GGACR/Testament: Difference between revisions

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*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.
*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.
*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.
*When TKed this move becomes a very strong preemptive option that controls a lot of space both on the ground and in the air:
It has a huge disjointed hitbox that controls a lot of space and it can jump over a lot of moves and beat them.  
- It 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.
- 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.  
- 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.
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.



Revision as of 13:57, 5 December 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, 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.

 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.
  • 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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (16F)
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

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

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: 26

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

  • In pressure usually followed by 6P and 5D for an overhead, or 2D for a low.

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.

  • 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

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

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.

  • Staggers on counter hit, leading to an S EXE Beast launch for a combo.
  • Has a huge delay cancel window which allows you to be tricky with your special cancels.
  • 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.
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

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

  • 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.
  • You can combo into it if you land CH 2H and it's easy to hitconfirm as well.
  • 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.
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 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.

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. 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.

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 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.
  • 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

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

Very strong poke that covers a lot of space horizontally and vertically. Grants a knockdown on ground hit and lower air heights. It is quite hard to punish when used properly, because of the huge space it controls and pushback. It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.

  • 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.
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

Very good long range multihit poke, controls big space horizontally and vertically. Also used to confirm 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.

  • 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.
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.

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

Standard low attack.

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

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. 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.

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

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

  • 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.
  • 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.
  • Filler in Badlands Loops

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

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.
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.
  • Horizontal hitbox is somewhat lacking.

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

Passable air-to-air.

  • Faster than j.S but with a much weaker hitbox.
  • Easier to confirm from.

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 tool.

  • Horribly disjointed hitbox. Nigh uncontestable.
  • 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

Most appropriate jump-in but easily stuffed.

  • Testament should generally avoid the air-to-ground.
  • Their slowest air normal, which can be useful as an air frame trap or to bait an Instant Block at range.
  • Has a large hurtbox extension.

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

Moderate speed, big air-to-air button.

  • Complements j.S as being equally disjointed but with farther reach.
  • 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.
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

Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.

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

Average DAA.

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

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.
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

No results

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

  • Dive, Dive, Transformation Attack, Feathers, High Tackle, (Dive, Transformation Attack, Transformation Attack)
  • Feathers, Transformation Attack, Dive, High Tackle, High Tackle, (Dive, Transformation Attack, Feathers)
  • High Tackle, Feathers, Dive, Transformation Attack, Feathers, (Transformation Attack, High Tackle, Dive)
  • Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Dive, 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.
Dive 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.

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

No results

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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

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.
  • When TKed this move becomes a very strong preemptive option that controls a lot of space both on the ground and in the air:

- It 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.

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

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.
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

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.
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

Tracking teleport. P teleports in front of opponent, K teleports behind. A lot of recovery, so generally should not be used by itself. Good for crossup setups in conjunction with EXE Beast.

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

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.
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: 31
Total: 28

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.
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

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.
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

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.
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 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.
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.

  • 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
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.


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