GGACR/Testament/Matchups

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Testament

A.B.A

A.B.A

Overview

Combo difficulty: Easy

Matchup difficulty: Easy

Goals

Neutral

Offence

Structuring offence

Defence

Important moves

Anji

Anji Mito

Overview

Combo difficulty: Easy

Matchup difficulty: Easy

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Axl

Axl Low


Overview

Combo difficulty: Extreme

Matchup difficulty: Moderate

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Baiken

Baiken

Overview

Combo difficulty: Easy

Matchup difficulty: Hard

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Bridget

Bridget


Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Chipp

Chipp Zanuff

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Dizzy

Dizzy

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Eddie

Eddie

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Faust

Faust

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

I-no

I-No

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Jam

Jam Kuradoberi

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Justice

Justice

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Johnny

Johnny

Overview

This MU is of a very explosive nature: either Testament will bully Johnny to death with EXE Beast, webs, 2H, 6H and 3H, or Johnny will hit a random poke into a 60% combo that leads to Enkasu. Besides all of that, this MU is very well balanced.


Combo difficulty:

Goals

Neutral

  • Try not to fight exactly at mid range, where Johnny exceeds. Testament would like to fight at 6H and 3H distance, zoning Johnny with his traps and EXE Beasts to maintain this distance. If you happen to be at mid range, use f.S instead.
  • 2H is definitely an option in neutral, as a lot of Johnny players will say. It can dodge a lot of his buttons like 5K, 5S, 5H, 6H and even coins, and subsequently lead into a 2D oki or Zeinest launch for us. However, a lot of 2H are hard reads and can easily be baited into a 3H, 2S and even a 6H, leading into a high damage combo for Johnny. An exemple of that is using 2H as Testament to go under a coin (5H>236H). If Johnny uses 5H and cancel it into a Mist Finer instead (5H>236[P/K/S]~H>3H or 2S), you will 100% get punished. The safest option is to back dash or just block the coin (preferably a high block, to avoid getting hit by a meaty one).

Anti-airs

  • Anti airs against Johnny are hard due to his long hitboxes like j.H; use 2S, back dash or just block the jump attack (Johnny mixups are not hard to read). 2H can also be used to put pressure due to its invincibility frames, but it can be punished very hard if missed. 2H has to be used when Johnny is the lowest possible to the ground for it to work, so that the hitbox isn't active long enough to punish you. Sadly, most of the time, that's not the case.

Offence

Structuring offence

Defence

  • Back dashes are a valuable tool to avoid pokes, coins and Killer Joker confirms (at max range), just don't corner yourself: Johnny normals are really hard to avoid or counter while cornered. If you happen to be cornered, you can try to super jump and dash away (you can also cancel your dash with a web to reduce landing time). Using Warrant (counter) when you're cornered can be highly beneficial, since you can change places with Johnny and start your corner pressure. However, it can also be baited into a free high damage combo for Johnny, so use it wisely!

Important moves

Kliff

Kliff Undersn

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Ky

Ky Kiske

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

May

May

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Millia

Millia Rage

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Order Sol

Order-Sol

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Potemkin

Potemkin

Overview

Don't be fooled by Potemkin's sluggish nature. One mistake can cost you a round in this MU, as long as Potemkin is alive, he can win. Once Potemkin gets close to Testament, your defensive options become extremely limited. You'll have to rely mostly on blocking mixups and pushing him away with Faultless DefenseA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource., or using IBInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. to setup WarrantGGAC Testament 214K.pngGuard:
Mid
Startup:
24
Recovery:
19
Advantage:
-20
, because you won't have room to use Warrant without it. It's best not to get yourself in this situation.

Things to watch out for

  • HammerfallGGAC Potemkin 46H.pngGuard:
    Mid
    Startup:
    19~35
    Recovery:
    27
    Advantage:
    -18
    - One of his main mobility tools. Since it takes two non-Overdrive hits to stop him, keep a healthy amount of traps/Phantom Soul (P)GGAC Testament 236P.pngGuard:
    All
    Startup:
    30
    Recovery:
    Total 58
    Advantage:
    +2
    in between yourself and him.
Be ready to supplement your traps with a f.SGGAC Testament fS.pngGuard:
Mid
Startup:
11
Recovery:
13
Advantage:
-5
, 6HGGAC Testament 6H.pngGuard:
Mid
Startup:
15
Recovery:
28
Advantage:
-15
or EXE BeastsGGAC Testament 41236S.pngGuard:
All
Startup:
22~81+6
Recovery:
Total 38
Advantage:
+16
to ensure that you stop him in his tracks.
  • Superjump - His second mobility tool. Combined with j.PGGAC Potemkin jP.pngGuard:
    High/Air
    Startup:
    5
    Recovery:
    6
    Advantage:
    -
    , j.SGGAC Potemkin jS.pngGuard:
    High/Air
    Startup:
    14
    Recovery:
    23
    Advantage:
    -
    or j.HGGAC Potemkin jH.pngGuard:
    High/Air
    Startup:
    11
    Recovery:
    16
    Advantage:
    -
    , he can easily get rid of any webGGAC Testament web.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 31
    Advantage:
    +2
    , preemptively use your j.SGGAC Testament jS.pngGuard:
    High/Air
    Startup:
    8
    Recovery:
    16
    Advantage:
    -
    to contest him. Alternatively, you can also use Phantom Soul (K)GGAC Testament 236P.pngGuard:
    All
    Startup:
    30
    Recovery:
    Total 58
    Advantage:
    +2
    combined with 6H if you notice they're not blocking it with FD.
  • SlideheadGGAC Potemkin 236S.pngGuard:
    Low, Unblockable
    Startup:
    23
    Recovery:
    25
    Advantage:
    -11
    - This is Potemkin's #1 tool to get rid of HitomisGGAC Testament tree.pngGuard:
    Mid
    Startup:
    See notes
    Recovery:
    Total 27
    Advantage:
    -
    , score a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and move in with HammerfallGGAC Potemkin 46H.pngGuard:
    Mid
    Startup:
    19~35
    Recovery:
    27
    Advantage:
    -18
    . Generally, you have 3 ways of avoiding it:
  1. Jumping - If you're at more-or-less mid-range from Potemkin, you can air-dash and punish him using j.HGGAC Testament jH.pngGuard:
    High/Air
    Startup:
    13
    Recovery:
    15
    Advantage:
    -
    , which can be converted into a knock-down.
  2. Backdashing - Be careful when doing this, since Potemkin can chain multiple Slideheads and catch you off guard.
  3. Running (Gliding?) towards Potemkin. Testament is somewhat special in this case because while he's gliding, he's immune to Slidehead's knock-down effect, as long as you're not close enough to get hit by Potemkin himself. If you anticipate a Slidehead, you can glide towards him and punish using 6HGGAC Testament 6H.pngGuard:
    Mid
    Startup:
    15
    Recovery:
    28
    Advantage:
    -15
    . This is best used if you're at a full-screen distance away, since timing this at mid-range is difficult.
Don't get too comfortable spamming traps/Phantom Souls. Potemkins pick up on that quickly and will counter you with Slidehead.
  • F.D.B (Flick)GGAC Potemkin 63214S.pngGuard:
    All
    Startup:
    21
    Recovery:
    12
    Advantage:
    +2
    - He'll use this to counter your EXE BeastsGGAC Testament 41236S.pngGuard:
    All
    Startup:
    22~81+6
    Recovery:
    Total 38
    Advantage:
    +16
    , FB Phantom SoulGGACR Testament 236D.pngGuard:
    -
    Startup:
    80
    Recovery:
    Total 35
    Advantage:
    -
    , Nightmare CircularGGAC Testament 632146H.pngGuard:
    All
    Startup:
    8+5
    Recovery:
    9
    Advantage:
    +9
    , and to a lesser extent Curse AttacksGGACR Testament crowAttacks.pngGuard:
    All
    Startup:
    35
    Recovery:
    16
    Advantage:
    -
    and Phantom Soul (P)GGAC Testament 236P.pngGuard:
    All
    Startup:
    30
    Recovery:
    Total 58
    Advantage:
    +2
    . We deal with this in the following ways:
  1. Try not to be predictable with your EXE Beast releaseNegative Edge: Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions., this will prevent Potemkin from countering it with sheer muscle memory.
  2. FB Phantom SoulGGACR Testament 236D.pngGuard:
    -
    Startup:
    80
    Recovery:
    Total 35
    Advantage:
    -
    is easy to flick since it moves slowly. You have to make him block just before the skull reaches him. Best options are (S)EXE Beast if he's far away, or f.S
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    if you're at mid-range.
If he does manage to flick something, you're going to have to play defensively and deal with the bullet. In most cases, your best bet is to jump and FD the projectile, otherwise Potemkin can use Slidehead to secure a knock-down. If you're feeling particularly confident, you can also try slashbacking it while in the air for some extra Tension gain. Keep in mind that Potemkin can use Heat KnuckleGGAC Potemkin 623H.pngGuard:
Unblockable, Fx3
Startup:
14
Recovery:
22
Advantage:
-
to grab you out of the air if you're close.
Attempting to WarrantGGAC Testament 214K.pngGuard:
Mid
Startup:
24
Recovery:
19
Advantage:
-20
the bullet isn't advisable, they'll most likely block it and counter you, but it's been known to work in a pinch.
  • Backdash - Potemkin's backdash is particularly nasty for a couple of reasons.
  1. He's completely invulnerable for 20F, he can use it to dodge pretty much any conventional OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. Testament can do.
  2. If you're not careful, he can use it to set up a Potemkin BusterGGAC Potemkin 632146P.pngGuard:
    176 pixels
    Startup:
    3
    Recovery:
    -
    Advantage:
    -
    .
You can deal with his backdash by keeping a moderate distance as he's getting up, setting up an EXE beast of your choice, and timing its release as his invulnerability wears off, to be extra sure you can summon both EXE Beasts. This is a fairly safe method, as even if he chooses not to backdash, you're at a safe-enough distance so he can't use Potemkin Buster, and if he decides to Hammerfall or jump out, you can release EXE Beast and counter-attack.
  • j.D aka Butt DiveGGAC Potemkin jD.pngGuard:
    High/Air
    Startup:
    11
    Recovery:
    8 after landing
    Advantage:
    -
    - It's contestable, but risky. The risky way is to just jump straight up, block it (IBInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. or slashback if you're feeling adventurous) and airthrow him, but if you fail, you might get caught with a Buster once you land. One sure way to counter it is to predict it and place a web on the ground, then jump to block it, and as you keep falling together, he'll get caught by the web. It's fairly easy to predict when they're gonna use j.D, because it's usually in situations where they got caught with a high web, so you have time to react.


General gameplan:

  • FB Phantom Soul is key, because Potemkin is slow and has a hard time evading it. While he's cursed, he's going to have an even harder time moving around, so you have more time to set up even more traps, build tension, and the cycle continues.
If the Pot likes to evade FB Phantom Soul by crouching, don't try to rush him, it's bait and you'll get hit with a 2DGGAC Potemkin 2D.pngGuard:
Low
Startup:
12
Recovery:
14
Advantage:
-5
. Instead, first use 41236S (hold it), release the Beast as you're moving towards Pot so he can't retaliate, and then mixup of your choice (classic choices include 2P->6P or 2K->6P). This will force Potemkin to stand up and get cursed.
Alternatively, you can also use 5DGGAC Testament 5D.pngGuard:
High
Startup:
31
Recovery:
18
Advantage:
+3
as it's an overhead, or j.HGGAC Testament jH.pngGuard:
High/Air
Startup:
13
Recovery:
15
Advantage:
-
since it has to be blocked high which will make Pot stand up, guaranteeing either a curse, or a hit if the Pot doesn't stand up.


Combo difficulty:

Goals

  • Keep Potemkin busy with traps/curse/EXE Beasts, until there's an opening to move in and do damage. Cast FB Phantom Soul often and work towards a Master of PuppetsGGAC Testament 236236H.pngGuard:
    Mid
    Startup:
    7+4
    Recovery:
    41
    Advantage:
    -24
    , place powered up traps, rinse and repeat.

Neutral

  • Having at least ONE tree active at all times is a must to help with countering random Hammerfalls.
  • Don't be afraid to cancel Phantom Soul and re-cast it high/low depending on your needs, this will keep Pot guessing on whether he should opt for clearing the ground or trying to jump over everything.

Anti-airs

  • This is one of those MUs where Testament can't rely on his 2SGGAC Testament 2S.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    16
    Advantage:
    -8
    as a reliable anti-air defense. So instead, the idea is to always have at least one high web which Pot can't jump over, but since it's easy for him to get rid of the web, you can either choose to supplement it with a (K)Phantom Soul + 6HGGAC Testament 6H.pngGuard:
    Mid
    Startup:
    15
    Recovery:
    28
    Advantage:
    -15
    ., or preemptively hitting Pot with j.SGGAC Testament jS.pngGuard:
    High/Air
    Startup:
    8
    Recovery:
    16
    Advantage:
    -
    .

Offence

Structuring offence

  • Overusing standard blockstring that have 2HGGAC Testament 2H.pngGuard:
    Mid
    Startup:
    16
    Recovery:
    20
    Advantage:
    -4
    or end in 2DGGAC Testament 2D.pngGuard:
    Low
    Startup:
    14
    Recovery:
    30
    Advantage:
    -16
    . Don't get lazy with these. A good Potemkin will eventually catch on and interrupt your attack with a Buster, so mix it up a little.
  • If you manage to pressure Pot into a corner, you should see to it that it's his final resting place. But don't abandon safetyYou've sacrificed sure footing for a killing stroke. -Ra's al Ghul, right before beating Batman in training. if you feel like you're losing control. You can reset and win from neutral, one Buster can turn the tide around.
3HGGACR Testament 3H.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-5
+ EXE Beast is your friend here. Pot will have a hard time Flicking out of this if you FRC your EXE Beast.

Defence

  • Do NOT mash backdash unless Pot is attacking from the air. Backdashing Potemkin's ground oki is extremely difficult and you're better off gambling on blocking a mixup.

Robo-Ky

Robo-Ky

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Slayer

Slayer

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Sol

Sol Badguy

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Testament

Testament

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Venom

Venom

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Zappa

Zappa

Overview

Combo difficulty:

Goals

Neutral

Anti-airs

Offence

Structuring offence

Defence

Important moves

Navigation

Navigation

Testament