GGACR/Testament/Combos

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Testament


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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+P becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
BL = Badlands (214P)
TKBL = Tiger Knee Badlands (2147P)
GD = Grave Digger (214D)
Net = Zeinest (214H)
P/K Skull = Phantom Soul (236P/K)
NC = H Nightmare Circular (632146H)
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa

Combo List

For beginner players: Start with the Basic Combos for confirming ground hits into knockdowns so you can summon projectiles and start your gameplan. You can start these from your basic 6P / 2K mixup (note that 6P forces your opponent into crouch on hit). Use the Launch/Juggle Combos for antiairs and when your opponent doesn't respect EXE beast pressure, but don't worry at the start about getting the entire combo. As long as you get a knockdown, you're good, the extra hits are for corner carry and/or meter gain. If you find the midscreen throw combos hard / inconsistent, consider using the otg 236P options.

Basic Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
f.S > 3H(2) > 214P Anywhere 90 0 All Very Easy Slip lvl 3 and below. Max slip level is inhuman. Link
f.S > 6K > 6H Anywhere 98 0 All Very Easy Only works on crouching opponents. Link
Gatlings > c.S > 5H > 632146H > 236P (OTG) Anywhere 109 0 All Very Easy The OTG Phantom Soul requires dashing momentum at midscreen. Link
Launch/Juggle Combos (Basic 1-hit Badlands routes)
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
AA 2S > 214H > (delay) j.H > j.D > 214P(1) > (dash) c.S > 214H> j.H > j.D > 214H > 214P(1) Anywhere 138 0 All ?? - Link
Exe Beast > c.S > j.K > j.S > j.H > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) Anywhere 166 0 All ?? - Link
Badlands Loop
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2K/6P > c.S > 5H > 214P > 6K > 214P > 2H > 214P > 2148P ?? 174 (KL) 0 Light characters ?? Badlands loop for lightweight characters. Link
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P > 2H > 214P ?? 108 0 Medium characters ?? Badlands loop for mediumweight characters. Link
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P ?? 111 (PO) 0 Heavy characters ?? Badlands loop for heavyweight characters. Link
Crouch Confirms
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214H > j.H > j.D > 214P(1) > (236P) ?? ?? 25 MI, MA, KL, SL, AX ?? Last 236P only works if close enough to the opponent. -
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214P > 2148P ?? ?? 25 BA, BR, CH, ED, IN, JU ?? Omit TKBL on everyone by BA and BR. -
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2148P ?? ?? 25 DI, JA ?? - -
2D Confirms
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2D > 214H > j.H > j.D > 214H > j.D > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) > (236P) ?? 152 (TE) 0 CH, FA, JO, MA, MI, PO, TE ?? - Link
2D > 214H > 2K (OTG) > 236K ?? 49 0 AN, AX, DI, ED, IN, JA, JU, HOS, RO, SL, SO, VE, ZA ?? - Link
2D > 41236H FRC > c.S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P ?? 175 25 All except AB, BA, DI, ED, KL, KY, VE and RO ?? Must be close to opponent (at least close enough to get c.S). 41236H FRC -> c.S has to be done as fast as possible to avoid OTG'ing. Link
2D > 41236H FRC > c.S > 2H > 214H > delay j.H > j.D > 214H > j.D > 214P ?? 151 (AB) 25 AB, BA, DI, ED, KL, KY ?? Same as original confirm but with 2H instead of 5H. Link
2D > 41236H FRC > 2S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P ?? ?? 25 RO ?? Same as original confirm but with 2S instead of c.S. -
Throw Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
Throw > f.S > 6K > 214P > 2H > 214P Midscreen 115 0 All except KL, BA, DI, VE, FA, JU ?? Standard throw combo. Against light characters you can add a 2148P (TKBL) at the end. Link
Throw > f.S > 6K > 214D > possible corner pickup Midscreen 110 25 All except VE ?? On JU use 5K f.S 6K. For getting a better combo and knockdown on the characters the standard combo doesn't work on. Link
Throw > 6K > 214P > 2148P Midscreen 103 (KL) 0 KL, BA ?? Extreme lightweight meterless option. Difficult. Link
Throw > f.S > 6K > 214P > 2H > 214H > delay j.H> j.D> 214P(1) > 236P Midscreen 121 0 Medium characters ?? - Link
Throw > 236P (OTG) Midscreen 56 0 SO, HO, AN, AX, BR, CH, DI, FA, ED, JA, JO, JU, MA, MI, PO, SL, TE, VE ?? Recommended on Venom because none of the above combos work on him. Link
Throw > 2366P (OTG) Midscreen 56 0 KY, AB, BA, IN, KL, RO, ZA ?? 2366 or 66236 (harder) for dashing momentum is necessary for these characters. Link
Throw > f.S > 6K > 214P > 2148P Midscreen 93 0 RO ?? - Link
Throw > 5H > 214H > dash j.H> j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P Corner 115 0 All ?? - Link
Throw > 214H > 632146H > c.S > 214H > ... Corner 74 50 AB ?? Original author labeled the rest of the corner as 'etc'. Link
Throw > 214H > 632146H > c.S > 214H > dash j.P j.K j.S 214P(1) or dash j.H j.D > 214P(1) (sideswitch) > c.S > 214H > 214P Corner 98 50 AN, CH, ED, IN, JO, SL, SO, TE, ZA ?? - Link
Throw > 632146H > c.S > 214H > dash j.P > j.K > j.S > 214P(1) (sideswitch) > c.S > 214H > 214P Corner 130 50 BA ?? - Link
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.K > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P Corner 106 50 BR ?? - Link
Throw > 214H > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P Corner ?? 50 Di, JA, KL, MI ?? For Kliff, delay inital 214H, j.H and last c.S as much as possible. -
Throw > 214H > 632146H > c.S > j.K > j.D > 214P(1) > c.S > 214H > dash > j.P > j.K> j.S > 214H > 214P(1) > (c.S > 214H > 214P) Corner ?? 50 FA ?? NOTE -
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.P > J.K > j.S > 214H > 214P(1) (sideswitch) > c.S > 214H > 214P Corner ?? 50 PO, RO ?? - -
Dust Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
5D > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) Midscreen 155 0 All ?? If you did 5D close to opponent, use this. Link
5D > j.D > 214P(1) > f.S > 6K > 214P > 2H > 214P ?? ?? 0 All ?? Should be used if you hit 5D from further away. -
5D > j.D > 214P(1) > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P Corner ?? 50 All ?? - -
5D > j.D> 214P(1) > 5H > 214H > dash j.H > j.D > 214P(1) > c.S > 214H > 2148P Corner ?? 0 All ?? - -
5D > j.D > 214P(1) > 5H > 214H > j.H> j.D > 214H > 214P(1) Corner ?? 0 All ?? Less damage than above, but easier/more stable. -
Ground confirms into MoP
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2K > c.S > 2S > 2D > 236236H Anywhere 117 50 All ?? - Link
6P > c.S > f.S > 6K > 5H > 236236H Anywhere 78 50 All ?? - Link
Counterhit Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
CH j.D > c.S > j.K > j.S > j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) Midscreen 174 0 All ?? - Link
CH j.D > land, j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) Midscreen 181 0 All ?? - Link
CH j.D > dash 632146H > c.S > j.K > j.S > dj.S > j.H > 214P(1) Midscreen 172 50 All ?? May be easier or harder depending on how high you hit them. Link
CH j.D > 5H > 214D (sideswitch) > 5H > 214P OR j.H > j.D > 214P(1) > 214D (sideswitch) > 5H > 214P Corner ?? - All ?? - -
CH 632146H > c.S > j.K > j.S> j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) 169 ?? 50 All ?? - Link
CH 2H > 5D > j.D > 214H > j.D > 214P (opponent flies into 214H) > dash Sj.D > 214P(1) ?? 171 - All ?? - Link

Combo Theory

This section is a work in progress, but Shamisen has been making a series of videos with Japanese and English subtitles going over Testament combo theory and character specific options.

Part 1: Basic theory and damage efficiency for each combo tool

Part 2: Sol, Ky, and Eddie specifics

Part 3: Lightest weight (May, Baiken, Jam, Bridget, Kliff) and Potemkin

Part 4: Lightweights (I-no, Dizzy, Millia, Justice)

Part 5: Heavyweights (A.B.A, HOS, Johnny, Robo-Ky)

Part 6: Middleweights (Axl, Venom, Chipp, Zappa, Faust, Anji, Testament, Slayer)

Part 7: Warrant combos (On every character)

Video Examples

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Testament