, Bridget has various options to call out anti-air attempts including Roger Dive
Offense
Defense
Chipp Zanuff
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Faust

- Testament and Faust are both characters who are similar in the fact that they excel at the mid-range and use an arsenal of projectile setups and pokes to take control over the screen for a victory.
- Crawl
GuardStartupRecoveryAdvantage- causes Testament's pressure to be finnicky due to the low-profile and his ability to go into his strong crouching buttons such as 2P
GuardLowStartup7Recovery11Advantage-3 and 2H
GuardLowStartup14Recovery29Advantage-12.
- Faust's wide dashing hurtbox gives Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 utility to shut down his approaches and make him maneuver around it. Be prepared if he chooses to play the aerial game with jumps and super jumps against Arbiter Sign and anti-air him accordingly.
- Arbiter Sign can also be used to call out What Could This Be?
GuardStartup26RecoveryTotal 40Advantage-.
- Testament's neutral control means that they can make use of and counteract some of Faust's Items.
- If you have proper control of the screen, then Trumpet
GuardAllStartup~69-70RecoveryAdvantage- should be within reach if he happens to throw it out.
- Bomb
GuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage- can be stuffed by pushing it away with Testament's large buttons and special cancels or using Arbiter Sign and your movement to punish him hitting the Bomb in order to force Faust to hold it. You can use the explosion to apply a hidden mix-up with Arbiter Sign.
- Calamity One
GuardAllStartup11+4Recovery67Advantage-38 is a good option to represent if Faust's begins his pressure after Hammer
GuardAllStartup1RecoveryAdvantage- as the Hammer will cancel the recovery of Calamity One and allow you to convert.
- Afro
GuardNoneStartup110 To LandRecoveryAdvantage- will dramatically reduce the effectiveness of the upper body invulnerability attached to your 6P
GuardAllStartup11Recovery15Advantage-7.
- Because of the effects of the Afro, using 6P after being grabbed by Snip Snip Snip
GuardGround ThrowStartup6Recovery41Advantage- is dangerous. PRCing Calamity One's startup may be a strong option after being hit by the command grab.
- After blocking j.2K
GuardAllStartup10Recovery9 after LandingAdvantage- if Faust cancels into Love
GuardAllStartup27RecoveryTotal 48Advantage-, then you can run under him and punish with a Counter Hit anti-air c.S
GuardAllStartup8Recovery10Advantage+1 into a full combo as seen here.
- Many Fausts prefer to do 6H
GuardHighStartup25Recovery44Advantage-34 into Thrust
GuardAllStartup26Recovery19Advantage-12. The incoming Thrust can be punished by 6P, however he may choose to delay the attack as a bait. Using Nostrovia
GuardAllStartup11+19RecoveryTotal 53Advantage+63 after blocking 6H will cause it to trade with Thrust in your favor for a full combo punish.
- Be wary when Faust has 50 meter in neutral as Scarecrow
GuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] PRC is a quick anti-zoning punish.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Using 2KGuardLowStartup6Recovery13Advantage-3 from round start is a great option because Faust has a really wide crouching hurtbox and you can go into a 2D
GuardLowStartup14Recovery22Advantage-8 conversion on hit. He can punish this with j.2K but that doesn't allow him to combo into anything.
Notable Interactions
Neutral
Offense
Defense
Giovanna

- Both Giovanna and Testament have intimidating pressure meaning a win in neutral can lead to both character's win condition pretty quickly. Creating and keeping distance away from Giovanna while punishing her patience is key to this matchup.
- Giovanna is a fast character with a great step-dash and powerful jump ins so can easily whiff punish any of Testament's buttons if she has the correct spacing. You can try throwing out faster buttons to try and bait whiff punishes.
- She doesn't have much to contest Testament's pressure besides her speed and 2D
GuardLowStartup17Recovery12Advantage-8.
- Once she is cornered, expect her quick IAD and step-dash as options for her to escape. Testament's 6H
GuardAllStartup23Recovery32Advantage-19 can cover both, but it may lose to 2D and higher jumps.
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2 will help jail Giovanna in the corner, but the charged version may lose to 2D.
- f.S
GuardAllStartup12Recovery18Advantage-7 and 2S
GuardLowStartup10Recovery18Advantage-7 can effectively trouble Giovanna's grounded approaches.
- Giovanna's quick IAD can easily punish f.S and
Grave Reaper. Patience in neutral enables you to counter IAD with 6P
GuardAllStartup11Recovery15Advantage-7.
- Faultless Defense can help tremendously against Giovanna's pressure by weakening her strike/throw game and opening up more frames to interrupt her gaps with 2K
GuardLowStartup6Recovery13Advantage-3.
- Use 2K to interrupt Giovanna's pressure as it's the best button to beat Sol Nascente
GuardAllStartup7Recovery21Advantage-15 thus making her offense more linear and predictable.
- Giovanna's 2D is incredibly strong in this matchup. It can punish a charged Grave Reaper and is more disjointed than Testament's 2S.
- Trovão
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] can nullify and beat both Grave Reaper and Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1. With its startup slower than Arbiter Sign
GuardLowStartup24Recovery26Advantage-12, you can use this advantage to condition her to not use it. 6P can beat it as well while back dashes and jumps can make it whiff.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Dealing with Giovanna's pressure reset
There are three specials to look out for when being pressured by Giovanna, one to block and two to react to.
- Sepultura
GuardAllStartup13Recovery20Advantage-4, spinning her dog at you safely to finish her turn. You want to block this attack. This move means it's time to take your turn with 5K
GuardAllStartup7Recovery11Advantage-3 or 2K, as she is merely -4 after it. Riskier options like f.S or 5H
GuardAllStartup13Recovery25Advantage-8 can work to cover her possible backdashes.
- Trovão
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], drilling into your face and being positive. You must react to this attack and punish with 6P. This move is positive so if you blocked this attack, continue blocking and wait for another opening. She places both of her hands on the ground first, this is when you should prepare to punish. This move can also be low-profiled by 2K for a punish and full combo as seen here.
- Sol Poente
GuardAll, HighStartup{4} 27Recovery21Advantage-5, jumping above you with an overhead that can sometimes even cross you up. As with the previous attack, 6P can punish this move. A light cloud of dust will appear behind her feet as she rises, this is when you should prepare to punish. Similarly to Trovão, this move can also be low-profiled by 2K for a punish and full combo as seen here.
In conclusion, block Sepultura and punish with a fast button like 5K or 2K and react to Trovão or Sol Poente with a well timed 6P.
Covering the air, the ground, and patience
There is a triangle of options Giovanna may use to approach.
Giovanna may IAD at you evading moves such as f.S and Grave Reaper and punishing with an aerial attack, similarly to
Baiken.
- React with your 6P for a safe anti-air punish.
- Preemptively use
Grave Reaper to cover the air with a projectile and convert on hit with 5K for damage and space.
- Contest with a strong air-to-air such as either j.S
GuardHighStartup9Recovery19Advantage0 (IAD) or j.D
GuardHighStartup12Recovery22Advantage- and follow up with an aerial conversion.
- As a riskier option, try to preemptively run under her IAD and reactively use c.S
GuardAllStartup8Recovery10Advantage+1 as your most damaging anti-air.
- Be wary as Giovanna can start varying her jumps timing, air-dashing higher up, or double jumping to mix-up her air options. Thankfully, these variations are much slower and easier to react to. Try to react to her air-dash's animation rather than her jumps.
Giovanna may step-dash at you, punishing your extended hitboxes on moves such as f.S or 6H and gaining the advantage.
- Properly space yourself by running forward, walking back, and backdashing will throw off Giovanna's own spacing allowing you to fight from a range where many of her moves will whiff.
- Giovanna's 2D is a problem. Preemptively using f.S, 6H, or IADing at Giovanna can help manage Giovanna's 2D in this situation.
- Testament's f.S can be dangerous because it loses to both 6P
GuardAllStartup12Recovery15Advantage-9 and IAD. It remains a powerful button because of its range and discourages reckless approaches, poorly spaced specials, and longer range moves from Giovanna.
- 2S will beat Giovanna's 6P and trades longer range from f.S for more safety.
Giovanna may dash block forward and play patiently to wait and see if there is an opening between your Grave Reaper and Unholy Diver for a Trovão or an IAD to stop your pokes from connecting.
- This is where Arbiter Sign shines. Any second of hesitation from Giovanna will be punished and forced to react and block low or high while taking chip damage.
- The point of using Arbiter Sign is conditioning Giovanna to do one of the following things.
- Walk herself into the corner allowing for Testament's corner pressure to begin.
- Commit hard to rushing forward, giving you time to cover her options and corner her.
- Remember that you can simply play patiently yourself by reacting to her options instead of committing to your own.
- If Giovanna plays remarkable patiently, try running at them and throwing to make them reconsider.
Goldlewis Dickinson

- A matchup where Testament can effectively control the neutral and zone but will be annihilated if cornered by Goldlewis' oppressive pressure.
- Goldlewis has three main anti-zoning tools to be aware of that are powered up by his Security Level, those being Thunderbird
GuardAllStartup57Recovery42 TotalAdvantage-, Skyfish
GuardAllStartup35Recovery84 TotalAdvantage-13, and Burn It Down
GuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage-.
- Thunderbird is a drone that advances forward destroying any projectiles in its path. Take note if Goldlewis is generally keeping his distance and punish preemptively with Arbiter Sign
GuardLowStartup24Recovery26Advantage-12. If he has already used the attack, then whiff
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2 as you have space to move backwards a bit and force Goldlewis to be unable to both follow the projectile and stop you from using Possession
GuardStartup16RecoveryTotal 35Advantage- to teleport out.
- Skyfish is a rapid fire minigun attack that cancels out other projectiles and can cause fullscreen rolling tumble on hit when at Security Level 3, thus it's an important gap closer for Goldlewis. If you're anticipating it, then IAD j.H
GuardHighStartup13Recovery16Advantage+5 (IAD) can be a potent solution. Otherwise the best option is to simply respect it and block.
- Burn It Down summons a vertical laser from behind the opponent that will travel back towards him. Your most reliable solutions are to try running up and throwing him or blocking the attack and preparing to go on the defense.
- If Goldlewis tries to approach with j.D
GuardHighStartup14Recovery14Advantage+13 (IAD) or IAD Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 then you can at worst clash with 6P
GuardAllStartup11Recovery15Advantage-7, but more often than not you will land the 6P.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos

- Testament's goal is to get Happy Chaos cornered against the wall and pressure him without letting him escape.
- Testament wants to RPS at round start against Chaos by using 2S
GuardLowStartup10Recovery18Advantage-7, j.S
GuardHighStartup9Recovery19Advantage0 (IAD), and dashing with f.S
GuardAllStartup12Recovery18Advantage-7 or 5H
GuardAllStartup13Recovery25Advantage-8 to snowball a round into a victory.
- When Chaos starts shooting with At the Ready
Guard-Startup-RecoveryTotal 12Advantage- and Steady Aim
Guard-Startup-RecoveryTotal 18Advantage-, stay aware of his Concentration gauge. He will leave an opening by using Focus
Guard-Startup41RecoveryTotal 46Advantage- for 46 frames, giving Testament plenty of time to close the gap and use f.S or Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 before he can shoot again.
- Keeping his gun out extends his hitbox when using Steady Aim, and prevents him from blocking, keeping him weak to Testament's f.S range.
- You can reduce the chip damage suffered by his Steady Aim shots with Faultless Defense.
- As long as Chaos has Ammo he can shoot at Testament while whiffing an attack, making him difficult to whiff punish and forcing you to respect him.
- While pressuring Testament, Chaos can use Roll
Guard-Startup-Recovery35 totalAdvantage- 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 Chaos' pressure weakens his offense and reduces his options in general, making it harder for him to run in and throw Testament.
- If Chaos starts mixing his close range pressure with throws try pressing a fast button like 2K
GuardLowStartup6Recovery13Advantage-3 to interrupt his approach or backdashing to avoid the throw as these may allow you to begin your own offense.
- Chaos may want to jump and dash out of corner to deny you your win condition.
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2, j.S, and j.D
GuardHighStartup12Recovery22Advantage- all can contest the air space efficiently when expecting him to jump.
- Chaos can guard crush you by shooting with Steady Aim, leaving little time to close the gap. If he's good at consistently guard crushing you, then don't take risks and approach patiently.
- Testament can't really use Grave Reaper or Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 in neutral because of Chaos' zoning. Respect this and keep these options for oki and pressure.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Common Happy Chaos round start options are the following:
- Creating distance with backdash into Curse
Guard-Startup-Recovery29 totalAdvantage- which effectively makes him move back twice. This will lose to our dashing f.S.
- Using buttons like 2S
GuardLowStartup11Recovery18Advantage-7, f.S
GuardAllStartup10Recovery21Advantage-14 and 6S
GuardAllStartup12Recovery24Advantage-14, powerful buttons which all lose to our 2S.
- Jumping at the opponent with j.S
GuardHighStartup10Recovery23Advantage+2 (IAD) and starting his offense, an option weak to our strong 6P
GuardAllStartup11Recovery15Advantage-7 or j.S.
Gameplan
A general gameplan against Happy Chaos would be:
- 1: Force RPS situations at round start with 2S, j.S and dashing forward to try and snowball a RPS win into a victory.
- 2: If this succeeds, make sure not to wall break except if you can Nostrovia
GuardAllStartup11+19RecoveryTotal 53Advantage+63 or Wild Assault
GuardAllStartup16~27Recovery20Advantage-4 to sustain your pressure.
- 3: If the RPS failed, or he manages to escape your pressure then FD against his gunshots and wait for an opening caused by Focus, Curse, or Reload
Guard-Startup23RecoveryTotal 23~77Advantage-. Once the opening occurs, dash towards him.
- 4: Once his opening window ends, win the RPS situation. Either f.S before he uses a fast attack, 2S to whiff punish his 6P
GuardAllStartup9Recovery25Advantage-16, block his bullet in time, or use Arbiter Sign before he can press anything.
- 5: If you ended up having to block Chaos' mix-up, hold FD and expect both throw and Roll to mix you up. Challenge with 2K when an opening presents itself, but mostly be prepared to block.
- 6: Once you've stolen your turn, continue overwhelming him until you win or start over from step 3 if he takes his turn back.
Opening windows, resources, and RPS on approach
Happy Chaos will leave a few, wide openings, related to his resource management:
- Ammo: As long as he still has a single bullet loaded, he's able to zone you. Having more loaded gives him more options for close-up situations, so he might attempt to load a few more before approaching. From afar, don't expect more than the minimum 23f of reload from this move, and continue blocking. Expect him to reload between 1 and 3 bullets to sustain his pressure when close, sometimes leaving openings to punish with a fast move such as 2K.
- Concentration: If this gauge becomes empty, it will turn red and Chaos cannot use his Ammo until it's fully recharged. To replenish this gauge, Chaos will need to either need to wait for it to naturally regenerate or use Focus to buff the recovery and replenish it faster.
- Focus
Guard-Startup41RecoveryTotal 46Advantage-: Chaos' widest, biggest opening. Being 46 frames total, it's your "go" signal for closing the gap by running.
- Curse
Guard-Startup-Recovery29 totalAdvantage-: Chaos' debuff affliction and distance maker. You can run through it and hit Chaos. The effect will be nullified by hitting Chaos or by waiting 5 seconds. Chaos using this move gives you an opening to advance. From afar, prefer jumping over it to avoid the effect.
Dealing with gunshots
Shooting with At the Ready or Steady Aim extend Happy Chaos's hurtbox forward and prevent him from blocking.
If you're not afflicted by Curse, his fastest gunshots will need good RNG, and his Steady Aim shots will be slower to guard crush. Expect Chaos to try and renew the affliction every ~5 seconds as that is the duration of the effect.
From a distance, he will attempt to deal non-negligible chip damage with his Steady Aim shots. While keeping you locked down, Chaos hopes you open yourself up. Prefer FDing by using the macro to avoid opening yourself up for a frame with a button press.
From up close, he will pressure you, protect himself from getting whiff-punished, and mix you up with throw and 5DGuardHighStartup20Recovery26Advantage-15.
When close, it is usually advised to FD his buttons. Be ready for his 5D, throw, and Roll which each give him diverse mix-up options.
I-No

- I-No is at her strongest when she gets a knockdown and can start mixing you up with highs and lows. Keeping her away and winning the mid-range neutral situations will be key to victory.
- I-No can very efficiently wall slump you in the corner, thus forcing you into a unique untechable state instead of the usual wall splat state. This allows her to run oki pressure in the corner for as long as she desires.
- I-No's Chemical Love
GuardAllStartup11Recovery22Advantage-9 is low-profiled by Testament's Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 from the start of the move all the way to the end of its recovery. Running at I-No and using Grave Reaper in neutral can beat many of her options, but loses to I-No's f.S
GuardAllStartup13Recovery18Advantage-13.
- I-No's Chemical Love also gets low-profiled by Testament's running animation.
- From far enough distances, I-No's dash will hover over Testament's
Grave Reaper projectile, therefore the
version can be a stronger alternative.
- I-No can move her projectile, Antidepressant Scale
GuardAllStartup29RecoveryTotal 51Advantage-16, up and down after firing it. It can be destroyed by Grave Reaper's strike hitbox and on contact to Testament's projectiles.
- Keep in mind I-No can hold Sultry Performance
GuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3~ -4 [+2~ 0] and vary its angle to mix her aerial approach.
- Stroke the Big Tree
GuardLowStartup16Recovery15Advantage-7 is able to low-profile and punish Testament's f.S
GuardAllStartup12Recovery18Advantage-7 and 5H
GuardAllStartup13Recovery25Advantage-8. This move isn't as threatening as
Ky's Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] or
Jack-O's 2D
GuardLowStartup10Recovery18Advantage-19 because of its slower start-up.
- On block, you can punish I-No's metered reversal, Ultimate Fortissimo
GuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, with c.S
GuardAllStartup8Recovery10Advantage+1 to lead into high damage combos. If out of reach, then you can instead use j.S
GuardHighStartup9Recovery19Advantage0 (IAD) or j.D
GuardHighStartup12Recovery22Advantage- to punish it on block.
- Once I-No starts mixing you up, she can meaty you with multiple highs, lows, and even grabs. Your metered reversal, Calamity One
GuardAllStartup11+4Recovery67Advantage-38, may often be too slow and lose to her meaties. Her mix-up game is very strong and you will have to guess right. Ideally you don't get into this situation in the first place as it is her win condition.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O

- Jack-O has great tools to win neutral against Testament, force RPS situations in her favor, mix Testament to death, and even win the zoning war. The only times of safety when fighting against Jack-O are when pressuring her in the corner, while staying mindful of her dangerous 2D
GuardLowStartup10Recovery18Advantage-19, and not leaving gaps wider than 10 frames 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 2D is a big threat at mid-range. Treat it like a light version of
Ky's Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14]. It always leads to a forced RPS situation where it is cancelled into either Servant Shoot
GuardAllStartup15Recovery25Advantage-12 or Summon Servant
Guard-Startup10RecoveryTotal 25Advantage-.
- Testament's 2S
GuardLowStartup10Recovery18Advantage-7 loses to Jack-O's 2D on roundstart. Both are 10 frame startup, however it trades in Jack-O's favor.
- After blocking Shoot
GuardAllStartup15Recovery25Advantage-12, try j.S
GuardHighStartup9Recovery19Advantage0 (IAD) as it often has the best RPS. If she stops jumping, use 5H
GuardAllStartup13Recovery25Advantage-8.
- In zoning war situations, use Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 when she's on the ground and stay ready to 6P
GuardAllStartup11Recovery15Advantage-7 the minions as they start jumping. Keep your eyes on her Summon Gauge and Command Gauge.
- IABD > Air
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2 is a useful round start against Jack-O and a safe way to extend your pressure while expecting a 2D.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Dealing with 2D
Jack-O's 2DGuardLowStartup10Recovery18Advantage-19 is to be treated like a slower version of
Ky's Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] that doesn't need meter to force a RPS situation on Testament, but doesn't low-profile f.S
GuardAllStartup12Recovery18Advantage-7 or 5H. See here for more info.
10 frame start-up is pretty fast, meaning it often 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 up c.SGuardAllStartup8Recovery10Advantage+1.
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 round start.
While pressuring Jack-O, she may challenge any gap you leave with her 2D so do not let big gaps. To fill in gaps, try either IABD > Air Grave Reaper, or whiff j.S > j.K
GuardHighStartup8Recovery12Advantage-3 (IAD), 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 Shoot is Jack-O's default choice. It's a strong frametrap and 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 into Summon Servant.
- This option loses to backdashing. Backdash > f.S is your best option at any range and will whiff punish Servant Shoot if executed fast enough. Do not try 2S after backdashing as it will whiff no matter the range.
- This option loses to backdashing. Backdash > f.S is your best option at any range and will whiff punish Servant Shoot if executed fast enough. Do not try 2S after backdashing as it will whiff no matter the range.
- If she doesn't cancel into Servant Shoot, but into Summon Servant instead, then backdash loses this RPS. This is why you may want to be patient and block. IBing Servant Shoot, while hard, will net you a punish with 5K
GuardAllStartup7Recovery11Advantage-3 or 2K
GuardLowStartup6Recovery13Advantage-3 and doesn't lose to a Summon Servant cancel.
After blocking Servant Shoot Jack-O will cancel it into Summon Servant. She has two options from here:
- Jack-O stands her ground, summoning a Servant and often pressing a button. You can take your turn with 5H, sometimes rewarding you with a deadly Counter Hit leading to Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 > f.S combos.
- Jack-O jumps after Servant Summon which 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:
- After jumping, Jack-O presses Defend Command
GuardStartup4RecoveryTotal 24Advantage+31 fast enough to beat Testament's j.S in which case you can dash under and use c.S for a deadly Counter Hit combo. Alternatively, you could try IAD > Air Throw.
- After jumping, Jack-O does anything else, including Defend Command high enough to not get c.S Counter Hit. In this case, j.S will win and lead into a good conversion.
- After jumping, Jack-O presses Defend Command
- Cancelling into Summon Servant right away. Her previous option was a frame-trap, but this one is more straightforward. Your buttons win, specifically 2S and c.S from close. It may lose to run up c.S if well timed. If you've already committed to a backdash, expecting her to use Shoot, hold block and let her have her turn.
The Zoning War
Jack-O is powerful in zoning situations. You must respect her Servant projectiles and destroy them with either 6P or a well timed f.S. They win against all of your projectiles so avoid using Grave Reaper or Unholy Diver when Jack-O is on the ground. Charged Grave Reaper being slow means it can be more risky than usual.
Arbiter SignGuardHighStartup28Recovery26Advantage-12 is useful against Jack-O players who focus on a grounded approach from afar. Use it to force them to jump and reduce the speed at which she can Throw Servant
GuardAllStartup12RecoveryTotal 27Advantage+5 at you.
Keep your eyes on her resources. The Summon Gauge is indicated by a green bar that represents the number of Servants Jack-O' can currently summon.
The Command Gauge is indicated by a grey bar that represents the number of Servant commands Jack-O' can currently use.
Jack-O can have a maximum of 3 Servants on screen at a time.
Remember that Jack-O can use j.DGuardAllStartup21RecoveryTotal 44Advantage- instead. It's a diagonal air projectile that beats your grounded approaches and punishes your whiffs.
Johnny

- Johnny's incredibly long ranged pokes and Mist Finer
GuardAllStartup7+5Recovery30Advantage-15 allow him free reign over the mid-range where Testament usually excels.
- However, his step-dash is highly committal and doesn't allow him to dash block meaning that he may struggle to close the gap on Testament's projectiles.
- Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 is an incredibly value tool in this matchup. Use it from afar to force Johnny to play around it and punish his approaches.
- 2K
GuardLowStartup6Recovery13Advantage-3 is a potent low-profile tool that can avoid many of Johnny's best pokes such as f.S
GuardAllStartup9Recovery22Advantage-11, 5H
GuardAllStartup13Recovery30Advantage-15, and 6H
GuardAllStartup18Recovery36Advantage-19.
- The Turn Up
GuardAll (Guard Crush)Startup16RecoveryAdvantage+24~+27 follow-up that occurs when Johnny slashes a Deal
GuardStartupRecoveryTotal 32Advantage- card with Mist Finer is considered a projectile and can clash with Testament's projectiles.
- Johnny's 6K
GuardAllStartup15Recovery18Advantage-5 can slip under Air Grave Reaper for an anti-air punish.
- Many of Johnny's pokes have long recovery, if he whiffs be prepared to punish with Arbiter Sign
GuardLowStartup24Recovery26Advantage-12.
- Joker Trick
GuardAllStartup6+1RecoveryTotal 48Advantage-16 is a quick projectile super that can shut down Testament's zoning from fullscreen. You can PRC and block if you've already committed to an attack.
- Bizarrely, Johnny's 6K may beat Calamity One
GuardAllStartup11+4Recovery67Advantage-38 if timed properly by pushing you both away from its hitbox.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske

- Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] is a very strong tool against many of Testament's favorite options and pressure 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 fighting zoning wars over mid-range battles.
- From afar, preemptively using Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 will discourage Ky from using Stun Edge
GuardAllStartup13RecoveryTotal 46Advantage-14 carelessly. It conditions him to run, jump, or Stun Dipper at you which are all options you can punish with a solid read.
- During the zoning war, while Testament can both attack and defend against Stun Edge simultaneously, Ky can only do the former. Ky's speed gives him a slight advantage thus balancing this situation, however Testament still has the tools to take a win.
- Testament actually has a few options to beat Stun Edge. 2K
GuardLowStartup6Recovery13Advantage-3 can low profile it, the upper body invulnerability of 6P
GuardAllStartup11Recovery15Advantage-7 can dodge the projectile, and the strike portion of Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 can destroy projectiles.
- Foudre Arc
GuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] loses to 5P
GuardAllStartup6Recovery9Advantage-2 and 2P
GuardAllStartup5Recovery10Advantage-3 on reaction. Preemptively, it will lose to anti-air moves like
Grave Reaper and 6P for bigger punishes. Be wary, because if timed wrong you may suffer a big Counter Hit that often leads into great damage and corner carry.
- Use f.S
GuardAllStartup12Recovery18Advantage-7 sparingly, as it loses to both Stun Dipper and IAD. Once Ky stops expecting f.S, then you can start representing it by encouraging him to take risks in order to beat it.
- Because of Stun Dipper, your j.S
GuardHighStartup9Recovery19Advantage0 (IAD) and sometimes j.D
GuardHighStartup12Recovery22Advantage- have stronger uses in RPS situations against Ky. It may help avoid his grounded options and win air-to-air while leaving you time to block Stun Dipper when landing.
- The low recovery of Ky's 5K
GuardLowStartup7Recovery6Advantage-2 and 2K
GuardLowStartup6Recovery10Advantage-2 allow 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 One
GuardAllStartup11+4Recovery67Advantage-38 on wake-up. Avoid using this reversal carelessly, 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
GuardAllStartup7Recovery10Advantage+1.
- Ky may be strong in zoning war situations, but he is way stronger in the mid-range against Testament's options, pressure, specials, committal moves and their best pokes. Keep Ky away, and once he is cornered do not leave many gaps without being ready to defend against or punish Stun Dipper.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Playing around Stun Dipper
Testament's number one enemy in this match-up is Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14]. Like
Anji's Suigetsu No Hakobi
GuardStartupRecoveryTotal 34~50Advantage- or
Baiken's Hiiragi
Guard-Startup1Recovery32Advantage-, 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.
Stun Dipper's strengths are plentiful:
- It's very fast with 7 frames of start up, advances to reach far, low profiles f.S, punishes backdashes along with the start up of Grave Reaper or the recovery of Air Grave Reaper, hits as a low, beats walking back, and can be made safe or used to convert into higher damage once Ky has 50% meter.
There are few situations in which Ky may want to avoid using Stun Dipper:
- 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 or 2S
GuardLowStartup10Recovery18Advantage-7 into 2H
GuardAllStartup23Recovery12Advantage-2, 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 -14 at best with Shock State or Dragon Install
GuardAllStartup11+1Recovery25Advantage+4 and -19 regularly. It leaves Ky open if you jump and IABD with j.H
GuardHighStartup13Recovery16Advantage+5 (IAD) or Air Grave Reaper, making it whiff and open for a punish. It can also get hit by the projectile part of Grave Reaper.
After blocking Stun Dipper, Testament as a few options to choose between for punishes:
- Simple combos like 2K > 2D are consistent and reliable.
- 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
GuardAllStartup13Recovery25Advantage-8 to punish, but without meter there's 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.
There are 3 main situations where you must keep an eye out for Stun Dipper:
- 1. He can use it during your pressure and on wakeup:
- Ky can block 2K > 2D and punish a
Grave Reaper attempt with Stun Dipper.
- He can also use this move between Grave Reaper and Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1.
- He can use it in the corner to punish 6H
GuardAllStartup23Recovery32Advantage-19 on reaction as well the gaps you leave with it due to its extended hurtbox.
- 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 Unholy Diver after making Ky block Grave Reaper.
- Do not backdash or walk back after pressuring Ky, hold down-back instead.
- Refrain from pressing f.S or 6H without a good reason or without an incredibly small gap between it and your previous attack.
- With proper conditioning and consistent punishes you can start to incorporating some of these tools back into your gameplan as Ky begins to adapt to your countermeasures.
- Ky can block 2K > 2D and punish a
- 2. He can use it in neutral and randomly:
- Where other characters may have to use 6P in order to contest Testament, Ky's Stun Dipper instead beats many more options than merely f.S and has good odds to beat even 2S or 5H.
- You cannot approach the mid-range neutral game like usual. On top of that, he can simply IAD you instead.
- It even has good odds to win against IABD Air Grave Reaper. Using Air Grave Reaper from higher places will leave you even more vulnerable to Ky.
- During okizeme if you leave Ky with a small gap before hitting him with a meaty f.S, then it is not your turn anymore. When in doubt, try meatying him with projectiles instead.
- Solutions:
- Try to instead play passively and reactively by holding down back.
- Air dashing backwards without committing to a Grave Reaper.
- Jump block, without committing to moves other than j.S or possibly j.D
GuardHighStartup12Recovery22Advantage- with spacing to contest air-to-air situations.
- If Ky has 50% meter or more, try to make Stun Dipper whiff by using jumps, as if you end up blocking it he can RC to make it safe in lead into a mix-up.
- 3. He can use it during his pressure:
- This one is more straightforward, as once Ky has 50% meter he is able to use Stun Dipper while pressuring you for a safe and 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 force him to use his meter for other uses.
- Winning the projectile war, anti-airing him, controlling space better than him, and winning neutral will reduce the opportunities for him to start his pressure.
In conclusion, 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 slow moves and specials, and instead 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 when playing the Ky matchup.
The Zoning War
Remember Grave Reaper has two hits, being the strike hit of the scythe and the projectile hit of the skull. The strike portion destroys enemy projectiles including both versions of Ky's Stun Edge. On the flip side, Grave Reaper's projectile will low profile Ky's projectile meaning Ky cannot destroy your projectile with his. Besides just dodging it, use this advantage to discourage him from mindlessly spamming his projectile 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. Keep in mind that Testament's Arbiter Sign will lose to Ky using Air Stun Edge.
Be mindful of his range and spacing. If Ky is in range to IAD over your Grave Reaper, then you're in danger if you use it. However, this also opens up the opportunity for you to do the same against Ky's projectile. Keep this in mind and be ready to wait and 6P his IAD or IAD yourself.
Overall, the fast startup, recovery, and travel speed on Stun Edge makes this zoning 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.
Dealing with Dire Eclat pressure
Ky's Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] is a safe pressure ender, applies Shock State, and is negative on block being-8 or -6 with Shock State or Dragon Install.
The best solution against this move is to Instant Block it, thus leaving you close enough to punish with a Throw, 2K > 2D when not in Shock State, or at least take away his turn.
Another solution is to Faultless Defense his other normals to try and make Dire Eclat whiff. If it does, then you can preemptively run up for a 2K punish. FDing against the Dire Eclat hit can sometimes make it safer for him and enable him to jump over your f.S making it a dangerous choice.
If you block it without FD or IB, the RPS situation is as follows:
- If you're in Shock State:
- If you're not in Shock State:
- f.S is your default option. Being 12 frame startup, it's strong against Ky jumping at you.
- Due to Dire Eclat being -8 without Shock State or Dragon Install and Ky's prejump being 4 frames, you'll be able to recover in time for a nice 5P
GuardAllStartup6Recovery9Advantage-2 anti-air. This option wins against most of Ky's offensive options like Stun Dipper, Foudre Arc, or 6H
GuardAllStartup15Recovery20Advantage-7. However, moves like his 6P
GuardAllStartup9Recovery17Advantage-8, 5H
GuardAllStartup12Recovery21Advantage-8, Stun Edge, or another Dire Eclat can punish it.
- 6H is another good idea as it covers IAD, jumps, super jump forward, and run-ins. It also beats Stun Edge and gives great damage on Counter Hit. Keep in mind that it loses to backdash, super jump neutral or back, 6P, and most importantly Stun Dipper. Note that a delayed 6H will win against Vapor Thrust
GuardAllStartup11Recovery43Advantage-33 [-28] but is weaker to Ky running in.
- As Ky may use either a risky Vapor Thrust, or slow alternative as 5H or 6P , 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 Dipper after defending. You can punish Ky's backdash preemptively with Arbiter Sign, but this also loses to many common offensive options he may also choose.
Most of Ky's options after you blocked Dire Eclat risk losing to you waiting and reacting to his choice. These can be using 6P against a jump in, or checking a dash forward with 5K or 2K. Be careful as Ky may abuse your patience to reset his pressure thus stealing your turn.
If Ky stops using Dire Eclat in favor of Stun Edge, then remember you can low-profile it with 2K if you FD 2 hits before he goes for Stun Edge. Otherwise, you must block and accept the Shock State.
In conclusion, represent a strong button like f.S or 6H a few times to prevent Ky from resetting his pressure. See how he responds and adapt by waiting, blocking, and walking back if desired. If he backdashes, then stay ready for IAD and Stun Dipper as you're fully back to neutral.
Leo Whitefang

- Leo’s slow neutral makes it easy to keep him at bay with Testament’s strong pokes and projectiles.
- Unlike
Potemkin's F.D.B.
GuardAllStartup18~36Recovery19Advantage-6, Leo's Kahn-Schild
GuardAllStartup3Recovery18Advantage- cannot reflect Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 or Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 however it's still projectile invulnerable.
- The projectile hitbox of Grave Reaper loses to Gravierte Würde
GuardAllStartup10RecoveryTotal 54FAdvantage-16 but the strike hitbox can nullify his projectile.
Gravierte Würde can be punished on reaction by Arbiter Sign
GuardLowStartup24Recovery26Advantage-12.
- Be wary with 2K > 2D as the gap can be punished by
Eisensturm
GuardAllStartup9Recovery33Advantage-28 or Leidenschaft des Dirigenten
GuardAllStartup10+1Recovery43Advantage-33. 2K > 6P > 236H works as a true blockstring but
Grave Reaper will trade with
Eisensturm at max distance.
- Safejump setups off of
Grave Reaper can be especially good against Leo because it forces him to commit to his reversal or lose his charge for 30 frames, temporarily locking him out of Eisensturm during the next interaction.
- Stahlwirbel
GuardAllStartup4+1RecoveryTotal 27FAdvantage+14 can punish Testament’s zoning from fullscreen but can be PRCd against on reaction.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
May
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Millia Rage

Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki

- 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 normals with higher Blood means Testament has to space themselves farther back each level.
- Testament actively has to play around Zarameyuki
GuardAllStartup18~29RecoveryTotal 39Advantage+5 as it cleaves through their main gameplan. If this clone doesn't work out for Nago it's curtains for him.
- Conserve your Burst for the eventual Counter Hit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.
- Nagoriyuki's 6K
GuardLowStartup15Recovery13Advantage-2 can beat Testament's 2K
GuardLowStartup6Recovery13Advantage-3 because of its low crush, however it has 15 frames of startup. Using other moves like 5K
GuardAllStartup7Recovery11Advantage-3 or stronger buttons will win against his 6K.
- When dealing with f.SS
GuardAllStartup13Recovery19Advantage-8 or Kamuriyuki
GuardLowStartup14Recovery17Advantage-3: If f.SS, then FD or IB. If Kamuriyuki, throw, challenge with 2K, or walk back and whiff-punish Fukyo
GuardN/AStartup-RecoveryTotal 25AdvantageN/A backwards. For the cancels, block most of the time, but challenge with 2K every now and then. Calamity One
GuardAllStartup11+4Recovery67Advantage-38 can be used between the gaps to win, but loses to Nago blocking or cancelling into Fukyo.
- Watch out for Nago's 5H
GuardAllStartup18Recovery27Advantage-14 at level 2 of Blood Gauge. This move covers a greater area than even Testament's f.S
GuardAllStartup12Recovery18Advantage-7, is relatively fast, and disjointed thus you should respect his range.
- At round start, Testament's 2S
GuardLowStartup10Recovery18Advantage-7 and walking back f.S are very strong options against Nagoriyuki.
Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 can help stuff Nagoriyuki's super jump-in attempts from afar as well as setup the Succubus for Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 or Possession
GuardStartup16RecoveryTotal 35Advantage-.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Testament's strong round start options can contest Nagoriyuki's options efficiently, but on low Blood Gauge you must respect Zarameyuki and his other specials as they are able to steal your turn and overcome gaps in your pressure. 2S beats many of Nagoriyuki's options, including his ShizuriyukiGuardAllStartup11Recovery21Advantage-7. Walking back is also a very safe option, even followed quickly by a f.S which will win against everything but Kamuriyuki roundstart.
Overview
A matchup with two rhythms: Nagoriyuki's Blood Gauge dictates whether Testament should play more defensive or aggressive. The more the gauge is filled, the less options Nagoriyuki has.
- Playing conservatively early in this matchup is generally advised. And once his blood gaughe increased: Playing aggressively with projectiles, representing Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 often, and occupying space, is preferred.
- Because of Nagoriyuki's limited movement options, Testament can abuse Arbiter Sign and projectiles to pressure Nagoriyuki constantly.
- When attacking Nagoriyuki, you usually want to end your combos by leaving him as far from you as possible, usually at full screen distance. This will cause Nagoriyuki to struggle when approaching due to his limited mobility options in this situation, thus allowing you to safely and freely use your zoning tools to cover space and chip away at his big health bar.
At lower Blood Gauge
After starting the round with one of Testament's strong options, you want to avoid committing to slow moves like f.S, 6HGuardAllStartup23Recovery32Advantage-19, Grave Reaper, and Arbiter Sign as Nagoriyuki can evade or punish most of them with Fukyo, Kamuriyuki, and Zarameyuki.
Punishing Fukyo is a key part of the matchup on defense as Nago's command dash is used to reset his pressure. A sometimes risky but fast 5K or 2K will punish his attempt to reset his pressure and give you your turn. Know that Nago's cancelling his 5H into Fukyo forward is -7 frames, beating our c.SGuardAllStartup8Recovery10Advantage+1.
A safer option is to simply jump against his command dashes. This protects you from Bloodsucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA attempts while air blocking and allows you to react and punish his openings in case of whiffed grab attempts.
Blocking Kamuriyuki and f.SS
Blocking KamuriyukiGuardLowStartup14Recovery17Advantage-3:
- Nagoriyuki has two options after you block it: being -3 on block, or cancelling into his other specials which cost him more Blood Gauge.
- 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 Kamuriyuki. It is relatively safe against most backward Fukyo follow-ups.
- Kamuriyuki is throw punishable, unless he cancels it into a backwards Fukyo. Trying to grab him and losing, results in you exploding. It covers all his options other than backward Fukyo}, making it a useful but dangerous option.
Blocking f.SSGuardAllStartup13Recovery19Advantage-8:
- The easy solution is to Faultless Defense the f.SS. This prevents Nagoriyuki from doing f.SS > Bloodsucking Universe, resulting in it whiffing and giving you a free Counter Hit. Note that walking backwards for at least a few frames then FDing is key to making the 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 backwards Fukyo. Note that Nago could also spend Blood Gauge and cancel f.S
GuardAllStartup14Recovery28Advantage-17 instead.
Once his f.SS got FD'd, your opponent has three options:
- Continuing with a f.SSS
GuardAllStartup14Recovery35Advantage-22, reducing his blood gauge but being -25 on block.
- This means a free 6H punish but do not Faultless Defense the third f.SSS hit.
- Easy combo: 6H > 214S/H for 112 damage and full screen distance
- Hard combo: 6H > 214P > f.S > 6H 214S/H, for 169 damage and full screen distance.
- Easy combo: 6H > 214S/H for 112 damage and full screen distance
- If you Instant Block the f.SSS, you can use your most damaging punishes against him, starting with 6H > 236[H], and going wild on him from there.
- With 50% meter, you may be tempted to use Calamity One between f.SS and f.SSS. It will win but is a high risk and costly in meter option that can surprise and frustrate opponents. Representing this option can condition him to use the next option.
- This means a free 6H punish but do not Faultless Defense the third f.SSS hit.
- Stopping at f.SS and being -8 on block.
- This can take advantage of your habit to block and allow Nago to reset his pressure for free. Pressing a button late after making sure you would've blocked f.SSS is a way to take back your turn. Nagoriyuki's c.S
GuardAllStartup7Recovery10Advantage+3 being frame 7 leaves room for Testament's faster buttons to challenge late.
- This option will beat your Calamity One reversal attempts, and make you explode.
- Overall this is often Nagoriyuki's safest option, but it's advantageous to Testament in this matchup.
- This can take advantage of your habit to block and allow Nago to reset his pressure for free. Pressing a button late after making sure you would've blocked f.SSS is a way to take back your turn. Nagoriyuki's c.S
- Cancelling into a special move.
- This is where many Nagoriyuki players will chose either to Fukyo forward to continue his pressure, or Zarameyuki for the same purpose and stronger pressure, but higher blood cost.
- Respect and block Zarameyuki, continue holding block once the clone's animation begins.
- Blocking Zarameyuki > Fukyo leads to a real strike/throw mix-up. Pick one and guess. Backdash or jump against his throws or block the incoming hits.
- Fukyo follow-ups must be handled as discussed above. Both forward and back will beat Testament's Calamity One, therefore gambling with this move is dangerous.
In conclusion, block most of the time, but challenge with 2K every now and then.
At higher Blood Gauge
Once his Blood Gauge is higher, his Bloodsucking Universe's ability to reduce blood becomes much more dangerous. Avoiding the 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 without needing to use meter.
Pay attention to when his specials risk forcing him to pop. Nagoriyuki's only option to stop the Blood RageGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 activation from happening is landing Bloodsucking Universe. He can hold Faultless Defense to delay it slightly, but not prevent it.
Once Nagoriyuki enters Blood Rage, you can punish at many range with a run up c.S as a combo starter or with 6H instead if you're close enough. Comboing with meter often means an assured victory once added to the life he loses from Blood Rage activation itself. Comboing with Wild AssaultGuardAllStartup16~27Recovery20Advantage-4 as a starter also allows for high damage conversions and stops him from bursting out of the combo to steal the game.
At higher blood, 5H and 2HGuardAllStartup15Recovery29Advantage-17 become bigger and faster moves. Watch out for Nago's 5H range being dramatically extended and faster at level 2 Blood Gauge, making Testament's f.S a weaker option. It is completely disjointed so do not try to 6P
GuardAllStartup11Recovery15Advantage-7 it.
Potemkin

- Be careful with your pokes and be unpredictable with your zoning.
- F.D.B.
GuardAllStartup18~36Recovery19Advantage-6 reflects both Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 and Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1. Potemkin will want to flick your projectiles a lot, but this can countered with Arbiter Sign
GuardLowStartup24Recovery26Advantage-12.
- 5K
GuardAllStartup7Recovery11Advantage-3 to 5K stagger and 5K or 2K
GuardLowStartup6Recovery13Advantage-3 into 2D
GuardLowStartup14Recovery22Advantage-8 lose to Mega Fist
GuardHighStartup25Recovery16Advantage-6. Luckily Testament can jump cancel on reaction and Air Throw against Mega Fist, however this leaves them vulnerable and in Potemkin Buster
GuardGround ThrowStartup5Recovery37Advantage- range should he not use Mega Fist.
- If one of Testament's pokes comes in contact with Hammer Fall
GuardAllStartup18~62Recovery26Advantage-9's armor, then their projectiles are too slow to break the armor.
- Testament's 6P
GuardAllStartup11Recovery15Advantage-7 can do what nearly no other can and hit Potemkin out of Mega Fist. However, it's still not very lenient so don't rely on this.
- If you're fairly far away from it, Arbiter Sign can be a deterrent for Potemkin approaching behind a deployed Giganter Kai
GuardAllStartup10+1Recovery17Advantage+100.
- Nostrovia
GuardAllStartup11+19RecoveryTotal 53Advantage+63 can be a useful lockdown tool in neutral as Potemkin cannot jump over it, giving you an opportunity to try a mix-up.
- Slide Head
GuardLowStartup29Recovery24Advantage0 is a very large threat if the Testament starts preemptively zoning, as it knocks them down and deletes all of their projectiles. Make use of Air Grave Reaper to avoid this move.
- If Potemkin is in Stain State
GuardAllStartupRecoveryAdvantage-, then hitting him early in Hammer Fall can knock him out of it due to the follow-up explosion. However, this is more preemptive than reactive as the Stain explosion takes a brief time to activate.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
(planning to cover: How his different specials work, and must be played around in neutral situations)
Offense
Defense
Ramlethal Valentine
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Sin Kiske

- Sin often plays most effectively at close range combined with an arsenal of deadly pokes that can allow a careful Sin player to close the gap against Testament's zoning and begin his suffocating pressure.
- Be cautious when using non disjointed pokes from midscreen as f.S
GuardAllStartup11Recovery19Advantage-8, 2S
GuardAllStartup12Recovery13Advantage-5, and Beak Driver
GuardAllStartup16Recovery22Advantage-14 are all both great counter-pokes with potential for deadly reward. Testament's 2K
GuardLowStartup6Recovery13Advantage-3 is fast with low-profile meaning it's very useful for dealing with these moves.
- Elk Hunt
GuardLowStartup21Recovery15Advantage-8 is a quick advancing low that can be by shut down by a throw or preemptively using either a 2H
GuardAllStartup23Recovery12Advantage-2 with it's disjointed active hitbox or with a Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 to control more space. Treat it like a light version of
Ky's Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] that can low-profile and punish many of Testament's slower attacks.
- 2K and Grave Reaper are both susceptible to the low-crush of Sin's Hoof Stomp
GuardHighStartup21Recovery22Advantage-11.
- Sin's meterless reversal, Hawk Baker
GuardAllStartup9Recovery36Advantage-26, forces Testament to be cautious with any gaps within their pressure. The move consists of two hits and can be punished between the hits on block by c.S
GuardAllStartup8Recovery10Advantage+1 for a full conversion.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Sol Badguy

- Keep him out with your strong pokes and projectiles while being wary of Night Raid Vortex
GuardAllStartup15~31 [32]Recovery32 [26]Advantage-17.
- Night Raid Vortex is a powerful option against Testament as it low profiles some of their best pokes like f.S
GuardAllStartup12Recovery18Advantage-7 and 5H
GuardAllStartup13Recovery25Advantage-8, as well as 2P
GuardAllStartup5Recovery10Advantage-3 when used recklessly. When you expect it, use moves like 2K
GuardLowStartup6Recovery13Advantage-3 and 2S
GuardLowStartup10Recovery18Advantage-7 to space it out or preemptively use
Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 to take up space.
- Fafnir
GuardAll (Guard Crush)Startup24Recovery16Advantage+11 can be easily beat by 6P
GuardAllStartup11Recovery15Advantage-7.
- 6P can also be a helpful tool for punishing a grounded Bandit Bringer
GuardHighStartup30Recovery12 LandingAdvantage-2 that can lead into a full combo as seen here.
- When spaced correctly, a wakeup Volcanic Viper
GuardAllStartup9Recovery18+10 LandingAdvantage-28 can be entirely avoided with a meaty 2H
GuardAllStartup23Recovery12Advantage-2 due to the disjoint.
- Many of Sol's moves can be low profiled by 2K, including his f.S
GuardAllStartup10Recovery13Advantage+2, 5H
GuardAllStartup11Recovery20Advantage-5 from certain distances, and 6S
GuardAllStartup15Recovery20Advantage-9 which is one of his best pokes.
- Make use of safejumps off of
Grave Reaper to mitigate the threat of a wakeup Volcanic Viper.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Testament

WIP
One of the mirrors of all time. Testament is well equipped to deal with Testament.
- Arbiter Sign is an excellent counter poke at range against Grave Reaper and preemptive poke versus Unholy Diver and Arbiter Sign, stopping and dissuading your opponent from setting up their zoning.
- Grave Reaper and its charged and air versions are excellent zoning tools to keep your opponent's movement and choice of reaction constrained. Grave Reaper's strike is particularly useful for removing your opponent's projectiles, and Grave Reaper's projectile is excellent at clashing with and nullifying their projectiles.
- Unholy Diver is excellent at full screen zoning, preemptive counter poking, and forcing a choice from your opponent. The held version is great at catching Instant Air Dash and jumps, and using Unholy Diver immediately upon its return from its initial cast will fly low enough to hit your opponent and apply Stain State.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Note that slightly delaying or walking back a round start option can have wildly different results, such as a slightly delayed 6P or 2S beating 6H, or a walk back f.S or 2D beating 2S. Walking back and back dashing are also a common round start choice that you may call out with a dash forward into a round start option. Rotate your choices wisely and stay unpredictable.
Notable Interactions
Neutral
Offense
Defense
Zato-1

- While Testament has stronger tools to win the neutral game, all Zato needs is one knockdown to start his suffocating offense and possibly snowball into a win.
- Zato has few defensive options other than Eddie's "Oppose"
GuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-. Once cornered and pressured, Testament can suffocate Zato to death in the corner.
- Zato's Eddie Gauge is key to fighting against him. If he tries to summon Eddie in neutral, Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 can efficiently punish him for it at most ranges.
- Arbiter Sign is a strong tool in this matchup when Zato is on the ground.
- Zato will feel inclined to jump, use Flight, and his air approaches to play around Testament's tools. 6P
GuardAllStartup11Recovery15Advantage-7, j.S
GuardHighStartup9Recovery19Advantage0 (IAD), j.H
GuardHighStartup13Recovery16Advantage+5 (IAD),
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2, and Air Throw will help when contesting in the air.
- Because of Arbiter Sign and your great anti-air options, Zato may start running at you and use 2S
GuardAllStartup11Recovery20Advantage-10 or 6P
GuardAllStartup12Recovery12Advantage-6 against your f.S
GuardAllStartup12Recovery18Advantage-7 to start his offense. Both options struggle against Testament's 2S.
- Zato's Drunkard Shade
GuardAllStartup9Recovery12Advantage-8 cannot reflect any of Testament's projectiles.
- Drunkard Shade may push Eddie forward, leaving Eddie weak to a low hitting normal. Expect Eddie's travel, and kill him that way.
- Eddie's "Pierce"
GuardAllStartup21 [25]Recovery24Advantage- leaves a gap in-between the two hits, which leaves a small window for killing Eddie safely with 2P
GuardAllStartup5Recovery10Advantage-3, or trading hits, therefore killing Eddie, with 2K
GuardLowStartup6Recovery13Advantage-3.
- Zato's Invite Hell
GuardAllStartup18Recovery2Advantage-7 is a strong tool for controlling the ground, beating Grave Reaper's extended hurtbox and can even beat Testament's projectile at certain ranges. It loses to Testament's fast and lengthy IAD j.H, as well as Arbiter Sign
GuardLowStartup24Recovery26Advantage-12 preemptively.
- Eddie "That's a lot!"
GuardAllStartup27 [31]RecoveryAdvantage+55 can beat the projectile of
Grave Reaper and sometimes even Unholy Diver
GuardAllStartup21RecoveryTotal 39Advantage+1 but loses to Arbiter Sign.
- Eddie's "Oppose" can protect Zato from Arbiter Sign, and from hits. But from afar, leaves time for Testament to use and charge
Grave Reaper safely.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Dealing with Eddie
Eddie is usually summoned from one of three situations:
- Raw summoning: Simply summoning him in neutral is his riskiest option in this matchup. Testament's buttons and specials are far reaching making them strong here, especially Arbiter Sign. If Zato tries raw summoning, do not let him get away with it. Arbiter Sign should keep Zato in constant fear of staying immobile on the ground by summoning.
- After a normal: Cancelling buttons such as 2S into one of Eddie's summons will happen when Zato manages to make you block a hit or when he wins neutral interactions. This is the beginning of the end and you ideally want to avoid this situation. When it starts, react appropriately to the Eddie summon choice, but Zato starts to have opportunities to mix you up.
- Between big gaps: Using summons such as "Oppose" during your pressure, most notably after blocking
Grave Reaper. In case of "Oppose" after
Grave Reaper in the corner while close, Testament's 5K
GuardAllStartup7Recovery11Advantage-3 sometimes reach far enough to Counter Hit him before "Oppose" is fully out, whereas f.S and 6H
GuardAllStartup23Recovery32Advantage-19 are too slow and risk getting opposed. The safest option is to wait after
Grave Reaper and see what Zato decides to do, then react accordingly.
Eddie's has four unique attacks:
- "Pierce"
GuardAllStartup21 [25]Recovery24Advantage-: One of Zato's core and fastest moves. Gets killed by 2P mashing in between the two hits, however it can be cancelled in between the hits to a different Eddie special so be cautious. Zato can fill up the gaps using 2S as well. It's a great way for him to take and keep his turn so 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 2S.
- "That's a lot!"
GuardAllStartup27 [31]RecoveryAdvantage+55: Beat projectiles such as Grave Reaper and Unholy Diver, occupies space, and can even stop Testament from using IAD against Zato. Using Arbiter Sign will win. If jumping in, then do a full jump instead followed by j.H
GuardHighStartup13Recovery16Advantage+5 (IAD) >
Air Grave Reaper as this will work where IAD fails. "That's a lot!" will lock you in the block animation during mix-ups.
- "Leap"
GuardAllStartup21 [25]Recovery34Advantage+46: Occupies air space and stops you from jumping. Used often 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, then you probably have time to 6P it and kill Eddie that way. In general, respect this move and don't take risks as it deals high damage.
- "Oppose"
GuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-: Protects Zato from hits and is the safest summon Zato will choose in most situations. It loses to throws. Zato will often cancel "Oppose" into another Eddie option or launch Eddie forward with Drunkard Shade. Both of these options will lose to Arbiter Sign if he cancels "Oppose" before the attack connects. If he keeps "Oppose" out from fear of Arbiter Sign, the move might kill Eddie by entirely depleting Eddie Gauge on its own. It takes time when raw summoning "Oppose" for it to activate and hitting Zato early will reward you a Counter Hit. This move 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 avoid this situation.
Zato can use Summon EddieGuardStartup20RecoveryAdvantage- without needing to perform any of these moves. Keeping Eddie out and vulnerable, but giving him more independence from Zato. This allows both Zato and Eddie to both have full control over all of their moves. Remember that once Zato blocks a move, Eddie is unsummoned. Grave Reaper is a safe answer to this, but Arbiter Sign may be better at nullifying it. Nothing is too scary in raw Summon Eddie situations, not even from afar, since you'll probably shut it down quickly. However, it 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 unless Zato blocks the YRC and from a Burst hitting Zato. Using your meter defensively to end his pressure while Eddie is out as it interrupts Zato's win condition. Be careful of Zato players expecting and baiting these two options.
Dealing with Flight
Now that the ground is lava for Zato thanks to Arbiter Sign, he will try to exploit your Grave Reaper'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 that 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.
- 6P
GuardAllStartup11Recovery15Advantage-7: A fast button for fast anti-air punishes. If it whiffs, then you can always try using a second one. Use it when expecting Zato to do something fast.
- c.S
GuardAllStartup8Recovery10Advantage+1: A higher risk, higher reward anti-air. It leads to higher damage and better combos, but is trickier to use as an anti-air than other options.
- j.S
GuardHighStartup9Recovery19Advantage0 (IAD) and j.H
GuardHighStartup13Recovery16Advantage+5 (IAD): The former is faster while the latter is generally safer. Both of these air buttons are fantastic to challenge the air space Zato occupies with Flight and can lead to more damage with further pressure.
Grave Reaper
GuardAllStartup13~19Recovery21Advantage+2: The strongest choice for contesting the air in this matchup. The uncharged version helps keep Zato grounded while the charged version can create a lasting projectile in the air, keeping the air covered while your normals challenge the ground. If he's hit by the projectile, then you can consistently convert to damage with moves such as 5K. Try using this option preemptively.
- Air Throw: If Zato decided to fly above you and block, waiting patiently for the Eddie Gauge to refill, then jump or super jump to throw him back down and make him rethink this option.