GGACR/Testament: Difference between revisions

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CH J.D
'''CH J.D'''
> c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1)
J.D > c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1)


J.D > land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1)


> land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1)
J.D > dash NC > c.S > J.K > J.S > dJ.S > dj.H > BL(1)
 
 
> dash NC > c.S > J.K > J.S > dJ.S > dj.H > BL(1)
* May be easier or harder depending on how high you hit them.
* May be easier or harder depending on how high you hit them.


 
(Near Corner) J.D > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL
(Near Corner) > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL





Revision as of 16:28, 1 December 2013

Testament

Overview

Strengths
Strong zoning game. Long range normals with good hitboxes. Effective mixup game.
Weaknesses
Normals are somewhat slow. Needs meter or a curse to maximize his pressure. Lacks a reliable reversal without 50% tension.
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run

Defense Modifier: x 1.00
Guts Rating: 1
Stun Resistance: 65
Prejump:
Backdash Time: 16
Backdash Invincibility: 9
Wakeup (Face Up/Down): /


Move List

See also: Testament Full Frame Data

Normals

5P
GGAC Testament 5P.png
9 HLF 6 3 7 0 -
5K
GGAC Testament 5K.png
18 HLF 7 4 12 -2 -
c.S
GGAC Testament cS.png
24 HLF 5 3 18 -7 -
f.S
GGAC Testament fS.png
28 HLF 11 6 13 -5 -
5H
GGAC Testament 5H.png
36 HLF 10 4 18 -3 -
6P
GGAC Testament 6P.png
24 HF 17 3 26 -15 -
6K
GGAC Testament 6K.png
28 HLF 15 6 23 -15 -
6H
GGAC Testament 6H.png
55 HLF 15 6 28 -15 -
3H
GGACR Testament 3H.png
15x4 HLF 14 2,2,(2),2,2 17 -5 -
5D
GGAC Testament 5D.png
15 HF 31 6 18 +3 -
Dead Angle Attack
GGAC Testament 6P.png
25 All 13 3 18 -7 -
2P
GGAC Testament 2P.png
8 HLF 5 4 12 -6 -
2K
GGAC Testament 2K.png
12 L 6 4 11 -5 -
2S
GGAC Testament 2S.png
26 HLF 10 6 16 -8 -
2H
GGAC Testament 2H.png
38 HLF 16 3 20 -4 -
2D
GGAC Testament 2D.png
38 LF 14 3 30 -16 -
j.P
GGAC Testament jP.png
10 HA 5 6 12 - -
j.K
GGAC Testament jK.png
18 HA 6 5 12 - -
j.S
GGAC Testament jS.png
28 HA 8 3 16 - -
j.H
GGAC Testament jH.png
34 HA 13 5 15 - -
j.D
GGAC Testament jD.png
44 HA 10 6 20+5 after landing - -


Throws

Ground Throw
GGAC Testament throw.png
60 45 pixels - - - - -
Air Throw
GGAC Testament airThrow.png
60 88 pixels - - - - -


Specials

Phantom Soul
236P/K
GGAC Testament 236P.png
5 All 30 120 total 58 +2 -
Template:AttackDataNoHeader-GGACR
Crow Attacks
automatic after curse
GGAC Testament crowAttacks.png
20 All 35 24 16 - -
Template:AttackDataNoHeader-GGACR
Template:AttackDataNoHeader-GGACR
Template:AttackDataNoHeader-GGACR
Badlands
214P air OK
GGAC Testament 214P.png
26x2 All 17 3(6)2 13+15 after landing -13 -
Template:AttackDataNoHeader-GGACR
EXE Beast
41236S/H
GGAC Testament 41236S.png
36 All 22~81+6 20 total 42 +12 -
Template:AttackDataNoHeader-GGACR
Warrant
214K
GGAC Testament 214K.png
10 HLF 24 15 19 -20 -
HITOMI
214S
GGAC Testament 214S.png
GGAC Testament tree.png
30 HLF See notes 4 total 27 - -
Template:AttackDataNoHeader-GGACR
Zeinest
214H air OK
GGAC Testament 214H.png
GGAC Testament web.png
10 All 11 601 total 31 +2 -
Template:AttackDataNoHeader-GGACR
Template:AttackDataNoHeader-GGACR
Template:AttackDataNoHeader-GGACR
Lucht Warrant
22P/K
GGAC Testament 22P.png
- - - - total 42 - -


Force Breaks

Grave Digger
214D air OK
GGAC Testament 214D.png
58 All 14 6 16+3 after landing -8 -
Template:AttackDataNoHeader-GGACR
FB Phantom Soul
236D
GGACR Testament 236D.png
5 ?? 80 180 total 35 - -


Overdrives

Nightmare Circular
632146S/H
GGAC Testament 632146H.png
60 All 0+226 16 total 21 - -
Template:AttackDataNoHeader-GGACR
Master of Puppet
236236H
GGAC Testament 236236H.png
30x2 HLF 7+4 6(12)2 41 -24 -


Instant Kill

Seventh Sign
in IK Mode: 236236H
GGAC Testament IK1.png
GGAC Testament IK2.png
Fatal HLF 28+4 3 60 -44 -


Strategy

Offense

Defense

Combos

Notation:

BL = Badlands (214P)


BL(1) = 1 Hit Badlands. Only the first hit is supposed to connect.


TKBL = Tiger-Knee Badlands (2147P)


GD = Grave Digger (214D)


Net = Zeinest (214H)


P/K-Skull = Phantom Soul (236P/K)


NC = H Nightmare Circular (632146H)


Basic combos ->

Standing: f.S > 3H(2) > BL

Crouching: f.S > 6K > 6H

... > c.S > 5H > NC > P-skull


Launch/Juggle ->

Anti-air 2S > Net > (delay) J.H > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1)

Exe Beast > c.S > J.K > J.S > J.H > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1)


Badlands Loop ->

Light characters - 2K/6P > c.S > 5H > BL > 6K > BL > 2H > BL > TKBL

Medium characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL > 2H > BL

Heavy characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL


Crouch confirms ->

6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > Net > J.H > J.D > BL(1) > P-skull (if close enough)

  • Millia, May, Kliff, Slayer, Axl


6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > BL > TKBL

  • Baiken, Bridget, Chipp, Eddie, I-No, Justice, Order-Sol, Sol, Venom, Zappa
  • Omit TKBL on everyone but Baiken and Bridget


6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > TKBL

  • Dizzy, Jam


Sweep ->

2D > Net > J.H > J.D > Net > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1)

  • Chipp, Faust, Johnny, May, Millia, Potemkin, Testament


2D > Net > 2K (otg) > K-Skull

  • Anji, Axl, Dizzy, Eddie, I-No, Jam, Justice, Order-Sol, Robo-Ky, Slayer, Sol, Venom, Zappa


2D > HS Exe Beast FRC > c.S > 5H > Net > delay J.H > J.D > Net > J.D > BL(1)

  • Must be close to opponent (at least close enough to get c.S). Exe FRC -> c.S has to be done as fast as possible to avoid OTG'ing.
  • For A.B.A, Baiken, Dizzy, Eddie, Kliff, Ky and Venom, substitute 5H w/ 2H.
  • For Robo-Ky, do c.S > 2S instead.


Throw ->

Throw > f.S > 6K > BL > 2H > BL

  • Standard throw combo. Against light characters you can add a TKBL at the end.


Throw > f.S > 6K > BL > 2H > Net > delay J.H > J.D> BL(1) >P-skull

  • Medium characters


Throw > P-skull

  • Venom, Dizzy, Johnny, Robo-Ky (dash before skull)


Throw > 6K > BL > TKBL

  • Baiken


Throw > f.S > 6K > BL > TKBL

  • Robo-Ky


(Corner) Throw > 5H > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > TKBL


All of the following are corner only and require 50% tension

Throw > Net > NC > c.S > Net > etc

  • A.B.A


Throw > Net > NC > c.S > Net > dash J.P J.K J.S BL(1) or dash J.H J.D > BL(1) (sideswitch) > c.S > Net > BL

  • Anji, Chipp, Eddie, I-No, Johnny, Ky, Slayer, Sol, Testament, Zappa


Throw > NC > c.S > Net > dash J.P > J.K > J.S > BL(1) (sideswitch) > c.S > Net > BL

  • Baiken


Throw > Net > NC > c.S > Net > dash J.P > J.K > J.D > BL(1) (sideswitch) > c.S > Net > BL

  • Bridget


Throw > 214h, 632146h, c.s xx 214h, j.h,d xx j.214p(1), s xx 214h -> ender Net > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > BL

  • Dizzy, Jam, Kliff, Millia
  • For Kliff, delay inital Net, J.H and last c.S as much as possible


Throw > Net > NC > c.S > J.K > J.D > BL(1) > c.S > Net > dash > J.P > J.K > J.S > Net > BL(1) > (c.S > Net > BL)

  • Faust


Throw > Net > NC > c.S > Net > dash J.P > J.P > J.K > J.S > Net > BL(1) (sideswitch) > c.S > Net > BL

  • Potemkin, Robo-Ky


Dust ->

5D > J.D > BL(1) > c.S > Net > J.H > J.D > BL(1) > c.S > Net > J.H > J.D > Net > BL(1)

  • If you did 5D close to opponent, use this.


5D > J.D > BL(1) > f.S > 6K > BL > 2H > BL

  • Should be used if you hit 5D from further away.


(Corner) 5D > J.D > BL(1) > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > TKBL


(Corner) 5D > J.D > BL(1) > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL


(Corner) 5D > J.D > BL(1) > 5H > Net > J.H > J.D > Net > BL(1)

  • Less damage than above, but easier/more stable.


Misc ->

CH J.D J.D > c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1)

J.D > land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1)

J.D > dash NC > c.S > J.K > J.S > dJ.S > dj.H > BL(1)

  • May be easier or harder depending on how high you hit them.

(Near Corner) J.D > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL


CH NC > c.S > J.K > J.S > J.H > BL(1) > c.S > Net > J.H > J.D > Net > BL(1)


CH 2H > 5D > J.D > Net > J.D > BL (opponent flies into net) > dash SJ.D > BL(1)