GGACR/Testament: Difference between revisions

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{{InvisibleHeader}}
==Overview==
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGACR/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
|overview=+R's resident Trap Laying powerhouse, Testament pollutes the screen with traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where they can begin applying their oppressive offense and okizeme.
|header=Overview
|content=+R's resident Trap Laying powerhouse, Testament pollutes the screen with traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where they can begin applying their oppressive offense and okizeme.


Testament has two traps which persist on stage as invisible hazards. They can place {{MMC|input=214H|label=Zeinest}}, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. {{MMC|input=214S|label=HITOMI}}, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combos.  
Testament has two traps which persist on stage as invisible hazards. They can place {{MMC|input=214H|label=Zeinest}}, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. {{MMC|input=214S|label=HITOMI}}, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combos.  
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After all, you have to be top tier to have the Bible named after you.
After all, you have to be top tier to have the Bible named after you.
|summary= excels at dictating the pace of a match with their traps, curses, and strong hitboxes.
}}
|fastestAttack= [[#2P|2P]] (5F)
{{GGACR/Infobox
|fastestAttack= [[#2P|2P]] (5F) <br/> [[#c.S|c.S]] (5F)
|reversal= [[#Nightmare Circular|632146H]] (16F)
|reversal= [[#Nightmare Circular|632146H]] (16F)
|pros=
}}
*'''Consistency & Flexibility''': Testament is very stable thanks to the nature of how their combos work, and even their random element has consistent branching choices. The character offers not only tools that deal with most situations, but also has combo routes which can let you pick your knockdown, curse status, and screen position freely.
{{ProsAndCons
*'''Meter Mania''': Testament gains meter very easily, and has numerous good options to spend meter including but not limited to {{MMC|input=236D|label=FB Skull}}, {{MMC|input=214D|label=Grave Digger}}, {{MMC|input=236236H|label=Master of Puppets}}, and good FRC points.
|intro = excels at dictating the pace of a match with their traps, curses, and strong hitboxes.
*'''Defines the Match's Pace''': Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. Because opponents are forced to hit nets to remove them, block or slashback skulls, and avoid trees Testament can establish a firm control over the pace of the match.
|pros =
*'''Smothering Okizeme''': With access to left-right mixups from EXE Beasts, fast overheads from {{clr|1|6P}}, and unblockable setups with curses, Testament has a decent amount of mix-up potential if they get set up. Furthermore, they can extend their pressure for long periods of time with little risk if they spend tension for FRCs.
*'''Consistency & Flexibility''': Testament has tools for most situations and can choose to route combos for knockdown, curse, and screen position.
*'''Master of Puppets''': It's difficult to understate how valuable MoP is. Building the meter and situation to access this super defines the modern meta for Testament play. The access to knockdowns and Dolls it provides is invaluable.
*'''Meter Mania''': Testament gains meter very easily, and has numerous great options to spend meter.
*'''Throw Reward''': From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
*'''Defines the Match's Pace''': Testament can establish a firm control over the pace of the match with their disjointed hitboxes, skulls, nets, and EXE Beasts.
*'''Benefits from Patience''': Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking. {{MMC|input=632146S|label=Delayed Nightmare Circular}} can steal their turn back both while blocking and mid combo.
*'''Smothering Okizeme''': Testament has access to left-right mixups with EXE Beast, {{MMC|input=6P|label=a fast overhead}}, and unblockable setups with curse.
*'''"They need it"''': Testament's specials have unintuitive properties which make them very tricky to deal with, notably: EXE Beast, once released, persists if Testament gets hit. HITOMI cannot be blocked in the air without FD. Enhanced HITOMI don't go away when Testament is hit. Net removes 1 active frame from moves, effectively removing some low-active-frame moves from existence. Poison can deal unscaled damage during moments of non-interaction.
*'''[[#Master_of_Puppets|Master of Puppets]]''': Master of Puppets is an incredibly strong tool that grants access to knockdowns and dolls.
*'''Throw Reward''': Testament's throws are potent offensive threats, granting curse or strong combo from the ground and a doll from the air.
*'''Benefits from Patience''': Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking.
*'''Uniquely Disruptive Traps''': EXE Beast, Enhanced HITOMI, and Nets all persist even after Testament is hit, which can disrupt an opponent's offense. Net removes 1 active frame from attacks, and it takes priority over Testament's hurtbox, further weighing interactions in their favor. {{MMC|input=632146S|label=Delayed Nightmare Circular}} can also steal a turn back from the opponent.
|cons=
|cons=
*'''Air to Ground Options''': Testament does not like to be in the air unless its on their own terms. They lose access to most of the tools which make them terrifying, and they are left with a set of normals which have great horizontal reach, but do not hit below them by a significant amount. Forcing Testament into the air can disrupt their game plan and allow the opponent to gain an advantage.
*'''Vulnerability In The Air''': Testament does not like to be in the air unless it's on their own terms. Their air buttons are good, but they have lengthy recovery. They lose access to most of their strong tools and forcing Testament into the air can disrupt their gameplan and allow the opponent to gain an advantage.
*'''Big target''': They have a massive hurtbox, making them susceptible to fuzzies, extended combos and makes escaping the corner via movement or evading in general difficult in certain matchups. They also extend hurtboxes, which can be counter-poked and punished.
*'''Big Target''': They have big hurtboxes, making them susceptible to {{keyword|F-Shiki}} and extended combos. Escaping on defense, moving or evading in general can be difficult in certain matchups.
|footnote=Testament's defensive options are non-traditional. They are actually very good, but they cannot be used in the same ways as traditional {{keyword|DP}}s and reversals. H Beast FRC into blocking is one of Testament's strongest {{keyword|abare}} options. Forcing a trade using {{MMC|input=632146H|label=Nightmare Circular}} can be extremely valuable due to the poison damage.
}}
|unique_mechanic1_name= Curses
</div>
|unique_mechanic1= Testament's [[{{PAGENAME}}#Phantom Soul|Phantom Soul]] (Skull) special applies a curse to the opponent on hit which causes their pet crow to automatically attack the opponent independent of Testament themselves. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull patterns. Using any version of Phantom Soul while the opponent is cursed will immediately end their current curse.  
===Unique Mechanics===
====Curse====
{{card
|header=Curse
|content=Testament's [[{{PAGENAME}}#Phantom Soul|Phantom Soul]] (Skull) special applies a curse to the opponent on hit which causes their pet crow to automatically attack the opponent independent of Testament themselves. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull patterns. Using any version of Phantom Soul while the opponent is cursed will immediately end their current curse.  


Curse patterns (K extensions noted in parentheses):
Curse patterns (K extensions noted in parentheses):
*Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle (Middle Tackle, Transformation Attack, Transformation Attack)
*Dive, Dive, Overhead, Feathers, Tackle (Dive, Overhead, Overhead)
*Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle (Middle Tackle, Transformation Attack, Feathers)
*Feathers, Overhead, Dive, Tackle, Tackle (Dive, Overhead, Feathers)
*High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers (Transformation Attack, High Tackle, Middle Tackle)
*Tackle, Feathers, Dive, Overhead, Feathers (Overhead, Tackle, Dive)
*Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)
*Overhead, Overhead, Tackle, Feathers, Feathers (Dive, Tackle, Tackle)
|unique_mechanic2_name=Dolls[[File:GGACR_Testament_Doll.png|24px]]
}}
|unique_mechanic2=Whenever Testament air throws an opponent or hits them with [[{{PAGENAME}}#Master of Puppets|Master of Puppets]], Testament gains between one and three dolls (up to maximum of 4). Whenever Testament places a [[{{PAGENAME}}#Zeinest|net]] or a [[{{PAGENAME}}#HITOMI|tree]] while in possession of one or more dolls, a doll will be consumed and an enhanced version of the trap will be created instead of the default version.<br>
====Dolls====
{{card
|header=Dolls [[File:GGACR_Testament_Doll.png|25px]]
|content=Whenever Testament air throws an opponent or hits them with [[{{PAGENAME}}#Master of Puppets|Master of Puppets]], Testament gains between one and three dolls (up to maximum of 4). Whenever Testament places a [[{{PAGENAME}}#Zeinest|net]] or a [[{{PAGENAME}}#HITOMI|tree]] while in possession of one or more dolls, a doll will be consumed and an enhanced version of the trap will be created instead of the default version.
}}
}}
===Starter Guide===
{{StarterBlurb}}
{{FrameChartKey}}
{{FrameChartKey}}


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|recovery = 7
|recovery = 7
}}
}}
Useful as an anti-air and abare tool due to it's size and high hitbox.
Quick anti-air and decent abare tool due to it's size and high hitbox. <br>
*Used after forcing the opponent to block {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=S Beast}} due to its ability to hit specific hurtboxes while recovering in time to bait burst.
Good pressure starter. On block, you can mixup between a low with {{clr|2|2K}}/{{clr|5|2D}}, an overhead with {{clr|1|6P}}, or frametrap with {{clr|3|2S}} or {{clr|4|5H}} <br>
Whiffs on some crouching opponents.
*Can be used for tick throws, especially with dash momentum.
*Can be burst safe.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}  
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{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
|active  = 4
|active  = 6
|recovery = 18
|recovery = 15
}}
}}
Staple filler move for blocktrings and combos due to its expansive cancel and gatling options.
Staple filler move for blocktrings and combos due to its expansive cancel and gatling options.<br>
*In pressure usually followed by {{clr|1|6P}} and {{clr|5|5D}} for an overhead, or {{clr|5|2D}} for a low.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}  
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|recovery = 13
|recovery = 13
}}
}}
One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup.
One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup for it's enormous reach.<br>
*On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.<br>
*Successful hits can be confirmed into {{clr|4|3H}}, or {{clr|2|6K}} if they're crouching.  
The big range and disjointed hitbox, coupled with good cancel options make it an effective DP-safe tool during pressure and okizeme.
*Successful hits can be confirmed into {{clr|4|3H}} or {{clr|5|2D}}. Can also convert into {{clr|2|6K}} if they're crouching or airborne. On counter-hit you can combo into {{clr|2|6K}} or {{clr|4|2H}}.
*Has extra untech time making it especially good for juggles.
*Has extra untech time making it especially good for juggles.
*Can be low profiled.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|2D}}  
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|recovery = 18
|recovery = 18
}}
}}
Very good poke with high reward on CH. It is great for hitting lowprofile moves cuz of the deep hitting hitbox and amazing reward. Great tool for frame traps because it is disjointed, safe on block, and staggers the opponent on counter hit.
Strong midrange poke that hits deep and has high reward on counter-hit. <br>
*Staggers on counter hit, leading to an S EXE Beast launch for a combo.
Great tool for frametraps, safe on block and staggers the opponent on counter-hit.<br>
*Has a huge delay cancel window which allows you to be tricky with your special cancels.
Can hit some {{keyword|low profile}} moves.
*Your safest blockstring ender. Even if they IB cS, there's no gap. For example 2K > cS > 5H is gapless string even if they IB every move.
 
*Very good for resetting pressure with meter cuz of the high blockstun when cancelled into H EXE Beast FRC.
*Successful hits can be comboed into {{MiniMoveCard|game=GGACR|chara=Testament|input=214P|label=Badlands}}. On counter-hit you can combo into {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}}.
*Has a huge delay cancel window.
*Good for resetting pressure with [[GGACR/Testament/Strategy#H_Beast_FRC|H Beast FRC]].
}}
}}


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|active  = 6
|active  = 6
|recovery = 18
|recovery = 18
|frcStart = 17
|frcEnd = 18
}}
}}
This move is a slightly abnormal {{clr|5|5D}}. Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.
Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.
 
Evasiveness of this move coupled with disjointed hitboxes allow it to be used as preemptive anti-air or a counterpoke. Its ability to bait various defensive options like Dead Angles, Burst, or even some DPs in addition to being plus on block makes it good in blockstrings.
 
It's a projectile, and thus will go active even if Testament is hit and cannot be RC'd.


*Strong counterpoke when used in midrange, it can lowprofile some moves starting from frame 8 and the attack persists past frame 25. Leads to high reward combo dmg. It can anti air as well. Surprisingly effective used defensively when your back is against the wall, because Testament moves their hurtbox behind them and they dissapear from screen.
*Has a FRC point before the move becomes active which allows the user to feint it.
*You can combo into it if you land CH 2H and it's easy to hitconfirm as well.
*Evasiveness of the move increases when your back is against the corner, Testament's upper body hurtboxes disappear into the wall. {{keyword|low profile}} starts on frame 8.
*Good blockstring ender cuz it's + on block.
*This move is not a projectile, but has some attributes that resemble a projectile. The attack's hitboxes are guaranteed to come out after 25F even if Testament gets hit.
*The attack is very disjointed and has an FRC point before the move becomes active which allows the user to feint it and you can go low or overhead again.
}}
}}


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|recovery = 26
|recovery = 26
}}
}}
Testament's {{clr|1|6P}} does not fill the same role as most {{clr|1|6P}}s in Guilty Gear. Although it is upper body invulnerable, its main use is as a mixup tool instead of an anti-air.<br>This attack is one of the fastest overheads in the game, and can be gatlinged into from any of Testament's close range buttons.  
Testament's {{clr|1|6P}} is one of the fastest overheads in the game and can be chained into from any of their close range buttons.  


{{clr|1|6P}} becomes especially potent when paired with [[{{PAGENAME}}#FB Phantom Soul|FB Phantom Soul]] (FB Skull) or [[{{PAGENAME}}#EXE Beast|EXE Beast]]. FB Skull can force most opposing characters to crouch which gives Testament a free curse or combo, and EXE Beast can be used to catch the opponent attempting to escape or punish {{clr|1|6P}}.
{{clr|1|6P}} becomes especially potent when paired with {{MiniMoveCard|game=GGACR|chara=Testament|input=236D|label=FB Skull}} or {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}}. FB Skull can force most opposing characters to crouch which gives Testament a free curse or combo, and EXE Beast can be used to catch the opponent attempting to escape or punish {{clr|1|6P}}.


Situational strong at beating some moves because of the amazing lowprofile and disjointed hitbox. It can anti air Sol's Bandit Bringer and Riot Stamp easily. It can counterpoke Ordel Sol's Rock It consistently.
Can work as an anti-air against IAD(instant air dash) either by beating their air buttons or by lowprofiling and then hitting them as they land(they can block it, but often people crouchblock when landing and they get opened up because it is an overhead).
It can be used defensively vs some okizeme options. You can wakeup 6PH and if they do a low in throw range you will throw them, if they do an airdash mixup you can 6P it. Depends on mu how effective this technique is.
 
*Thanks to the {{keyword|low profile}} and strong hitbox it can be a good counterpoke. Example: It can beat Sol's {{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}} and {{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=214K|label=Riot Stamp}} easily. It can beat Order Sol's {{MiniMoveCard|game=GGACR|chara=Order-Sol|input=236S Lv1|label=Rock It}} consistently.
*Very unsafe on whiff. Risky if used as a preemptive option, you should use it reactively. Opponent may backdash and easily punish if used in offense with gaps present.
*{{clr|1|6P}}{{clr|4|H}} throw option select can be effective as a wakeup option. {{clr|1|6P}} will lowprofile some airdashes, and if they land too closely when doing the low mixup they can get grabbed.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}  
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|recovery = 23
|recovery = 23
}}
}}
This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.
This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.<br>
*As combo filler enables badlands loops, counter hit and crouching hit confirms off of {{clr|3|f.S}}/{{clr|3|2S}}, and more.
As combo filler enables badlands loops, counter hit and crouching hit confirms off of {{clr|3|f.S}}/{{clr|3|2S}}, and more.
*As a pressure tool, its very long delay cancel window enables frametraps into {{clr|4|5H}} with very high reward. You can use this button to reset pressure with S beast meterlessly if they're asleep at the wheel or conditioned to don't mash or jump away cuz of delay 5H/6H threats. 6K delay 6H is particularly nice at catching them trying to jump.
 
*As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament, and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them.
As a pressure tool, its very long delay cancel window enables frametraps into {{clr|4|5H}} with very high reward.  
*It is also particularly useful to catch opponents who attempt to jump out of EXE Beast pressure.
You can use this button to reset pressure with {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}} meterlessly when you conditioned them with frametraps. Cancelling into {{clr|4|6H}} is particularly nice at catching them trying to jump.  


Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen). There are also no gatlings into this normal that do not leave a gap outside of crouching hitstun, and as such it is susceptible to reversals or slashbacks. The gatling options also leave much to be desired -- the only potentially gapless/safe option off of {{clr|2|6K}} on block is {{clr|4|5H}}, which can whiff at max range
As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them.
It is also particularly useful to catch opponents who attempt to jump out of {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}} pressure.
*Grounded hits can be comboed into {{clr|4|5H}} when opponent is standing or {{clr|4|6H}} when they're crouching or counter-hit. On air hit you can convert into {{MiniMoveCard|game=GGACR|chara=Testament|input=214P|label=badlands}} and on air counter-hit you can pickup with {{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label= S beast}}.
*Cancelling into {{clr|1|6P}} is another sneaky pressure reset and frametrap that hits them overhead and can be an unexpected combo reset. You don't have a low option, unless you spend meter to cancel with [[GGACR/Testament/Strategy#H_Beast_FRC|H Beast FRC]].
*Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen).  
**Can be very risky to use if they counterpoke you, because it's airborne state before startup and the opponent gets a lot of untech time on air CHs to convert into big combos.
**The only gapless/safe option off of {{clr|2|6K}} on block is {{clr|4|5H}}, but it may whiff at max range.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}  
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|frcEnd  = 21
|frcEnd  = 21
}}
}}
Very strong poke that covers a lot of space horizontally and vertically. Grants a knockdown on ground hit and lower air heights. It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.
Strong poke that covers a lot of space horizontally, vertically and gives a knockdown on hit.<br>
*Good at catching people jumping away from your pressure or frametrapping. Very nice when used as a cancel from 6K cuz of the huge delay cancel window.
Good at catching people jumping away from your pressure or as a frametrap.<br>
*How unsafe it is depends on match up, their tools to punish and your spacing. It can be hard to punish on block with the pushback and the move should not be whiffed with how huge it is. Requires meter in order to be safe generally. It is also important to note that on hit it must be FRC'ed ''after'' hitstop.
Can hit {{keyword|low profile}} moves. For example: ABA's {{MiniMoveCard|chara=A.B.A|input=236P|label=slide}}.
*Cannot gatling into buttons or cancel into specials, but it has a FRC point. It is important to note that on hit it must be FRC'ed ''after'' hitstop.  
*It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.  
*How unsafe it is depends on match up, their tools to punish and your spacing. It can be hard to punish on block with the pushback and the move should not be whiffed with how huge it is. Requires meter in order to be safe generally.
*
}}
}}


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|offset  = 4
|offset  = 4
}}
}}
Very good long range multihit poke, controls big space horizontally and vertically. Also used to confirm {{clr|3|f.S}} into a combo. Example of use in some mus: Strong at controlling Potemkin and breaking their armor from a far distance. Strong vs Dizzy because it controls a lot of space horizontally, it can preemptively stop an air approach and it can clear the fish from screen while simultaneous hitting her.
Long range multihit poke that controls a lot of space horizontally, vertically and staggers on hit. Also used to confirm {{clr|3|f.S}} into a combo.<br>
*Because only the first 2 hits are special cancellable and because the move has knockback on each hit of the attack it should be cancelled into a special before the third hit.
Only first 2 hits are special cancellable.<br>
*It is Testament's longest range normal and as such sees additional fringe use as last resort method to force the opponent to block.
Good frametrap and pretty safe on block.
*The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter poking.
*You convert from the stagger with {{MiniMoveCard|chara=Testament|input=214P|label=Badlands}}. Opponents might struggle wiggling out of the stagger and you can combo or reset with {{MiniMoveCard|chara=Testament|input=41236S|label=EXE Beast}}.
*The multihits shine in some matchups, for example: against Potemkin for breaking his {{MiniMoveCard|chara=Potemkin|input=[4]6H|label=armor}} or versus Dizzy for destroying the {{MiniMoveCard|chara=Dizzy|input=214P|label=fish}} while hitting her.
*The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter-poking.
}}
}}


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|recovery = 12
|recovery = 12
}}
}}
Typical jab which is used as an abare tool and to quickly make the opponent block.
Typical jab which is used as an abare tool and to quickly make the opponent block.<br>
 
*Can be used for tick throws, especially with dash momentum.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
Line 235: Line 273:
|recovery = 11
|recovery = 11
}}
}}
Standard low attack.
Testament's fastest low. Important mixup tool combined with the threat of 6P.
* Can be used for tick throws, especially with dash momentum.
* {{clr|2|2K}}>{{clr|3|2S}} is a frametrap on block.
* Has a lot of proration.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
Line 249: Line 290:
|recovery = 16
|recovery = 16
}}
}}
Strong grounded poke that can double as an anti air. It tends to whiff if they're directly above you, be careful with how you use it. It is strong at anti airing when they're in front of you and it tends to avoid some air approaches because of the crouching lowprofile.
Solid midrange poke that can double as an anti-air. Covers space well horizontally and vertically.<br>
Very comfy button. In the I-No mu for example, you can use it to beat her air approach and her ground approach with the lowprofile slide.  
It is strong at anti-airing when they're in front of you, however it tends to whiff if they're directly above you. <br>
Can hit {{keyword|low profile}} moves. In the I-No and A.B.A match ups for example, you can use it to beat {{MiniMoveCard|chara=I-No|input=41236H|label=STBT}} and {{MiniMoveCard|chara=A.B.A|input=236P|label=slide}}.
*Decent frametrap.
*Convert ground hits by comboing into {{clr|4|5H}} or {{clr|5|2D}}. On crouching it can combo into {{clr|2|6K}}. On counter-hit you can combo into {{clr|2|6K}} or {{clr|4|2H}}.
*Convert air hits by cancelling into {{MiniMoveCard|chara=Testament|input=214H|label=net (Zeinest)}}.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
Line 263: Line 308:
|active  = 3
|active  = 3
|recovery = 20
|recovery = 20
}}
|frcStart = 14
Moves Testament forward roughly 1/3 of a screen and minimizes their hurtbox in the middle of the move.  
|frcEnd = 15
*Strong poke and counterpoke thanks to the massive hitbox and invulnerable frames. It is especially effective vs moves with few active frames such as Venom 2S(1 active frame). To beat it generally you wanna use very active moves or delay your attacks, because the invul runs out before startup. You can think about it like a "mini fuujin".
}}  
*Good frametrap option because it has strong CH reward. It can combo into 5D with an easy hitconfirm. It can also combo into EXE Beast (S or H), but you have to pay attention to spacing when choosing which one because of beast wasting time travelling, it is also harder to hitconfirm it and more of a commitment.
 
*Thanks to the invulnerable frames you can use it to bait deadangles with it, or Baiken doing guard cancels and it can even avoid some DPs if timed properly.
Big poke that travels forward with a disjointed hitbox and invulnerable frames.  
*Strong for resetting pressure with meter, it moves you forward and it has a lot of blockstun (attack level 5) when cancelled into H EXE Beast FRC, thus allowing you to true blockstring or frametrap from it.
 
*Can be used as a tricky movement option. Has an FRC right before going active to get in or go for a throw.
The invulnerability makes it a good counterpoke and {{keyword|abare}} tool, especially effective against moves with few active frames. You beat it generally by doing very active attacks or delaying your attacks, the invulnerability runs out before startup (similar to {{MiniMoveCard|chara=Anji Mito|input=236H|label=Anji's Fuujin}}).
*Filler in Badlands Loops
 
It's ability to move you closer, frametrap and bait various defensive options like Dead Angle, guard cancels, or even some DPs make it a strong option in blockstrings.
 
*Successful hits can be converted into {{MiniMoveCard|chara=Testament|input=214P|label=Badlands}}. On counter-hit you can combo into {{clr|5|5D}} or {{MiniMoveCard|chara=Testament|input=41236S|label=EXE Beast}}.
*Has a FRC right before going active to get in or go for a throw.
*Good for resetting pressure with [[GGACR/Testament/Strategy#H_Beast_FRC|H Beast FRC]].


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}  
Line 284: Line 334:
|recovery = 30
|recovery = 30
}}
}}
Scythe sweep.  
This is your easiest way to access your strongest okizeme, usually double {{MiniMoveCard|chara=Testament|input=41236S|label=EXE Beast}}, or combo into OTG {{MiniMoveCard|chara=Testament|input=236P|label=P Phantom Skull}} for curse. <br>
Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.
 
*In certain matchups, this can lead to a full launch by cancelling into [[GGACR/Testament/Strategy#2D_Net_Quick_Reference|net (Zeinest)]] (hurtbox dependent) or {{MiniMoveCard|chara=Testament|input=214P|label=Badlands}} (lightweights/super lightweights only).
*Extremely unsafe on whiff. Risky if used as a poke. Opponent may backdash and easily punish if used in offense with gaps present.
*Good for resetting pressure with [[GGACR/Testament/Strategy#H_Beast_FRC|H Beast FRC]].


*This is your easiest way to access your strongest Okizeme, usually double EXE Beast, or combo into P Phantom Soul.
*In certain matchups, this can lead to a full launch by cancelling into Zeinest (hurtbox dependent) or Badlands (lightweights/super lightweights only).
*Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.
*Don't be afraid to end your ground chains in this to keep the pressure going.
}}
}}


Line 301: Line 352:
|recovery = 12
|recovery = 12
}}
}}
Testament's fastest air poke.
Testament's fastest air poke. Strongest right above Testament. <br>
*Strongest right above Testament.
Gatlings to all of Testament's air normals, including itself, especially for dragging blocking opponents to the ground.
*Gatlings to all of Testament's air normals, including itself, especially for dragging blocking opponents to the ground.
 
*Horizontal hitbox is somewhat lacking.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}  
}}
}}
Line 317: Line 367:
|recovery = 12
|recovery = 12
}}
}}
Passable air-to-air.
Good air-to-air. Faster than {{clr|3|j.S}} and easier to confirm, but with a much weaker hitbox.
*Faster than {{clr|3|j.S}} but with a much weaker hitbox.
 
*Easier to confirm from.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}  
}}
}}
Line 332: Line 381:
|recovery = 16
|recovery = 16
}}
}}
Amazing air to air tool.
Amazing air-to-air with a huge disjointed hitbox. <br>
*Horribly disjointed hitbox. Nigh uncontestable.
Used for controlling a lot of space safely, it is very strong used defensively.
 
*Jump cancellable for conversions and safety.
*Jump cancellable for conversions and safety.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
}}
}}
Line 347: Line 398:
|recovery = 15
|recovery = 15
}}
}}
Serviceable jump in button. It has a good deep hitting hitbox.
Good jump in button with a deep hitting hitbox.<br>
It can be stuffed, because of the slow speed and extended hurtbox so don't overuse it too carelessly, generally be tricky with mixing up your air options.
Can be used as a callout to punish buttons, fireballs or other grounded moves via the air. The big hitbox and gatling into {{clr|5|j.D}} allow you to use it early in the air and convert.<br>
Slow speed and extends hurtbox, don't be too careless with it.
 
*Generally be tricky with mixing up your air options. Besides regular air options you can also use {{MiniMoveCard|chara=Testament|input=j.214H|label=net (Zeinest)}}.
*Can be nice for resetting pressure.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}  
Line 363: Line 418:
|specialRecovery = 5
|specialRecovery = 5
}}
}}
Moderate speed, big air-to-air button.
Amazing air-to-air with high reward potential. <br>
*Complements {{clr|3|j.S}} as being equally disjointed but with farther reach.
Good for counterpoking and is fully untechable on Counter Hit. Works well as a retreating button, or out of an airdash.
*Fully untechable on Counter Hit for big confirms or trap setup.
 
*Works well as a retreating button, or out of an airdash if you expect them to jump back.
*Can be used air-to-ground for punishing extended hurtboxes or as a jump in, but can whiff on some crouching characters and has forced recovery on landing.
*Grants a knockdown if you hit them while they're grounded, can convert into a combo if you're close and can launch higher for an easier/bigger combo on counter-hit.
}}
}}


Line 374: Line 430:
|input=Ground Throw
|input=Ground Throw
|description=
|description=
Switches sides and allows a combo afterwards, usually with either {{clr|3|f.S}} midscreen, or {{clr|3|c.S}} in the corner. The availability of combos out of throw depend on the opponent character.  If a character cannot be combo'ed from throw, due to hurtbox/resources, then OTG {{Clr|1|236P}} or EXE Beast okizeme is usually a good fallback. See the [[GGACR/Testament/Strategy#Throw_.3E_OTG_Skull_Quick_Reference|OTG Skull Quick Reference]] to see how to hit each character with {{Clr|1|236P}}.
Switches sides and allows a combo afterwards, usually with either {{clr|3|f.S}} midscreen, or {{clr|3|c.S}} in the corner.


Midscreen throw does not reward a combo on {{Character Label|GGACR|Venom}}.
The availability of combos out of throw depend on the opponent character.  If a character cannot be combo'ed from throw, due to hurtbox/resources, then OTG {{Clr|1|236P}} or EXE Beast okizeme is usually a good fallback. See the [[GGACR/Testament/Strategy#Throw_.3E_OTG_Skull_Quick_Reference|OTG Skull Quick Reference]] to see how to hit each character with {{Clr|1|236P}}.
 
*Midscreen throw does not reward a combo on {{Character Label|GGACR|Venom}}.
}}
}}


Line 383: Line 441:
|input=Air Throw
|input=Air Throw
|description=
|description=
Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.
Amazing airthrow with great reward. Knocks down the opponent close to you and grants Testament a doll.<br>
Gives a good okizeme situation and the doll can lead to very high reward when used for a {{MiniMoveCard|chara=Testament|input=214S|label=Powered Up Hitomi (poison tree)}}.
 
}}
}}


Line 395: Line 455:
|recovery = 18
|recovery = 18
}}
}}
Average DAA.
Unlike other Dead Angles it will beat low profile moves due to reusing 6P hitbox. But this also makes it a lot easier to jump over.
 
On ground hit guarantees a knockdown and allows for meaty S Beast. Wallbounce will give a combo against cornered opponents, but conversions are unreliable without CH.
}}
}}


Line 414: Line 476:
|isProjectile = yes
|isProjectile = yes
}}
}}
A skull that slowly moves forward. If it hits, the opponent is marked with a "curse", that causes the crow accompanying Testament to begin attacking.  
Testament places a floating skull projectile into the space in front of them. If it hits, the opponent is marked with a "Curse", that causes the crow accompanying Testament to begin attacking. <br>
*The crow has 4 different attacks (noted under [[#Curse Attacks|Curse Attacks]]), which it will use in 4 different patterns.  
The crow has 4 different attacks (noted under [[#Curse Attacks|Curse Attacks]]), which it will use in 4 different patterns. <br>
**Note that the {{clr|2|K}} skull patterns are longer than the {{clr|1|P}} skull ones.  
* Note that the {{clr|2|K}} Skull patterns are longer than the {{clr|1|P}} skull ones. <br>
*The Skull itself is good for zoning; {{clr|2|K}} Skull in particular can help cover areas where Testament can have trouble defending.
* Disappears if it goes offscreen, or if Testament is hit. The former can lead to {{clr|1|P}} Phantom Soul OTGs whiffing if Testament is too close to the corner.
*Disappears if it goes offscreen, or if Testament is hit. The former can lead to {{clr|1|P}} Phantom Soul OTGs whiffing if Testament is too close to the corner.
----
{{clr|1|P}} Skull remains active in front of you and can deal with ground approaches if deployed. The move also notably can OTG, allowing Testament to get Curse off of a number of scenarios. Common knockdowns include: <br>
* {{clr|5|2D}}
* Ground Throw
* EX Zeinest catch
* HITOMI launch
This move can make Testament's throw game disproportionately rewarding. A ground throw can lead to both decent damage and curse, while air throws reward Testament with a Doll. Opponents who are careless about their tech directions can even tech into awkward positions after being hit with OTG Skull, potentially making their already bad situation worse.
**{{clr|1|P}} Curse causes the crow to attack five times.
----
{{clr|2|K}} Skull travels horizontally slowly and is great at controlling air space. While the startup is long, Testament can often get away with deploying {{clr|2|K}} Skull into the neutral if they are fullscreen.
* On air CH you can convert into a combo from it.
* It can be used in combos together with {{MiniMoveCard|chara=Testament|input=214H|label=Powered Up (Zeinest)}} or [[GGACR/Testament/Strategy#2D_Net_Quick_Reference|2K OTG Zeinest]] to make the crow attack 8 times.
*If they try to air block it, you can teleport behind them on a read with {{MiniMoveCard|game=GGACR|chara=Testament|input=22P/K|label=22K(Lucht Warrant)}} and cross up their inputs so they get hit.
 
{{clr|2|K}} Skull is often used to secure a zoning setup and should be a low priority to set up compared to Net or Trees. That said, opponents who won't stop airdashing are fodder for {{clr|2|K}} Skull, since it floats at pretty much the perfect height to force a lower IAD approach.
 
}}
}}


Line 424: Line 501:
{{InputBadge|Automatic after curse}}
{{InputBadge|Automatic after curse}}
{{GGACR_Move_Card
{{GGACR_Move_Card
|input=Crow High Tackle,Crow Middle Tackle,Crow Feathers,Crow Transformation Attack
|input=Tackle,Dive,Feathers,Overhead
|description=
|description=
One of Testament's potential win conditions. If the opponent is Cursed (signified by the red sigil applied to them after being hit with Phantom Soul), Testament's crow will fly towards the opponent and perform one of five attacks in a sequence.
{{clr|5|Tackle}} sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.<br>
{{clr|1|Dive}} is pretty much the same as {{clr|5|Tackle}}, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.<br>
{{clr|3|Feathers}} fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.<br>
{{clr|4|Overhead}} is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with {{clr|2|2K}} or {{clr|5|2D}} for unblockables. In the corner, this overhead can be followed up with a combo through {{clr|3|c.S}} or {{clr|2|5K}} into One-Hit BL Loops.
The crow can attack in any of the following patterns (K/D extensions noted in parentheses):
The crow can attack in any of the following patterns (K/D extensions noted in parentheses):
*{{clr|1|Dive}}, {{clr|1|Dive}}, {{clr|4|Transformation Attack}}, {{clr|3|Feathers}}, {{clr|5|High Tackle}}, ({{clr|1|Dive}}, {{clr|4|Transformation Attack}}, {{clr|4|Transformation Attack}})
*{{clr|1|Dive}}, {{clr|1|Dive}}, {{clr|4|Overhead}}, {{clr|3|Feathers}}, {{clr|5|Tackle}}, ({{clr|1|Dive}}, {{clr|4|Overhead}}, {{clr|4|Overhead}})
*{{clr|3|Feathers}}, {{clr|4|Transformation Attack}}, {{clr|1|Dive}}, {{clr|5|High Tackle}}, {{clr|5|High Tackle}}, ({{clr|1|Dive}}, {{clr|4|Transformation Attack}}, {{clr|3|Feathers}})
*{{clr|3|Feathers}}, {{clr|4|Overhead}}, {{clr|1|Dive}}, {{clr|5|Tackle}}, {{clr|5|Tackle}}, ({{clr|1|Dive}}, {{clr|4|Overhead}}, {{clr|3|Feathers}})
*{{clr|5|High Tackle}}, {{clr|3|Feathers}}, {{clr|1|Dive}}, {{clr|4|Transformation Attack}}, {{clr|3|Feathers}}, ({{clr|4|Transformation Attack}}, {{clr|5|High Tackle}}, {{clr|1|Dive}})
*{{clr|5|Tackle}}, {{clr|3|Feathers}}, {{clr|1|Dive}}, {{clr|4|Overhead}}, {{clr|3|Feathers}}, ({{clr|4|Overhead}}, {{clr|5|Tackle}}, {{clr|1|Dive}})
*{{clr|4|Transformation Attack}}, {{clr|4|Transformation Attack}}, {{clr|5|High Tackle}}, {{clr|3|Feathers}}, {{clr|3|Feathers}} ({{clr|1|Dive}}, {{clr|5|High Tackle}}, {{clr|5|High Tackle}})
*{{clr|4|Overhead}}, {{clr|4|Overhead}}, {{clr|5|Tackle}}, {{clr|3|Feathers}}, {{clr|3|Feathers}} ({{clr|1|Dive}}, {{clr|5|Tackle}}, {{clr|5|Tackle}})
<hr>
<hr>
{{clr|5|High Tackle}} sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.<br>
 
{{clr|1|Dive}} is pretty much the same as {{clr|5|High Tackle}}, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.<br>
Curse turns Testament's already excellent pressure into an absolute nightmare. With the right luck Testament will be able to perform some truly devious setups, including true unblockables that lead to great damage. However, smart (or studious) Test players can quickly identify the crow patterns by the first move and react accordingly. Here are some Curse Hot Tips:
{{clr|3|Feathers}} fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.<br>
* If a Curse String begins with an Overhead, the immediate second move is another Overhead. Use this to set up unblockables. Similarly, the Feathers string has an Overhead as the second move, and Dive has the Overhead as the third.  
{{clr|4|Transformation Attack}} is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with {{clr|2|2K}} or {{clr|5|2D}} for unblockables.<br><br>
* If the crow is already in the middle of performing a move when Testament is hit, they will finish the move. This can result in opponents being defeated by "correctly" punishing Testament. Oops!
Note that the the difference in the P skull and the K/D skull's patterns is done by the two having a different duration for the curse, the P skull lasts for 600 frames (10 seconds) and K/D lasts for 1020 frames (17 seconds). this also means that in rare circumstances it's possible to get extra curse attacks because some of the curse attacks finished faster than intended
* The difference in the {{clr|1|P}} Skull and the {{clr|2|K}}/{{clr|5|D}} Skull's patterns is due to duration. The {{clr|1|P}} Skull lasts for 600 frames (10 seconds) and {{clr|2|K}}/{{clr|5|D}} lasts for 1020 frames (17 seconds). This also means that in rare circumstances it's possible to get extra curse attacks because some of the curse attacks finished faster than intended.
*If you taunt Testament will interact with the crow and it won't attack till the animation finishes.
** Has a niche use when doing okizeme for changing the timing of the crow attack. You can cancel the taunt with FD to adjust the timing.
***[https://youtu.be/Gocyn0qNmC4 Example with doing curse regularly, the succubus hits too early and misses.]
***[https://youtu.be/DVRC38CNvWc Example with using taunt to delay the curse attack and make it hit meaty.]
}}
}}


Line 459: Line 547:
|specialRecovery = 12
|specialRecovery = 12
}}
}}
Predominantly Combo filler.
Testament swings their arms outwards in a circle, dragging their scythe with them as they fly through the air. Testament's major combo tool, though also works as a solid but high risk stop sign for neutral.
*Two hit move which knocks the opponent behind Testament.
----
The grounded version is mostly combo filler. An essential part of the '''Badlands Loops''', which are Testament's lowest-rewarding but easiest combo series. When you've got nothing set up, but still got a decent hit off of {{clr|1|6P}} or {{clr|2|2K}}, you perform a Badlands Loop. Badlands Loops are traditionally performed off of {{clr|3|c.S}} > {{clr|4|5H}} > Badlands. The loop then changes depending on character weight.
 
*Floats on hit, meant to start/set up a combo. Pickups depend on spacing and opponent's weight or hurtbox, usually {{clr|3|f.S}} or {{clr|2|6K}}.
*Floats on hit, meant to start/set up a combo. Pickups depend on spacing and opponent's weight or hurtbox, usually {{clr|3|f.S}} or {{clr|2|6K}}.
*Commonly used to knock an opponent into a net or tree.
*Commonly used to knock an opponent into a net or tree.
----
----
The air version is generally preferred to over the grounded version.
While nominally the same move (but in the ''air!''), Air Badlands is actually a huge improvement over the grounded version. The air version has strong untechable time on hit and it's safer on block or whiff, making it a good air control option if you want to roll the dice. IAS it for obnoxious space control.<br>
*Starts a bit faster than grounded Badlands.
*The first hit significantly more untechable time, and the second hit launches at a sharper angle behind Testament. Much more likely overall to knock down.
*Spacing yourself to only connect with the first hit allows you to extend combos, or set up your best Okizeme options.
*When TKed this move becomes a very strong preemptive option that controls a lot of space both on the ground and in the air.
TK Badlands has a huge disjointed hitbox that controls a lot of space and it can jump over a lot of moves and beat them.
It is really hard to punish on block unless they IB or SB 2nd hit. Risk/reward ends up in Testament's favour in match ups where the characters struggle punishing it. If you cannot punish it on block it creates a RPS you gotta play with Testament, where they rotate between Warrant, backdash, pressing buttons or other moves. Be aware of the post block situation and what options they rotate.
Testament can also use it in synergy with their summons to stay plus after landing, example with EXE beast release or FB skull covering them as it approaches the opponent slowly.
Having a trap out on screen behind Testament tremendously boosts the reward from landing the move, thus making the risk/reward much more in Testament favour's. Now Badlands becomes a combo starter and will lead to a good ammount of dmg and tension gain.


Where the move really becomes important is '''One-Hit Badlands Loops''', otherwise known as Testament's BnB combo structure. The 1st hit of Air Badlands has significantly more untechable time, and if the 2nd hit whiffs it allows you to extend combos, or set up your best okizeme options. Learning One Hit BL Loops is a rite of passage for many a Testament player, and you can route into them from a large variety of stuff. Learn them!<br>
* Crushes many moves, anti-air, catch backdashes, punish summons, etc.
* The massive moving hitbox forces respect from the opponent and creates hesitation. Once the opponent slows down and hesitates when the threat of Badlands is established, Testament can benefit from it by being able to place summons easier on screen.
* If the second hit whiffs, Testament can usually follow up with a dash {{clr|3|c.S}}/{{clr|2|5K}} > Net for a combo extension.
* It is difficult to punish, unless they IB or SB the 2nd hit. If they can't punish you can RPS with: Warrant, backdash, Grave Digger, mash etc.
*Can be used in synergy with summons to stay advantageous after landing, such as EXE Beast, Tree or FB Skull.
----
All versions of Badlands throw the opponent behind Testament, allowing them to be tossed into Nets and Trees for further extensions or Skull for hilariously unfun Curse application.
}}
}}


Line 481: Line 571:
|input=41236S,41236H
|input=41236S,41236H
|description=
|description=
Main ranged oki/pressure tool.
Testament does a pose before a small, ghoulish dog-demon is summoned along the bottom of the screen. After a short delay, the beast lurches forward and becomes an active projectile.
*Appears behind the opponent, works well if they've been pushed out.
 
*+16 on block, active for 20, extremely difficult for opponents to avoid if properly spaced and timed.
Beasts are extremely versatile projectiles that can be used for okizeme, pressure, neutral and even defense. These are powerful tools that control the ground and are devastating if used properly. Both Beasts correspond to the button used to summon them: {{clr|3|S}} Beast is summoned '''behind the opponent''', while {{clr|4|H}} Beast is summoned '''in front of Testament.'''
*Can be held to delay the move's activation.
 
*Comes with an FRC about halfway into its startup for safety or for going in while the move is out.
Beasts remain active even if Testament is struck, but only if the Beasts have already been released. This allows Testament to get ''full combos despite being hit'', making Beasts incredibly threatening if they're on the screen. Once a Beast is summoned, its release can be delayed by holding down the button used to summon it then released with negative edge or by tapping the button again.
*Will force the opponent to Dead Angle in the wrong direction if they attempt it.
 
*Can be used in conjunction with Lucht Warrant for some dirty crossup setups.
* They have a short cooldown before you can release them when you summon.
*Goes away if Testament is hit before it is released.
* Both {{clr|3|S}} and {{clr|4|H}} Beasts can be used simultaneously on screen. This is vital for performing Double Beast Oki, which is Testament's best okizeme setup.
----
{{clr|3|S}} Beast is your main ranged pressure and okizeme tool. Since the Beast tracks to your opponent's current location, this can allow Testament strong okizeme wherever they are on the screen.
 
{{clr|3|S}} Beast is an amazing counterpoke tool from far range that can hit the opponent from behind while Testament zones, lays down Skull, sets up traps, or approaches. It's also an effective fullscreen punish tool, since you can easily nab opponents from fullscreen while they try to zone with fireballs. {{CLabel|GGACR|Justice}}, {{CLabel|GGACR|Ky}} and quite a few other matchups tend to be defined by this thing. <br>
* Will force the opponent to Dead Angle in the wrong direction if they attempt it.
* Can be used in conjunction with Lucht Warrant for crossup setups. (Knockdown > Double Beast Oki > {{clr|3|S}} Beast Release > {{clr|1|5K}} > Lucht Warrant > {{clr|4|H}} Beast Release > COMBO
* Comes with an FRC point that allows for safety or mixups.  
----
----
{{clr|4|H}} is similar use to the {{clr|3|S}} version, but comes with its own quirks.
{{clr|4|H}} Beast, besides okizeme and pressure, is really versatile and important to help you get started in neutral. It can be a strong defensive wall in front of you that controls a lot of space, or an offensive shield that gives frame advantage as you approach.
*Appears in front of Testament, good for closer ranged pressure or if traps are behind them already.
 
*Slightly slower than the S version, but is more advantageous and has more untech time.
Notably, {{clr|4|H}} Beast has an absurdly easy FRC timing from 2~9f. This turns the move into a 2f reversal, supremely plus on block advancing projectile that combos on hit. Suffice to say, learning {{clr|4|H}} Beast FRC is a huge boon for any Testament player.  
*Has an extremely wide FRC window on frames 2-9 for immediately allowing Testament to take another action.
 
**Using this FRC ASAP can allow Testament to throw it out during a gap in an opponent's pressure, or bait attempts to challenge their pressure.
* Sets up strong frametraps in the corner, with or without the FRC.  
*Can be summoned alongside the S version, allowing both to be on screen simultaneously.
* Can be used as a situational anti-air, since it's quick to come out and you can block a falling attack to launch them into the released Beast.  
* {{clr|4|H}} Beast FRC is extremely valuable to learn, so some tips on how to use it can be found on the [[GGACR/Testament/Strategy#H_Beast_FRC|H Beast FRC]] page.
}}
}}


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|input=214K,214K Attack
|input=214K,214K Attack
|description=
|description=
Counter which crosses up, poisons and knocks down on hit.
{{#invoke:FrameChart|drawFrameData
*Frame 2 counter which calls out any mistimed meaty attempts or obvious frame traps.
|startup  = 24
*The counter window is active for 18 frames and can be difficult to punish if they aren't ready for it.
|active  = 15
*Generally must be safejumped; OS attempts that result in another button won't work as the counterattack animation is strike invuln.
|recovery = 19
*Counters anything except throws and some unblockables.
|frcStart = 33
*Horribly unsafe on block, but can be RC/FRC'd for safety or combo followups.
|frcEnd = 35
*Be warned that attacks with enough forward momentum can result in the followup whiffing completely.
}}
Testament strikes a pose, going into a Strike Catch position on frame 2. If it lands, Testament teleports behind them and poisons them. Insanely good move that beats a huge amount of stuff, though the teleport takes a total of 24f. Moves with lower recovery can block it for a full punish.  
The counter window is active for 18 frames and can be difficult to punish if the opponent isn't ready for it.  
 
*Can lead to high damage combos with poison, if traps are placed behind you or if you FRC it.
*Very unsafe on block, but can be RC/FRC'd for safety or combo followups.
 
While Warrant is very strong, there are lots of ways to beat it.
* Throws work, as do fast recovery buttons with little hitstop.
* Safejumps, or safejumps followed by a jump cancel and block (has to be FDed in the air),
* Moves that shove the opponent forward too far, such as ({{MiniMoveCard|chara=A.B.A|input=236S|label=ABA's rekka 1}}).
** Testament teleports behind you to attack, however if you crouch block you don't have to swap guard, due to extended crossup protection(9F).
* Keep your blockstrings tight and use lows to catch them buffering the input. The warrant input is 214K and they have to stand up doing it. Match the low with the timing they would stand up.
*Check if your character has an {{keyword|option select}} (OS) that you can do to beat it automatically. The OS usually involves you doing a button into a series of inputs that when they cross you up, you get the move that beats the teleport attack behind you.  
**For example, Testament can do button > 41236KH. If they don't do warrant you get a cancel into {{MiniMoveCard|chara=Testament|input=41236S|label=41236H}}, but if they do warrant they teleport behind and you get a cancel into {{MiniMoveCard|chara=Testament|input=214K|label=214K}} because they crossed up your inputs. It is basically a warrant OS to cover warrant.
**Other moves that could be used to OS warrant: {{MiniMoveCard|chara=Justice|input=236P|label=Justice 236P}}, {{MiniMoveCard|chara=Axl Low|input=214P|label=Axl 214P}}.
 
 
 
}}
}}


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|input=22P/K
|input=22P/K
|description=
|description=
Tracking teleport. {{clr|1|P}} teleports in front of opponent, {{clr|2|K}} teleports behind. A lot of recovery, so generally should not be used by itself. Good for crossup setups in conjunction with EXE Beast.
Testament transforms into a pool of blood, warping to a set location.
 
Tracking teleport. {{clr|1|P}} teleports in front of opponent, {{clr|2|K}} teleports behind. This move has a  lot of recovery, so generally should not be used by itself. The main use of the move is to set up crossups with {{clr|4|H}} Beast, as performing the {{clr|2|K}} teleport while {{clr|4|H}} Beast is set causes Testament to swap sides with the opponent and confound their inputs.  
}}
}}


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|input=214S,214S Powered Up
|input=214S,214S Powered Up
|description=
|description=
Testament plants a tree at their current location. Entire animation is counterhit state, so any mindful punish is going to hurt.
{{#invoke:FrameChart|drawFrameData
*Trees pop up when the opponent passes over them. If it connects, it launches them and allows for combo followups.  
|startup  = 26
*Forces the opponent to mindful when they have Testament blocking.
|isProjectile = true
*''Removes OTG state on hit'', allowing Testament to perform some very unusual combos.
|recovery = 2
*Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
|frcStart = 16
*Knocks down on counter hit.  
|frcEnd = 18
*Can have a max of 2 trees planted at any time.  
}}
*Trees must be FD blocked in the air.
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|isProjectile = true
|recovery = 4
|frcStart = 16
|frcEnd = 18
}}
Testament places an invisible seed in the ground under them that will sprout into a tree if the opponent moves over it. The animation looks like Testament is standing still while a gust of wind disturbs their hair and robe. See the move image to the left for the reference.  '''All planted HITOMI deactivate if Testament is hit'''.
 
Trees pop up when the opponent passes over them. If this pop connects, HITOMI launches them for excellent untechable time. This usually gives Testament a very easy combo opportunity, making them a feared threat in neutral. Notably, HITOMI can still trigger even if Testament is blocking, giving the move incredible defensive utility. The subtle planting animation makes it very hard to see amongst all of Testament's incoming projectiles too.  
 
One notable aspect of HITOMI is that the pop up happens regardless of whether or not the opponent is in control of their character. This means you can use HITOMI as a makeshift combo tool, chucking opponents over to it with Badlands for insane corner carry. There isn't a bad place to be if a HITOMI is planted, as the tree popping is basically always to Testament's benefit. In summary- this tree rocks.  
 
* Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
* Knocks down on counter hit.  
* The opponent can trigger the trees to get rid of them by getting close in their proximity. For example, they can jump over it, dash FD block, dash throw or use an invulnerable move / armor / parries to avoid the activation.
* Trees remove OTG state on hit, allowing Testament to perform some very unusual combos. [https://youtu.be/DV-mcizbq4s Example with MOP]. [https://youtu.be/bgWgisPvZUQ Example with NC].
----
----
Powered up tree comes with significant buffs on top of every other strong point of normal trees:
If Hitomi is planted by consuming a Doll, it becomes EX Hitomi, aka "EX Tree".
*Substantially larger tree, which poisons on hit.
 
*Launches even higher than normal trees, and have far greater untech time, for easier confirms and longer combos and poison time.
EX Tree is arguably Testament's strongest trap. The tree more than triples in size and becomes ''air unblockable'', allowing it to cover massive portions of the screen. EX Tree launches even higher, causes poison, and has a huge untech window. The cherry on top is that '''EX Tree remains planted even if Testament is hit''', allowing it to pop out of seemingly nowhere and immediately turn the tide in your favor.
*Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
 
*Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.  
It cannot be overstated how strong EX Tree is. Planting it successfully can very nearly win you the game or at the bare minimum force terrible interactions onto your opponent. If the character you're fighting lacks strong mobility, it can be difficult for them to overcome EX Tree. Even if you manage to block it, Testament still gets to initiate pressure, and failing to block it leads to high-damage combos. Your opponents will fear the tree, while you will love it.  
*Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
 
Lastly, EX Tree becomes an excellent combo tool, as the long untech time combined with the launch and the OTG property allows it to relaunch, potentially multiple times in a single combo. These are a core part of MOP-Loops, which are covered [https://www.dustloop.com/w/GGACR/Testament#Master_of_Puppets here].
 
*It is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
**They're treated as separate summons, so if you place a regular tree it replaces another regular tree and if you place an EX tree it only replaces another EX tree.
 
}}
}}


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{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|startup  = 11
|recovery = 21
|recovery = 19
|isProjectile = yes
|isProjectile = yes
}}
}}
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|isProjectile = yes
|isProjectile = yes
}}
}}
Sets a web/net trap. Will activate immediately if the opponent is in the activation space.
Also called "Net" by the community. Testament sprays a web of blood just above their head that remains active till the duration expires or the opponent triggers it. If the opponent makes contact with the net, it freezes them in place, giving Testament a combo opportunity. '''Zeinest does not deactivate when Testament is hit,''' but can be destroyed if an opponent "attacks" it with a hurtbox. It also can be blocked in the air even if summoned on the ground.
*On hit, freezes the opponent in place for some time.
 
*''Nets do not deactivate when Testament is hit'', so they can act as a deterrent and force the opponent to keep cognizant and adjust their combos to avoid getting hit while hitting Testament.
Net is a totally awesome move. At fullscreen, it is a low commitment move that immediately denies access to the space in front of Testament. At midscreen, Testament can slyly cancel into it off of pokes to nab space. At close range, net can end close-range blockstrings by either placing down a no-go zone directly in front of the opponent or simply being a safe cancel, even if IB'd.
*Commonly used to keep them stationary and set up for a Badlands conversion. Will release their hold when Testament hits the opponent with anything else.
 
*Can work as an Anti-air.
Nets can go anywhere on the screen and function well. Place a net and then walk in front of it to set up a combo tool. Place a net and stand in it while preparing to anti-air. Place nets in the air to act as IAD deterrent. The possibilities are quite large for such a humble-seeming move. As well, nets are a core component of One Hit Badlands Loops, as they hold opponents in the air long enough for Testament to adjust their spacing and land the next One Hit BL.
*Can have a max of 2 at one time.  
 
*Nets can be removed by attacking or blocking them. When attacked, causes the opponent's attack to lose 1 active frame.
Nets are somewhat strange in that they cause an opponent's attack to lose 1 active frame on activation. If you disable the net with an attack there's no cooldown and Testament can summon another net right away. However if you disable it by blocking, Testament has to wait before summoning a net again.
 
* Moves with 2 or less active frames can be neutralized with 2 nets. For example, you can use them to be safe against Justice's {{MiniMoveCard|chara=Justice|input=632146H|label=Michael Blade}}, which is only 2 frames active. Since her super is fullscreen, you completely avoid it even if the nets are behind you. Another example, Sol's {{clr|4|5H}}, since it's only 2 frames active it will whiff if you're surrounded by 2 nets while he tries to hit you.
* Can have a max of 2 at one time.
* Persists on screen for 10 seconds.
* Okizeme tool that is useful for when you want a wall to keep them there, however it doesn't hit them while they're crouching. Effective deterrent against reversals like Sol's {{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=214K|label=Riot Stamp}}, Faust's {{MiniMoveCard|chara=Faust|input=214D|label=FB Chop}} or Slayer trying to BDC(backdash cancel) jump out of the corner.
** Can be used to force clashes against invulnerable moves such as Sol's {{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=623S|label=Volcanic Viper}}. The net hurtbox takes priority over yours, so it just counts as 2 disjointed hitboxes connecting. [https://youtu.be/F4eWvag0cBg Example.]
----
----
Powered web is indicated by the purple skeleton on hit.
Powered Up Zeinest is indicated by the purple skeleton on hit and is mostly used as a combo tool. Holds opponent in place for much (and we mean ''much'') longer than normal nets and does not break when Testament hits the opponent, which allows for some interesting combos.  
*Holds opponent in place for MUCH longer than normal nets.
* While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
*Does not break when Testament hits the opponent, which allows for some interesting combos.  
* It is possible to have 2 normal nets and 2 powered up ones on the field, for a maximum of 4.
*While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
* Persists on screen for 7 seconds.
*It is possible to have 2 normal webs and 2 powered up ones on the field, for a maximum of 4.
}}
}}


Line 589: Line 733:
|specialRecovery = 3
|specialRecovery = 3
}}
}}
Combo filler and occasional YOLO move.
Obnoxious, invulnerable advancing move. Useful for punching through an opponent's pressure reset or ending a combo with a knockdown at high proration. Massive hitbox, good travel range and wallbounces near corner for combos. When in doubt, Grave Digger out.  
*Massive hitbox and good travel.
* Has only 3F of recovery after landing, this makes it quite safe on whiff.  
*Brief invincibility while airborne, before startup.
* Can be beaten by active moves, because it loses invulnerability before startup, similarly to {{MiniMoveCard|chara=Anji Mito|input=236H|label=Anji's Fuujin}}.
*Wallbounces on hit for combos, though if too deep in the corner you can't pick up with anything.
* Fairly unsafe on block, but properly spaced, it may end up unscathed.
*Fairly unsafe on block, but properly spaced, it may end up unscathed.
----
----
Air version is invincible on frame one.
Air version is invincible on frame 1.
*Slightly slower than regular Grave Digger if TK'd.
* Slightly slower than regular Grave Digger if TK'd.
*Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.
* Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.
}}
}}


Line 606: Line 749:
|description=
|description=
<div style="float: right;">[[File:GGACR_Testament_236D_Height_Chart.png|thumb|250px|D Skull Minimum Height]]</div>
<div style="float: right;">[[File:GGACR_Testament_236D_Height_Chart.png|thumb|250px|D Skull Minimum Height]]</div>
An enhanced [[{{PAGENAME}}#Phantom Soul|Phantom Soul]], which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed their animation. When the skull is active, it will have an aura surrounding it.<br>
One of Testament's best moves. For the low, low price of 25 meter, you too can control the neutral.  
FB Skull will move downwards to a minimum height shortly after becoming active (pictured to the right).


This move is a great options in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently.
An enhanced [[{{PAGENAME}}#Phantom Soul|Phantom Soul]], which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed their animation. When the Skull is active, it will have an aura surrounding it. FB Skull will move downwards to a minimum height shortly after becoming active (pictured to the right). '''Curse will be applied even on block.'''
*Applies the cursed status on hit ''and on block''.
 
*Uses extended curse patterns from {{clr|2|K}} Skull on hit, and shorter patterns from {{clr|1|P}} Skull on block.
This move is a great option in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently. Otherwise, opponents must standblock and take the Curse, which can lead to further punishment. In some situations this can lead to checkmate.  
*Goes through or deletes other projectiles.
 
*Disappears if Testament is hit.
* Uses extended curse patterns from {{clr|2|K}} Skull on hit, and shorter patterns from {{clr|1|P}} Skull on block.
* Goes through or deletes other projectiles.
* Disappears if Testament is hit.
* Has some peculiar behaviour: if Potemkin {{MiniMoveCard|chara=Potemkin|input=63214S|label=reflects}} it or Testament {{MiniMoveCard|chara=Testament|input=214K|label=counters}} it, they still get cursed. If it touches Dizzy's {{MiniMoveCard|chara=Dizzy|input=214P|label=fish}}, it will break the fish and curse Dizzy.
}}
}}


Line 632: Line 777:
|isProjectile = yes
|isProjectile = yes
}}
}}
Testament's only reversal, except it's not invincible after the flash (which may actually work in your favor)
Testament's reversal super, except it's not invincible after the flash (which may actually work in your favor).
*Massive Hitbox and Safe on block. Poisons and knocks down on hit.  
 
*Converts on Counter Hit.
Nightmare Circular has a massive hitbox and is plus on block. On hit, the move poisons and earns a knockdown, while on counterhit it launches for a full combo. This makes it a very appealing option for a reversal, though Testament is often better off spending meter on things like FD or FRC H Beast.
*Due to the lack of full startup invul, this move can be thrown right before it starts if the opponent is close enough.
 
*The hit can also be low profiled or reversal'd through.
*Due to the lack of full startup invulnerability, this move can be thrown right before it starts if the opponent is close enough.
*However, if the move *trades* and Testament is not knocked down, you may be able to capitalize and continue the hit into a combo.
**The hit can also be low profiled or reversal'd through.
*If it trades and Testament is not knocked down, you may be able to capitalize and continue the hit into a high damaging combo.
----
----
{{clr|3|S}} version is delayed, acting more as a trap and deterrent.
{{clr|3|S}} version is delayed, acting more as a trap and deterrent. Functions as both a high cost zoning tool and a downright mean psuedo-mixup option.
*Comes out several seconds later, but the hit acts essentially the same as the H version
 
*Will not go away if Testament is hit. Can save you if you get tagged.
This version comes out several seconds later, but the hit acts essentially the same as the H version. Like with many other Testament projectiles, this version will not go away if Testament is hit.  
 
*Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
*Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
*Can act as a mixup tool with Testament's throw, allowing it to combo. This is a pure knowledge check though.
*Can still end up getting you tagged, use sparingly.
*Can still end up getting you tagged, use sparingly.
*The super flash is immediate, which can give away your intentions to the eagle-eyed.
*The super flash is immediate, which can give away your intentions to the eagle-eyed.
Line 658: Line 806:
|offset  = 6
|offset  = 6
|recovery = 41
|recovery = 41
|frcStart = 17
|frcEnd = 21
}}
}}
Super which scores knockdown and allows Testament to buff their traps.
Super which scores knockdown and allows Testament to buff their traps. Extremely valuable combo ender and win condition.
 
Master of Puppets (or "MOP" as it's sometimes called) fires out as a key-shaped projectile that forces a hard knockdown on hit. The move notably hits twice- on the first hit, Testament earns two dolls, and if the second hit connects they earn a third one. Both hits will result in a knockdown, and the first hit can be FRC'd for extended combos.
 
The knockdown from Master of Puppets is good enough for Testament to run whatever okizeme they want. However, the real value of Master of Puppets are the three Dolls earned from landing it. This allows Testament to plant EX Traps, which can be used to secure rounds and force really terrible situations onto your opponent. If you land MOP in the corner, planting a tree immediately after it can lock them down rather efficiently. As EX Tree sticks around even if Testament is hit, it can be very difficult for opponents to escape.
 
Master of Puppets also allows for unique, extended combos and resets beyond what Testament can usually achieve. These "MOP-Loop" combos are highly character specific and rather difficult, but reward Testament graciously with exceptional damage potential. [https://www.dustloop.com/w/GGACR/Testament/Combos#MOP_LOOPS Click here] for examples. Landing one of these is enough to close out a round completely, making MOP a powerful win condition unto itself.
 
*Primarily a combo ender due to the knockdown and extended time for setup.
*Primarily a combo ender due to the knockdown and extended time for setup.
*Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
*Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
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|input=236236H|type=instantkill
|input=236236H|type=instantkill
|description=
|description=
<!--Please write something here-->
A pretty regular Instant Kill. Reserved for stunned opponent or if you can force {{Character Label|GGACR|A.B.A}} into her {{MiniMoveCard|chara=A.B.A|input=Suka Motion}}.
}}
}}


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==Navigation==
==Navigation==
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|42px}}</center>
{{#lst:GGACR/Testament/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Testament/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Testament/Data]].}}
{{#lst:GGACR/Navigation}}
{{GGACR/Navigation}}

Latest revision as of 04:07, 14 March 2024

Overview

Overview

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

Testament has two traps which persist on stage as invisible hazards. They can place ZeinestGGAC Testament 214H.pngGuardAllStartup11RecoveryTotal 29Advantage+2, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. HITOMIGGAC Testament 214S.pngGuardMidStartupSee notesRecoveryTotal 27Advantage-, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combos.

Testament's other defining feature is EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16. EXE Beast is a projectile that travels along the ground—H Beast travels forwards from Testament whereas S Beast travels from behind the opponent towards Testament. One of each version of EXE Beast can be active at a time, and their timings can be manually adjusted by holding and releasing the attack button. With their powers combined, Testament can enforce one of the scariest advantage states in the game.

To supplement EXE Beast and their traps, Testament has Phantom SoulGGAC Testament 236P.pngGuardAllStartup30RecoveryTotal 58Advantage+2—commonly as Skull. Skull is a projectile which applies a curse status effect to the opponent on hit. The force break version is especially noteworthy because it applies the curse status on block as well as on hit. The curse status, causes Testament's crow to autonomously attack the opponent. Curse opens up even more flexibility in pressure and screen control, and even makes new routes possible, including unblockables.

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

After all, you have to be top tier to have the Bible named after you.
GGACR Testament Nameplate.png
GGACR Testament Portrait.png
Damage Received Mod
×1
Guts Rating
0/5
Gravity Mod
×1
Stun Resistance
65
Prejump
4F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
27F (Face Up)/ 23F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Lucht Warrant
Fastest Attack
2P (5F)
c.S (5F)
Reversals
632146H (16F)

 Testament excels at dictating the pace of a match with their traps, curses, and strong hitboxes.

Pros
Cons
  • Consistency & Flexibility: Testament has tools for most situations and can choose to route combos for knockdown, curse, and screen position.
  • Meter Mania: Testament gains meter very easily, and has numerous great options to spend meter.
  • Defines the Match's Pace: Testament can establish a firm control over the pace of the match with their disjointed hitboxes, skulls, nets, and EXE Beasts.
  • Smothering Okizeme: Testament has access to left-right mixups with EXE Beast, a fast overheadGGAC Testament 6P.pngGuardHighStartup17Recovery26Advantage-15, and unblockable setups with curse.
  • Master of Puppets: Master of Puppets is an incredibly strong tool that grants access to knockdowns and dolls.
  • Throw Reward: Testament's throws are potent offensive threats, granting curse or strong combo from the ground and a doll from the air.
  • Benefits from Patience: Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking.
  • Uniquely Disruptive Traps: EXE Beast, Enhanced HITOMI, and Nets all persist even after Testament is hit, which can disrupt an opponent's offense. Net removes 1 active frame from attacks, and it takes priority over Testament's hurtbox, further weighing interactions in their favor. Delayed Nightmare CircularGGAC Testament 632146H.pngGuardAllStartup0+226RecoveryTotal 21Advantage- can also steal a turn back from the opponent.
  • Vulnerability In The Air: Testament does not like to be in the air unless it's on their own terms. Their air buttons are good, but they have lengthy recovery. They lose access to most of their strong tools and forcing Testament into the air can disrupt their gameplan and allow the opponent to gain an advantage.
  • Big Target: They have big hurtboxes, making them susceptible to F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. and extended combos. Escaping on defense, moving or evading in general can be difficult in certain matchups.

Unique Mechanics

Curse

Curse

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

Curse patterns (K extensions noted in parentheses):

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

Dolls

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

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

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

Quick anti-air and decent abare tool due to it's size and high hitbox.
Good pressure starter. On block, you can mixup between a low with 2K/2D, an overhead with 6P, or frametrap with 2S or 5H
Whiffs on some crouching opponents.

  • Can be used for tick throws, especially with dash momentum.
  • Can be burst safe.

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

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

5K

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

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

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

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

c.S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 5 6 15 -7
Total: 25

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

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

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

f.S

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

One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup for it's enormous reach.
On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
The big range and disjointed hitbox, coupled with good cancel options make it an effective DP-safe tool during pressure and okizeme.

  • Successful hits can be confirmed into 3H or 2D. Can also convert into 6K if they're crouching or airborne. On counter-hit you can combo into 6K or 2H.
  • Has extra untech time making it especially good for juggles.

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

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

5H

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

Strong midrange poke that hits deep and has high reward on counter-hit.
Great tool for frametraps, safe on block and staggers the opponent on counter-hit.
Can hit some low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves.

  • Successful hits can be comboed into BadlandsGGAC Testament 214P.pngGuardAllStartup17Recovery13+15 after landingAdvantage-13. On counter-hit you can combo into EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16.
  • Has a huge delay cancel window.
  • Good for resetting pressure with H Beast FRC.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on CH (max 35F)
  • Pulls in the opponent on air hit
  • Can cancel during recovery

5D

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

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

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

It's a projectile, and thus will go active even if Testament is hit and cannot be RC'd.

  • Has a FRC point before the move becomes active which allows the user to feint it.
  • Evasiveness of the move increases when your back is against the corner, Testament's upper body hurtboxes disappear into the wall. low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. starts on frame 8.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~18F 8 7 3
  • Testament is in CH state from 1~24F
  • Attack is guaranteed after 25F
  • Fully untechable on air CH

6P

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

Testament's 6P is one of the fastest overheads in the game and can be chained into from any of their close range buttons.

6P becomes especially potent when paired with FB SkullGGACR Testament 236D.pngGuardStartup80RecoveryTotal 35Advantage- or EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16. FB Skull can force most opposing characters to crouch which gives Testament a free curse or combo, and EXE Beast can be used to catch the opponent attempting to escape or punish 6P.

Can work as an anti-air against IAD(instant air dash) either by beating their air buttons or by lowprofiling and then hitting them as they land(they can block it, but often people crouchblock when landing and they get opened up because it is an overhead).

  • Thanks to the low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. and strong hitbox it can be a good counterpoke. Example: It can beat Sol's Bandit BringerGGAC Sol 236Khold.pngGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1 and Riot StampGGAC Sol 214K.pngGuardHigh/AirStartup9 after reaching wallRecovery3 after landingAdvantage-4~ easily. It can beat Order Sol's Rock ItGGAC OSol 236S.pngGuardMidStartup16Recovery10Advantage+3 consistently.
  • Very unsafe on whiff. Risky if used as a preemptive option, you should use it reactively. Opponent may backdash and easily punish if used in offense with gaps present.
  • 6PH throw option select can be effective as a wakeup option. 6P will lowprofile some airdashes, and if they land too closely when doing the low mixup they can get grabbed.

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

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

6K

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

This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.
As combo filler enables badlands loops, counter hit and crouching hit confirms off of f.S/2S, and more.

As a pressure tool, its very long delay cancel window enables frametraps into 5H with very high reward. You can use this button to reset pressure with EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 meterlessly when you conditioned them with frametraps. Cancelling into 6H is particularly nice at catching them trying to jump.

As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them. It is also particularly useful to catch opponents who attempt to jump out of EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 pressure.

  • Grounded hits can be comboed into 5H when opponent is standing or 6H when they're crouching or counter-hit. On air hit you can convert into badlandsGGAC Testament 214P.pngGuardAllStartup17Recovery13+15 after landingAdvantage-13 and on air counter-hit you can pickup with S beastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16.
  • Cancelling into 6P is another sneaky pressure reset and frametrap that hits them overhead and can be an unexpected combo reset. You don't have a low option, unless you spend meter to cancel with H Beast FRC.
  • Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen).
    • Can be very risky to use if they counterpoke you, because it's airborne state before startup and the opponent gets a lot of untech time on air CHs to convert into big combos.
    • The only gapless/safe option off of 6K on block is 5H, but it may whiff at max range.

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

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

6H

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

Strong poke that covers a lot of space horizontally, vertically and gives a knockdown on hit.
Good at catching people jumping away from your pressure or as a frametrap.
Can hit low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. For example: ABA's slideGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-.

  • Cannot gatling into buttons or cancel into specials, but it has a FRC point. It is important to note that on hit it must be FRC'ed after hitstop.
  • It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.
  • How unsafe it is depends on match up, their tools to punish and your spacing. It can be hard to punish on block with the pushback and the move should not be whiffed with how huge it is. Requires meter in order to be safe generally.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~21F 20 6 5
  • Floats higher on CH

3H

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

Long range multihit poke that controls a lot of space horizontally, vertically and staggers on hit. Also used to confirm f.S into a combo.
Only first 2 hits are special cancellable.
Good frametrap and pretty safe on block.

  • You convert from the stagger with BadlandsGGAC Testament 214P.pngGuardAllStartup17Recovery13+15 after landingAdvantage-13. Opponents might struggle wiggling out of the stagger and you can combo or reset with EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16.
  • The multihits shine in some matchups, for example: against Potemkin for breaking his armorGGAC Potemkin 46H.pngGuardMidStartup19~35Recovery27Advantage-18 or versus Dizzy for destroying the fishGGAC Dizzy 214P.pngGuardAllStartup58~68 (26~35)Recovery12 [Total 36]Advantage- while hitting her.
  • The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter-poking.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×4 5×4 3
  • Only the first two hits are special cancellable
  • All hits stagger for a max of 31F

2P

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

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

  • Can be used for tick throws, especially with dash momentum.

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

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

2K

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

Testament's fastest low. Important mixup tool combined with the threat of 6P.

  • Can be used for tick throws, especially with dash momentum.
  • 2K>2S is a frametrap on block.
  • Has a lot of proration.

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

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

2S

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

Solid midrange poke that can double as an anti-air. Covers space well horizontally and vertically.
It is strong at anti-airing when they're in front of you, however it tends to whiff if they're directly above you.
Can hit low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. In the I-No and A.B.A match ups for example, you can use it to beat STBTGGAC Ino 41236S2.pngGuardLowStartup28Recovery16Advantage+1 and slideGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-.

  • Decent frametrap.
  • Convert ground hits by comboing into 5H or 2D. On crouching it can combo into 6K. On counter-hit you can combo into 6K or 2H.
  • Convert air hits by cancelling into net (Zeinest)GGAC Testament 214H.pngGuardAllStartup11RecoveryTotal 29Advantage+2.

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

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

2H

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

Big poke that travels forward with a disjointed hitbox and invulnerable frames.

The invulnerability makes it a good counterpoke and abare An attack during the opponent's pressure, intended to interrupt it. tool, especially effective against moves with few active frames. You beat it generally by doing very active attacks or delaying your attacks, the invulnerability runs out before startup (similar to Anji's FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16).

It's ability to move you closer, frametrap and bait various defensive options like Dead Angle, guard cancels, or even some DPs make it a strong option in blockstrings.

  • Successful hits can be converted into BadlandsGGAC Testament 214P.pngGuardAllStartup17Recovery13+15 after landingAdvantage-13. On counter-hit you can combo into 5D or EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16.
  • Has a FRC right before going active to get in or go for a throw.
  • Good for resetting pressure with H Beast FRC.

Gatling Options: 5D, 2D

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

2D

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

This is your easiest way to access your strongest okizeme, usually double EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16, or combo into OTG P Phantom SkullGGAC Testament 236P.pngGuardAllStartup30RecoveryTotal 58Advantage+2 for curse.
Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.

  • In certain matchups, this can lead to a full launch by cancelling into net (Zeinest) (hurtbox dependent) or BadlandsGGAC Testament 214P.pngGuardAllStartup17Recovery13+15 after landingAdvantage-13 (lightweights/super lightweights only).
  • Extremely unsafe on whiff. Risky if used as a poke. Opponent may backdash and easily punish if used in offense with gaps present.
  • Good for resetting pressure with H Beast FRC.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

j.P

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

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

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

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

j.K

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

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

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

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

j.S

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

Amazing air-to-air with a huge disjointed hitbox.
Used for controlling a lot of space safely, it is very strong used defensively.

  • Jump cancellable for conversions and safety.

Gatling Options: j.P, j.H

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

j.H

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

Good jump in button with a deep hitting hitbox.
Can be used as a callout to punish buttons, fireballs or other grounded moves via the air. The big hitbox and gatling into j.D allow you to use it early in the air and convert.
Slow speed and extends hurtbox, don't be too careless with it.

  • Generally be tricky with mixing up your air options. Besides regular air options you can also use net (Zeinest)GGAC Testament web.pngGuardAllStartup10RecoveryTotal 28Advantage-.
  • Can be nice for resetting pressure.

Gatling Options: j.D

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

j.D

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

Amazing air-to-air with high reward potential.
Good for counterpoking and is fully untechable on Counter Hit. Works well as a retreating button, or out of an airdash.

  • Can be used air-to-ground for punishing extended hurtboxes or as a jump in, but can whiff on some crouching characters and has forced recovery on landing.
  • Grants a knockdown if you hit them while they're grounded, can convert into a combo if you're close and can launch higher for an easier/bigger combo on counter-hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Floats on CH (untechable for 100F)

Universal Mechanics

Ground Throw

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

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

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

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

Air Throw

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

Amazing airthrow with great reward. Knocks down the opponent close to you and grants Testament a doll.
Gives a good okizeme situation and the doll can lead to very high reward when used for a Powered Up Hitomi (poison tree)GGAC Testament 214S.pngGuardMidStartupSee notesRecoveryTotal 27Advantage-.

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

Dead Angle Attack

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

Unlike other Dead Angles it will beat low profile moves due to reusing 6P hitbox. But this also makes it a lot easier to jump over.

On ground hit guarantees a knockdown and allows for meaty S Beast. Wallbounce will give a combo against cornered opponents, but conversions are unreliable without CH.

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

Special Moves

Phantom Soul

236P or 236K

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

Testament places a floating skull projectile into the space in front of them. If it hits, the opponent is marked with a "Curse", that causes the crow accompanying Testament to begin attacking.
The crow has 4 different attacks (noted under Curse Attacks), which it will use in 4 different patterns.

  • Note that the K Skull patterns are longer than the P skull ones.
  • Disappears if it goes offscreen, or if Testament is hit. The former can lead to P Phantom Soul OTGs whiffing if Testament is too close to the corner.

P Skull remains active in front of you and can deal with ground approaches if deployed. The move also notably can OTG, allowing Testament to get Curse off of a number of scenarios. Common knockdowns include:

  • 2D
  • Ground Throw
  • EX Zeinest catch
  • HITOMI launch

This move can make Testament's throw game disproportionately rewarding. A ground throw can lead to both decent damage and curse, while air throws reward Testament with a Doll. Opponents who are careless about their tech directions can even tech into awkward positions after being hit with OTG Skull, potentially making their already bad situation worse.

    • P Curse causes the crow to attack five times.

K Skull travels horizontally slowly and is great at controlling air space. While the startup is long, Testament can often get away with deploying K Skull into the neutral if they are fullscreen.

  • On air CH you can convert into a combo from it.
  • It can be used in combos together with Powered Up (Zeinest)GGAC Testament 214H.pngGuardAllStartup11RecoveryTotal 29Advantage+2 or 2K OTG Zeinest to make the crow attack 8 times.
  • If they try to air block it, you can teleport behind them on a read with 22K(Lucht Warrant)GGAC Testament 22P.pngGuardStartupRecoveryTotal 42Advantage- and cross up their inputs so they get hit.

K Skull is often used to secure a zoning setup and should be a low priority to set up compared to Net or Trees. That said, opponents who won't stop airdashing are fodder for K Skull, since it floats at pretty much the perfect height to force a lower IAD approach.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236P N/A 0 7 2
236K N/A 0 7 2

236P:

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

236K:

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

Curse Attacks

Automatic after curse

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

One of Testament's potential win conditions. If the opponent is Cursed (signified by the red sigil applied to them after being hit with Phantom Soul), Testament's crow will fly towards the opponent and perform one of five attacks in a sequence.

Tackle sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.
Dive is pretty much the same as Tackle, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.
Feathers fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.
Overhead is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with 2K or 2D for unblockables. In the corner, this overhead can be followed up with a combo through c.S or 5K into One-Hit BL Loops.

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

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

Curse turns Testament's already excellent pressure into an absolute nightmare. With the right luck Testament will be able to perform some truly devious setups, including true unblockables that lead to great damage. However, smart (or studious) Test players can quickly identify the crow patterns by the first move and react accordingly. Here are some Curse Hot Tips:

  • If a Curse String begins with an Overhead, the immediate second move is another Overhead. Use this to set up unblockables. Similarly, the Feathers string has an Overhead as the second move, and Dive has the Overhead as the third.
  • If the crow is already in the middle of performing a move when Testament is hit, they will finish the move. This can result in opponents being defeated by "correctly" punishing Testament. Oops!
  • The difference in the P Skull and the K/D Skull's patterns is due to duration. The P Skull lasts for 600 frames (10 seconds) and K/D lasts for 1020 frames (17 seconds). This also means that in rare circumstances it's possible to get extra curse attacks because some of the curse attacks finished faster than intended.
  • If you taunt Testament will interact with the crow and it won't attack till the animation finishes.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
Tackle N/A 0 7 3
Dive N/A 0 7 3
Feathers N/A 0 8×3 1
Overhead N/A 75% 0 6 5

Tackle:

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

Dive:

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

Feathers:

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

Overhead:

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

Badlands

214P (Air OK)

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

Testament swings their arms outwards in a circle, dragging their scythe with them as they fly through the air. Testament's major combo tool, though also works as a solid but high risk stop sign for neutral.


The grounded version is mostly combo filler. An essential part of the Badlands Loops, which are Testament's lowest-rewarding but easiest combo series. When you've got nothing set up, but still got a decent hit off of 6P or 2K, you perform a Badlands Loop. Badlands Loops are traditionally performed off of c.S > 5H > Badlands. The loop then changes depending on character weight.

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

While nominally the same move (but in the air!), Air Badlands is actually a huge improvement over the grounded version. The air version has strong untechable time on hit and it's safer on block or whiff, making it a good air control option if you want to roll the dice. IAS it for obnoxious space control.

Where the move really becomes important is One-Hit Badlands Loops, otherwise known as Testament's BnB combo structure. The 1st hit of Air Badlands has significantly more untechable time, and if the 2nd hit whiffs it allows you to extend combos, or set up your best okizeme options. Learning One Hit BL Loops is a rite of passage for many a Testament player, and you can route into them from a large variety of stuff. Learn them!

  • Crushes many moves, anti-air, catch backdashes, punish summons, etc.
  • The massive moving hitbox forces respect from the opponent and creates hesitation. Once the opponent slows down and hesitates when the threat of Badlands is established, Testament can benefit from it by being able to place summons easier on screen.
  • If the second hit whiffs, Testament can usually follow up with a dash c.S/5K > Net for a combo extension.
  • It is difficult to punish, unless they IB or SB the 2nd hit. If they can't punish you can RPS with: Warrant, backdash, Grave Digger, mash etc.
  • Can be used in synergy with summons to stay advantageous after landing, such as EXE Beast, Tree or FB Skull.

All versions of Badlands throw the opponent behind Testament, allowing them to be tossed into Nets and Trees for further extensions or Skull for hilariously unfun Curse application.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P N/A 14×2 10×2 4
j.214P N/A 14×2 10×2 4

214P:

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

j.214P:

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

EXE Beast

41236S or 41236H

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

Testament does a pose before a small, ghoulish dog-demon is summoned along the bottom of the screen. After a short delay, the beast lurches forward and becomes an active projectile.

Beasts are extremely versatile projectiles that can be used for okizeme, pressure, neutral and even defense. These are powerful tools that control the ground and are devastating if used properly. Both Beasts correspond to the button used to summon them: S Beast is summoned behind the opponent, while H Beast is summoned in front of Testament.

Beasts remain active even if Testament is struck, but only if the Beasts have already been released. This allows Testament to get full combos despite being hit, making Beasts incredibly threatening if they're on the screen. Once a Beast is summoned, its release can be delayed by holding down the button used to summon it then released with negative edge or by tapping the button again.

  • They have a short cooldown before you can release them when you summon.
  • Both S and H Beasts can be used simultaneously on screen. This is vital for performing Double Beast Oki, which is Testament's best okizeme setup.

S Beast is your main ranged pressure and okizeme tool. Since the Beast tracks to your opponent's current location, this can allow Testament strong okizeme wherever they are on the screen.

S Beast is an amazing counterpoke tool from far range that can hit the opponent from behind while Testament zones, lays down Skull, sets up traps, or approaches. It's also an effective fullscreen punish tool, since you can easily nab opponents from fullscreen while they try to zone with fireballs.  Justice,  Ky and quite a few other matchups tend to be defined by this thing.

  • Will force the opponent to Dead Angle in the wrong direction if they attempt it.
  • Can be used in conjunction with Lucht Warrant for crossup setups. (Knockdown > Double Beast Oki > S Beast Release > 5K > Lucht Warrant > H Beast Release > COMBO
  • Comes with an FRC point that allows for safety or mixups.

H Beast, besides okizeme and pressure, is really versatile and important to help you get started in neutral. It can be a strong defensive wall in front of you that controls a lot of space, or an offensive shield that gives frame advantage as you approach.

Notably, H Beast has an absurdly easy FRC timing from 2~9f. This turns the move into a 2f reversal, supremely plus on block advancing projectile that combos on hit. Suffice to say, learning H Beast FRC is a huge boon for any Testament player.

  • Sets up strong frametraps in the corner, with or without the FRC.
  • Can be used as a situational anti-air, since it's quick to come out and you can block a falling attack to launch them into the released Beast.
  • H Beast FRC is extremely valuable to learn, so some tips on how to use it can be found on the H Beast FRC page.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
41236S 13~15F 0 7 3
41236H 2~9F 0 6 5

41236S:

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

41236H:

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

Warrant

214K

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

Testament strikes a pose, going into a Strike Catch position on frame 2. If it lands, Testament teleports behind them and poisons them. Insanely good move that beats a huge amount of stuff, though the teleport takes a total of 24f. Moves with lower recovery can block it for a full punish. The counter window is active for 18 frames and can be difficult to punish if the opponent isn't ready for it.

  • Can lead to high damage combos with poison, if traps are placed behind you or if you FRC it.
  • Very unsafe on block, but can be RC/FRC'd for safety or combo followups.

While Warrant is very strong, there are lots of ways to beat it.

  • Throws work, as do fast recovery buttons with little hitstop.
  • Safejumps, or safejumps followed by a jump cancel and block (has to be FDed in the air),
  • Moves that shove the opponent forward too far, such as (ABA's rekka 1GGAC ABA masshou.pngGuardMidStartup12Recovery17Advantage-5).
    • Testament teleports behind you to attack, however if you crouch block you don't have to swap guard, due to extended crossup protection(9F).
  • Keep your blockstrings tight and use lows to catch them buffering the input. The warrant input is 214K and they have to stand up doing it. Match the low with the timing they would stand up.
  • Check if your character has an option select A 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. (OS) that you can do to beat it automatically. The OS usually involves you doing a button into a series of inputs that when they cross you up, you get the move that beats the teleport attack behind you.
    • For example, Testament can do button > 41236KH. If they don't do warrant you get a cancel into 41236HGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16, but if they do warrant they teleport behind and you get a cancel into 214KGGAC Testament 214K.pngGuardStartupRecoveryTotal 52Advantage- because they crossed up your inputs. It is basically a warrant OS to cover warrant.
    • Other moves that could be used to OS warrant: Justice 236PGGAC Justice 236P.pngGuardStartup5RecoveryTotal 38Advantage-, Axl 214PGGAC Axl TenhouSekiP.pngGuardStartupRecoveryTotal 31Advantage-.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214K N/A
214K Attack 33~35F 10 7 3

214K:

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

214K Attack:

  • Blows back opponent on hit
  • Poisons opponent on hit

Lucht Warrant

22P or 22K

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

Testament transforms into a pool of blood, warping to a set location.

Tracking teleport. P teleports in front of opponent, K teleports behind. This move has a lot of recovery, so generally should not be used by itself. The main use of the move is to set up crossups with H Beast, as performing the K teleport while H Beast is set causes Testament to swap sides with the opponent and confound their inputs.

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

HITOMI

214S

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

Testament places an invisible seed in the ground under them that will sprout into a tree if the opponent moves over it. The animation looks like Testament is standing still while a gust of wind disturbs their hair and robe. See the move image to the left for the reference. All planted HITOMI deactivate if Testament is hit.

Trees pop up when the opponent passes over them. If this pop connects, HITOMI launches them for excellent untechable time. This usually gives Testament a very easy combo opportunity, making them a feared threat in neutral. Notably, HITOMI can still trigger even if Testament is blocking, giving the move incredible defensive utility. The subtle planting animation makes it very hard to see amongst all of Testament's incoming projectiles too.

One notable aspect of HITOMI is that the pop up happens regardless of whether or not the opponent is in control of their character. This means you can use HITOMI as a makeshift combo tool, chucking opponents over to it with Badlands for insane corner carry. There isn't a bad place to be if a HITOMI is planted, as the tree popping is basically always to Testament's benefit. In summary- this tree rocks.

  • Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
  • Knocks down on counter hit.
  • The opponent can trigger the trees to get rid of them by getting close in their proximity. For example, they can jump over it, dash FD block, dash throw or use an invulnerable move / armor / parries to avoid the activation.
  • Trees remove OTG state on hit, allowing Testament to perform some very unusual combos. Example with MOP. Example with NC.

If Hitomi is planted by consuming a Doll, it becomes EX Hitomi, aka "EX Tree".

EX Tree is arguably Testament's strongest trap. The tree more than triples in size and becomes air unblockable, allowing it to cover massive portions of the screen. EX Tree launches even higher, causes poison, and has a huge untech window. The cherry on top is that EX Tree remains planted even if Testament is hit, allowing it to pop out of seemingly nowhere and immediately turn the tide in your favor.

It cannot be overstated how strong EX Tree is. Planting it successfully can very nearly win you the game or at the bare minimum force terrible interactions onto your opponent. If the character you're fighting lacks strong mobility, it can be difficult for them to overcome EX Tree. Even if you manage to block it, Testament still gets to initiate pressure, and failing to block it leads to high-damage combos. Your opponents will fear the tree, while you will love it.

Lastly, EX Tree becomes an excellent combo tool, as the long untech time combined with the launch and the OTG property allows it to relaunch, potentially multiple times in a single combo. These are a core part of MOP-Loops, which are covered here.

  • It is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
    • They're treated as separate summons, so if you place a regular tree it replaces another regular tree and if you place an EX tree it only replaces another EX tree.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214S 16~18F 90% 0 7 3
214S Powered Up 16~18F 90% 10 7 3

214S:

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

214S Powered Up:

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

Zeinest

214H (Air OK)

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

Also called "Net" by the community. Testament sprays a web of blood just above their head that remains active till the duration expires or the opponent triggers it. If the opponent makes contact with the net, it freezes them in place, giving Testament a combo opportunity. Zeinest does not deactivate when Testament is hit, but can be destroyed if an opponent "attacks" it with a hurtbox. It also can be blocked in the air even if summoned on the ground.

Net is a totally awesome move. At fullscreen, it is a low commitment move that immediately denies access to the space in front of Testament. At midscreen, Testament can slyly cancel into it off of pokes to nab space. At close range, net can end close-range blockstrings by either placing down a no-go zone directly in front of the opponent or simply being a safe cancel, even if IB'd.

Nets can go anywhere on the screen and function well. Place a net and then walk in front of it to set up a combo tool. Place a net and stand in it while preparing to anti-air. Place nets in the air to act as IAD deterrent. The possibilities are quite large for such a humble-seeming move. As well, nets are a core component of One Hit Badlands Loops, as they hold opponents in the air long enough for Testament to adjust their spacing and land the next One Hit BL.

Nets are somewhat strange in that they cause an opponent's attack to lose 1 active frame on activation. If you disable the net with an attack there's no cooldown and Testament can summon another net right away. However if you disable it by blocking, Testament has to wait before summoning a net again.

  • Moves with 2 or less active frames can be neutralized with 2 nets. For example, you can use them to be safe against Justice's Michael BladeGGAC Justice 632146H.pngGuardMidStartup9+4Recovery46Advantage-14, which is only 2 frames active. Since her super is fullscreen, you completely avoid it even if the nets are behind you. Another example, Sol's 5H, since it's only 2 frames active it will whiff if you're surrounded by 2 nets while he tries to hit you.
  • Can have a max of 2 at one time.
  • Persists on screen for 10 seconds.
  • Okizeme tool that is useful for when you want a wall to keep them there, however it doesn't hit them while they're crouching. Effective deterrent against reversals like Sol's Riot StampGGAC Sol 214K.pngGuardHigh/AirStartup9 after reaching wallRecovery3 after landingAdvantage-4~, Faust's FB ChopGGAC Faust 214D.pngGuardHigh/AirStartup19Recovery12Advantage+1 or Slayer trying to BDC(backdash cancel) jump out of the corner.
    • Can be used to force clashes against invulnerable moves such as Sol's Volcanic ViperGGAC Sol 623S.pngGuardMidStartup7Recovery21+10 after landingAdvantage-28. The net hurtbox takes priority over yours, so it just counts as 2 disjointed hitboxes connecting. Example.

Powered Up Zeinest is indicated by the purple skeleton on hit and is mostly used as a combo tool. Holds opponent in place for much (and we mean much) longer than normal nets and does not break when Testament hits the opponent, which allows for some interesting combos.

  • While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
  • It is possible to have 2 normal nets and 2 powered up ones on the field, for a maximum of 4.
  • Persists on screen for 7 seconds.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214H N/A 0 15 1
j.214H N/A 0 15 1
214H Powered Up N/A 90% 14 15 4
j.214H Powered Up N/A 90% 14 15 4

214H:

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

j.214H:

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

214H Powered Up:

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

j.214H Powered Up:

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

Force Breaks

Grave Digger

214D (Air OK)

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

Obnoxious, invulnerable advancing move. Useful for punching through an opponent's pressure reset or ending a combo with a knockdown at high proration. Massive hitbox, good travel range and wallbounces near corner for combos. When in doubt, Grave Digger out.

  • Has only 3F of recovery after landing, this makes it quite safe on whiff.
  • Can be beaten by active moves, because it loses invulnerability before startup, similarly to Anji's FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16.
  • Fairly unsafe on block, but properly spaced, it may end up unscathed.

Air version is invincible on frame 1.

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

214D:

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

j.214D:

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

FB Phantom Soul

236D

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

One of Testament's best moves. For the low, low price of 25 meter, you too can control the neutral.

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

This move is a great option in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently. Otherwise, opponents must standblock and take the Curse, which can lead to further punishment. In some situations this can lead to checkmate.

  • Uses extended curse patterns from K Skull on hit, and shorter patterns from P Skull on block.
  • Goes through or deletes other projectiles.
  • Disappears if Testament is hit.
  • Has some peculiar behaviour: if Potemkin reflectsGGAC Potemkin 63214S.pngGuardAllStartup21Recovery12Advantage+2 it or Testament countersGGAC Testament 214K.pngGuardStartupRecoveryTotal 52Advantage- it, they still get cursed. If it touches Dizzy's fishGGAC Dizzy 214P.pngGuardAllStartup58~68 (26~35)Recovery12 [Total 36]Advantage-, it will break the fish and curse Dizzy.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 2
  • Goes through other projectiles
  • Disappears if it goes off-screen
  • Tracks opponent
  • Disappears if Testament is hit
  • Testament is in CH state from 1~23F

Overdrives

Nightmare Circular

632146H or 632146S

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

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

Nightmare Circular has a massive hitbox and is plus on block. On hit, the move poisons and earns a knockdown, while on counterhit it launches for a full combo. This makes it a very appealing option for a reversal, though Testament is often better off spending meter on things like FD or FRC H Beast.

  • Due to the lack of full startup invulnerability, this move can be thrown right before it starts if the opponent is close enough.
    • The hit can also be low profiled or reversal'd through.
  • If it trades and Testament is not knocked down, you may be able to capitalize and continue the hit into a high damaging combo.

S version is delayed, acting more as a trap and deterrent. Functions as both a high cost zoning tool and a downright mean psuedo-mixup option.

This version comes out several seconds later, but the hit acts essentially the same as the H version. Like with many other Testament projectiles, this version will not go away if Testament is hit.

  • Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
  • Can act as a mixup tool with Testament's throw, allowing it to combo. This is a pure knowledge check though.
  • Can still end up getting you tagged, use sparingly.
  • The super flash is immediate, which can give away your intentions to the eagle-eyed.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H N/A 20 15 5
632146S N/A 20 15 5

632146H:

  • Poisons opponent on hit
  • Goes through other projectiles

632146S:

  • Poisons opponent on hit
  • Goes through other projectiles

Master of Puppets

236236H

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

Super which scores knockdown and allows Testament to buff their traps. Extremely valuable combo ender and win condition.

Master of Puppets (or "MOP" as it's sometimes called) fires out as a key-shaped projectile that forces a hard knockdown on hit. The move notably hits twice- on the first hit, Testament earns two dolls, and if the second hit connects they earn a third one. Both hits will result in a knockdown, and the first hit can be FRC'd for extended combos.

The knockdown from Master of Puppets is good enough for Testament to run whatever okizeme they want. However, the real value of Master of Puppets are the three Dolls earned from landing it. This allows Testament to plant EX Traps, which can be used to secure rounds and force really terrible situations onto your opponent. If you land MOP in the corner, planting a tree immediately after it can lock them down rather efficiently. As EX Tree sticks around even if Testament is hit, it can be very difficult for opponents to escape.

Master of Puppets also allows for unique, extended combos and resets beyond what Testament can usually achieve. These "MOP-Loop" combos are highly character specific and rather difficult, but reward Testament graciously with exceptional damage potential. Click here for examples. Landing one of these is enough to close out a round completely, making MOP a powerful win condition unto itself.

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

Instant Kill

Seventh Sign

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal Mid 28+4 3 60 -44

A pretty regular Instant Kill. Reserved for stunned opponent or if you can force  A.B.A into her Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20
  • IK Mode activation: 60F

Colors

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

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


Navigation

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