GGACR/Testament/Combos

From Dustloop Wiki
 Testament


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 that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
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
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
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 [1] Very Easy Slip lvl 3 and below. Max slip level is inhuman. Link
f.S > 6K > 6H Anywhere 98 0 All [1] Very Easy Only works on crouching opponents. Link
Gatlings > c.S > 5H > 632146H > 236P (OTG) Anywhere 109 50 All [1] 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

BADLANDS LOOP

If you can't pickup after the first badlands with a button it is because you started the combo too close to them and you juggle them too far away from you. You need to create more space between you and the opponent.

Either start the combo from further away or put delays in your string to create pushback. 5H has an exceptionally big delay window, you can also delay the other buttons. Note that 2S has a little more pushback than cS.

Example: 2K/6P > cS/2S delay > 5H delay > badlands > fS > 6K > badlands.

BADLANDS(1)

Badlands(1) is done by making the 2nd hit of air badlands whiff. It is necessary for combo extensions or to set up your strong okizeme from air combos.

The idea is to be vertically below and spaced horizontally away from them when you use air badlands. However it can be finicky and hurtbox specific depending on character.

  • For getting the BL(1) hit generally put a delay in your air string, delay on the net or add more buttons to juggle them higher.

Examples for setting up BL1 after a net:

  • net > air backdash badlands // You can either do 44214P or 2144P.
  • net > falling badlands
  • net > land and rise air button > badlands
  • net > land TK badlands

Extra notes:

  • Button BL or net BL types of extensions can be really good for air to air conversions.
  • Air backdash BL midscreen makes you land a bit later and also spaces you out on the pickup. It is worse if you wanna get corner carry, but it's better for corner enders.
  • Net land TKBL can be an option too but it's more spacing specific midscreen.

What to do if you get Badlands(2)?

Testament is a forgiving character, if you mess up BL(1) and get both hits of air badlands you still get rewarded with a knockdown. However it is a worse okizeme situation with that spacing and frame advantage.

Options you could do when that happens:

  • Safejump with airdash jH.
  • Teleport and do a quick meaty button.
  • Summon S beast then go for left/right with teleports.
  • Summon S beast then play a little mindgame between immediate release to condition them to block and delay release that gives you more time to approach for better mixup.
  • Summon traps, skulls, beasts etc. Give yourself the edge in neutral.

SOME INFO ABOUT NET

You can’t summon a net while the net that hit them is active, or rather it has a small cooldown till you can summon one again after it activated.

  • You can work around this by delaying your strings. Example: S beast > 5K net > jH delay jD net > stuff.

There are 2 type of combos you can do once the net hits them:

  • Hit them during the net hold, this maintains their vertical positioning, the combo you think will happen is exactly what you'll get.
  • Hit them right as the net releases them (this can be tricky if you do it with j.s/j.h/j.d), as a net releases them, it launches them vertically, if you can time combos to hit right as a net releases, you can access new combos.

WHY MY AIR COMBOS DO NO DAMAGE?

Utilizing nets in your combos is great for stabilizing and making them easier, also you can extend with them and build a lot of meter for MOP(Master of Puppets)GGAC Testament 236236H.pngGuardMidStartup7+4Recovery41Advantage-24.

However net drains a lot of Guard Bar, which mitigates your damage considerably.
If you wanna optimize combos to do as much damage as possible you have to refrain from using many nets. This makes the air combos considerably harder to do and very finicky with character hurtboxes.

50 TENSION FROM A COMBO

Will be character specific to optimize. Will write some theory later, have some examples for now.

You can get more meter even with worse combos if you increase your tension pulse!

Having higher tension pulse increases your metergain. Generally you increase your tension pulse by playing aggressive, but the fastest way to boost is IB(instant block).

Once you max it out you gain 50% more tension from your actions.

5 IBs can grant this bonus if you start with default tension pulse.

Read more about tension pulse on the wiki.

MOP LOOPS

Will write some theory later, use this video to inspire yourself for now.

Combo theory videos by Shamisen

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)

Lecture on increasing your combo damage

How to route into K skull from otg

Video examples

Starter combos from wiki

Throw midscreen combos

BnBs on Baiken

Navigation

 Testament


Systems Pages