GGACR/Testament: Difference between revisions

From Dustloop Wiki
m (→‎Overview: MMCs instead of links)
(→‎Overview: MoP absolutely deserves a mention of its own.)
Line 23: Line 23:
*'''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.
*'''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.
* '''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.
* '''Defines the Match's Pace''': Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. Because opponents are forced to hit nets to remove them, block or slashback skulls, and avoid trees Testament can establish a firm control over the pace of the match.
* '''Smothering Okizeme''': With access to left-right mixups from EXE Beasts, fast overheads from {{clr|1|6P}}, and unblockable setups with curses, Testament has a decent amount of mixup 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.
* '''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.
* '''Master of Puppets''': It's difficult to understate how valuable MoP is. Building the meter and situation to access this super defines the modern meta for Testament play. The access to knockdowns and Dolls it provides is invaluable.
*'''Throw Reward''': From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
*'''Throw Reward''': From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
*'''Benefits from Patience''': Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, Hitomi, and EXE Beast can bail Testament out while they are blocking. {{MMC|input=632146S|label=Delayed Nightmare Circular}} can steal their turn back both while blocking and mid combo.
*'''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.
*'''"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.
*'''"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.
|cons=
|cons=
* '''Advantage Accessibility''': Testament's EXE Beast gives great advantage, but accessing it outside of okizeme requires either 25% meter, a well aligned curse hit, or conditioning.
* '''Advantage Accessibility''': Testament's EXE Beast gives great advantage, but accessing it outside of okizeme requires either 25% meter, a well aligned curse hit, or conditioning.
* '''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 gameplan and allow the opponent to gain an advantage.
* '''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.
|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.
|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
|unique_mechanic1_name= Curses

Revision as of 02:53, 16 August 2022

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, covered in detail below, 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 which are described in detail in the section of the same name below. 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.

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

Pros
Cons
  • Consistency & Flexibility: Testament is very stable thanks to the nature of how their combos work, and even their random element has consistent branching choices. The character offers not only tools that deal with most situations, but also has combo routes which can let you pick your knockdown, curse status, and screen position freely.
  • Meter Mania: Testament gains meter very easily, and has numerous good options to spend meter including but not limited to FB SkullGGACR Testament 236D.pngGuardStartup80RecoveryTotal 35Advantage-, Grave DiggerGGAC Testament 214D.pngGuardAllStartup14Recovery16+3 after landingAdvantage-8, Master of PuppetsGGAC Testament 236236H.pngGuardMidStartup7+4Recovery41Advantage-24, and good FRC points.
  • Defines the Match's Pace: Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. Because opponents are forced to hit nets to remove them, block or slashback skulls, and avoid trees Testament can establish a firm control over the pace of the match.
  • Smothering Okizeme: With access to left-right mixups from EXE Beasts, fast overheads from 6P, and unblockable setups with curses, Testament has a decent amount of mix-up potential if they get set up. Furthermore, they can extend their pressure for long periods of time with little risk if they spend tension for FRCs.
  • Master of Puppets: It's difficult to understate how valuable MoP is. Building the meter and situation to access this super defines the modern meta for Testament play. The access to knockdowns and Dolls it provides is invaluable.
  • Throw Reward: From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
  • Benefits from Patience: Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking. Delayed Nightmare CircularGGAC Testament 632146H.pngGuardAllStartup0+226RecoveryTotal 21Advantage- can steal their turn back both while blocking and mid combo.
  • "They need it": Testament's specials have unintuitive properties which make them very tricky to deal with, notably: EXE Beast, once released, persists if Testament gets hit. HITOMI cannot be blocked in the air without FD. Enhanced HITOMI don't go away when Testament is hit. Net removes 1 active frame from moves, effectively removing some low-active-frame moves from existence. Poison can deal unscaled damage during moments of non-interaction.
  • Advantage Accessibility: Testament's EXE Beast gives great advantage, but accessing it outside of okizeme requires either 25% meter, a well aligned curse hit, or conditioning.
  • 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.
Note: Testament's defensive options are non-traditional. They are actually very good, but they cannot be used in the same ways as traditional DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and reversals. H Beast FRC into blocking is one of Testament's strongest abare An attack during the opponent's pressure, intended to interrupt it. options. Forcing a trade using Nightmare CircularGGAC Testament 632146H.pngGuardAllStartup8+5Recovery9Advantage+9 can be extremely valuable due to the poison damage.

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):

  • Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle (Middle Tackle, Transformation Attack, Transformation Attack)
  • Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle (Middle Tackle, Transformation Attack, Feathers)
  • High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers (Transformation Attack, High Tackle, Middle Tackle)
  • Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)
Whenever Testament air throws an opponent or hits them with Master of Puppets, Testament gains between one and three dolls (up to maximum of 4). Whenever Testament places a net or a tree while in possession of one or more dolls, a doll will be consumed and an enhanced version of the trap will be created instead of the default version.
GGACR Testament Nameplate.png
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
Reversals
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
9 Mid 6 3 7 0 1
Total: 15

Useful as an anti-air and abare tool due to it's size and high hitbox.

  • Used after forcing the opponent to block S BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 due to its ability to hit specific hurtboxes while recovering in time to bait burst.

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

5K

c.S

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 11 6 13 -5 3
Total: 29

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

  • On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
  • Successful hits can be confirmed into 3H, or 6K if they're crouching.
  • Has extra untech time making it especially good for juggles.
  • Can be low profiled.

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

Additional Frame Data: Untechable for 15F.

5H

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
15 High 31 6 18 +3 3
Total: 54

This move is a slightly abnormal 5D. Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.

  • 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.

Additional Frame Data: Fully untechable on air CH. Restands the opponent on hit. In CH state 1~24F. FRC timing 17~18F.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24 High 17 3 26 -15 1~5F Upper Body
6~19F Above Knees
3
Total: 45

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

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

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

Additional Frame Data: Forces crouching state on hit. Initial prorate 85%.

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 15 6 23 -15 3
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.
  • As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament, and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them.
  • It is also particularly useful to catch opponents who attempt to jump out of EXE Beast pressure.

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 6K on block is 5H, which can whiff at max range

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

Additional Frame Data: Untechable for 17F.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
55 Mid 15 6 28 -15 5
Total: 48

It may look like a poke, but this move is actually a combo ender and extender.

  • The hitbox does not cover the space between Testament and the head of the scythe which makes it very prone to whiffing if used as a poke.
  • Requires meter in order to be safe. It is also important to note that on hit it must be FRC'ed after hitstop.

Because of these properties players should avoid using 6H in neutral without careful consideration.

Additional Frame Data: Untechable for 32F. Floats on air hit. Knocks down on grounded hit. Floats and is fully untechable on CH. FRC timing 17~21F.

3H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
15×4 Mid 14 2,2,(2),2,2 17 -5 3
Total: 40

This move is primarily used in order to confirm f.S into a combo.

  • 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.
  • It is Testament's longest range normal and as such sees additional fringe use as last resort method to force the opponent to block.
  • The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter poking.

Additional Frame Data: Staggers on ground hit (max 31F). Restands the opponent on hit.

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 Mid 16 3 20 -4 6~12F Strike 5
Total: 38

Moves Testament forward roughly 1/3 of a screen and minimizes their hurtbox in the middle of the move.

  • Can be used as a tricky movement option.
  • Because of the strike invulnerability it can be used defensively and offensively to go through attacks and punish them. For example: as a mash option vs a button that isn't very active or to call out Baiken doing guard cancel into Sakura or Baku when doing a blockstring.
  • Filler in Badlands Loops
  • Has an FRC right before going active to get in or go for a throw.

Gatling Options: 5D, 2D

Additional Frame Data: FRC timing 14~15F.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 Low 14 3 30 -16 4
Total: 46

Scythe sweep.

  • 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.

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Phantom Soul

236P or 236K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236P 5 All 30 120 Total 58 +2 2
236K 5 All 31 150 Total 47 2
Total: 57
Total: 46

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

  • The crow has 4 different attacks (noted under Curse Attacks), which it will use in 4 different patterns.
    • Note that the K skull patterns are longer than the P skull ones.
  • The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.
  • Disappears if it goes offscreen, or if Testament is hit. The former can lead to P Phantom Soul OTGs whiffing if Testament is too close to the corner.

Curse Attacks

Automatic after curse

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

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

  • Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle, (Middle Tackle, Transformation Attack, Transformation Attack)
  • Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle, (Middle Tackle, Transformation Attack, Feathers)
  • High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers, (Transformation Attack, High Tackle, Middle Tackle)
  • Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)

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.
Middle Tackle is pretty much the same as High 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.
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 2K or 2D for unblockables.

Badlands

214P (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214P 26×2 All 17 3(6)2 13+15 after landing -13 4
j.214P 24×2 All 12 3(6)2 Until landing+12 -7 4
Total: 55
Total: 34

Predominantly Combo filler.

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

The air version is generally preferred to over the grounded version.

  • 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.

EXE Beast

41236S or 41236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
41236S 36 All 22~81+6 20 Total 38 +16 3
41236H 30 All 23~82+6 16 Total 40 +22 5

Main ranged oki/pressure tool.

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

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

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

Warrant

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 52 2~19F Guard Strike

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

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

Lucht Warrant

22P or 22K

HITOMI

214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214S 30 Mid See notes 4 Total 27 1~2F Strike 3
214S Powered Up 10 Mid See notes 3 Total 24 1~2F Strike 3

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

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

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

  • Substantially larger tree, which poisons on hit.
  • Launches even higher than normal trees, and have far greater untech time, for easier confirms and longer combos and poison time.
  • Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
  • Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.
  • Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.

Zeinest

214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214H 10 All 11 601 Total 29 +2 1
j.214H 10 All 10 601 Total 28 1
214H Powered Up 10 All 11 421 Total 29 +12 4
j.214H Powered Up 10 All 8 421 Total 26 4
Total: 30
Total: 27

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

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

Powered web is indicated by the purple skeleton on hit.

  • Holds opponent in place for MUCH longer than normal nets.
  • Does not break when Testament hits the opponent, which allows for some interesting combos.
  • While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
  • It is possible to have 2 normal webs and 2 powered up ones on the field, for a maximum of 4.

Force Breaks

Grave Digger

214D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214D 58 All 14 6 16+3 after landing -8 3~11F Strike 4
j.214D 58 All 12 6 Until landing+3 -9 1~9F Strike 5
Total: 38
Total: 20

Combo filler and occasional YOLO move.

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

Air version is invincible on frame one.

  • Slightly slower than regular Grave Digger if TK'd.
  • Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.

FB Phantom Soul

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
5 80 180 Total 35 2

D Skull Minimum Height

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

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

  • Applies the cursed status on hit and on block.
  • Uses extended curse patterns from K Skull on hit, and shorter patterns from P Skull on block.
  • Goes through or deletes other projectiles.
  • Disappears if Testament is hit.

Overdrives

Nightmare Circular

632146H or 632146S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
632146H 60 All 8+5 16 9 +9 1~8F All 5
632146S 60 All 0+226 16 Total 21 1~9F All 5
Total: 37
Total: 21

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

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

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

  • Comes out several seconds later, but the hit acts essentially the same as the H version
  • Will not go away if Testament is hit. Can save you if you get tagged.
  • Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
  • Can still end up getting you tagged, use sparingly.
  • The super flash is immediate, which can give away your intentions to the eagle-eyed.

Master of Puppets

236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30×2 Mid 7+4 6(12)2 41 -24 7~12F Strike 1, 5
Total: 71

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

  • Primarily a combo ender due to the knockdown and extended time for setup.
  • Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
  • Can be FRC'd after the first hit to allow for combos.
  • This is actually Testament's longest range attack, excluding S EXE Beast. If needed, you can use it as a nearly full-screen whiff/startup punish.

Additional Frame Data: 1st hit staggers opponent on ground hit (max 85F). 1st hit blows back opponent and fully untechable on air hit. 2nd hit knocks down opponent on hit. Forced prorate 90%. FRC timing 17~21F.


Instant Kill

Seventh Sign

During IK Mode: 236236H


Colors

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

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

Navigation

 Testament
To edit frame data, edit values in GGACR/Testament/Data.
Systems Pages