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|description=Another decent air-to-air, similar to j.S. | |description=Another decent air-to-air, similar to j.S. | ||
Of Testament's air normals, this is the one which can be used closest to the ground, and as such is one of the few buttons testament can use to start a combo from the air against a grounded opponent with the use of a Phantom Soul for additional hitstun. | |||
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Revision as of 19:07, 10 October 2021
Testament is Missing Link's trap character, and one of the 3 unlockable boss characters. He has access to long-range normals, projectiles with decent space coverage, and a tricky 2 step unblockable. He's most comfortable when he sets up his projectiles and traps to keep the opponent out, and punish their approach attempts with good air-to-airs, 2H anti-air, and decent grounded range.
Legends say that this character went on to be pretty decent in Accent Core and +R.
- Zoning: Testament is good at controlling the ground when he sets up his traps. Phantom Soul lingers for a long time, Panzer Centipede can deny a vertical slice of space, and EXE Beast reaches full screen. Once set up he has a solid anti-air with 2H to catch people avoiding his traps.
- Unblockable: Panzer Centipede and its followup spike are both unblockable.
- Poison: Nightmare Circular deals lethal poison damage which can turn this move into a checkmate against low health opponents.
- Can't Charge: Being unable to Charge means that Testament misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.
- Needs to Set Up: Missing Link characters can usually jump very high, move very quickly, and airdash even faster. This is a problem for Testament because he needs time to set up his projectiles cover the ground. Trying to set them up in neutral can result in him getting punished with an infinite.
- Dimension LUL: Testament has some tools that just kinda don't work. Dimension Scythe lets the opponent turn themselves fully invulnerable, 2S is basically a dead button, and his multihit normals can sometimes fail to combo with themselves
- Poor Combos: It's hard for Testament to get big damage, even ignoring infinites. It's going to take a lot of openings to kill the opponent.
- Weak Abare: Testament's normals aren't particularly quick, and the ones that are moderately fast have poor hitboxes that can whiff under a lot of circumstances. His options for guard cancels aren't good either because his specials are all generally slow and based on keeping the opponent out or hitting them, rather than getting them off of you.
- Honest in a Dishonest Game: Missing Link is a grimy game, and that's no secret. Testament is basically a normal fighting game character who has a couple strong tools by the standards of other games. Sadly that's peanuts compared to monsters like Justice.
Testament | |
---|---|
Defense | |
110%Raw Value: 11 | |
Jump Startup | |
5f | |
Backdash | |
22f | |
Meter Gain Mod | |
100%Raw Value: 10 | |
Charge Time | |
N/A | |
Forward Walk Speed | |
107%Raw Value: 821 | |
Backward Walk Speed | |
131%Raw Value: 768 | |
Dizzy Resistance | |
100%Raw Value: 30 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 10 | 8 | 10 | -1 | -3 | none |
This move is fast and decent for anti-airing and abare in a pinch. It has considerably more range than 5K for their similar role.
Much like 5K, this move hits fairly high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
- Kliff
- Dr Baldhead when not at the peak of his idle animation
- Axl Low at the bottom of his idle animation
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 8 | 13 | 10 | -6 | -8 | none |
This move is fast and decent for anti-airing and abare in a pinch. It's a good bit faster than 5P for their similar role.
This move hits really high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
- Kliff
- Dr Baldhead when not at the peak of his idle animation
- Axl Low at the bottom of his idle animation
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | All | 1 | 6,6,4 | 16 | -7 | -7 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 13 | 5,3 | 36 | -17 | -17 | none |
Pretty decent poke.
- Hits twice at close range, once at long range
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11x6 | All | 11 | 19 | 10 | +11 | +15 | none |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x3 | All | 4 | 18 | 13 | -7 | -9 | none |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 6 | 8 | 8 | -1 | -3 | none |
A solid combo starter and low hit for Testament. It's not uncommon to use 2 to 4 of these at the start of a combo to build meter and correct spacing at the cost of damage.
Fun trivia: this move is mis-sprited. The animation implies that Testament is striking the opponent with the shaft of the scythe, and the hitbox extends as such, but the animation shows him swinging his empty, open hand.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 6 | 3,12 | 18 | -8 | -16 | Low Profile |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 8 | 15 | 6 | -19 | -9 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Low | 12 | 26 | 9 | 0 | -9 | none |
A surprisingly good anti-air. The horizontal range is pretty small, but it still hits low which is funny.
- Hits directly above Testament
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 6 | 5 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 10 | none |
Another decent air-to-air, similar to j.S.
Of Testament's air normals, this is the one which can be used closest to the ground, and as such is one of the few buttons testament can use to start a combo from the air against a grounded opponent with the use of a Phantom Soul for additional hitstun.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 10 | 5 | none |
j.H
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Overhead | 22 | 4 | 16 | -10 | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | -7 | none |
Throw is decent for Testament because it has the usual upsides of a throw, but the force side switch can make this move really undesirable when you want to get the opponent to the corner.
- Side switches on hit
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
Specials
Phantom Soul
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | All | 18 | +3 | -10 | none |
Phantom Soul is a great zoning tool that persists for a long time. One use of this move is to place several of them on screen in different places to clutter up the ground and force the opponent to approach through the air. This is actually particularly strong because several characters lose access to their strongest tools in the air, and if the opponent gets in, starting an infinite from an air hit can be awkward.
Interestingly, hitting an opponent into a phantom soul can create combo routes that are not normally possible for Testament, although the practicality of this is very questionable.
- Travels roughly 2/3 screen
- Max of 3 on screen at a time
- Lingers on screen for a long time
- If multiple are stacked on top of each other, only 1 will hit at a time
- Flies off screen when used near the corner
Grave Digger
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Mid | 9 | 20 | 25 | +1 | -32 | none |
A great corner carry tool, and one of Testament's more rewarding combo enders. It's also pretty decent for damage if used immediately after 2K(1) because Testament's combo scaling grants 1.06x damage to the 2nd hit of a combo. After a knockdown with Grave Digger you have just enough time to set a Panzer Centipede in order to try to catch the opponent with the follow-up unblockable after they wake up.
Because this is air-unblockable, it's your best bet against someone who attempts to air block while captured by Dimension Scythe.
- Air Unblockable
EXE Beast
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5,14,5 | All | 31 | +23 | none |
A pretty cool combo tool that is held back by it's horrible startup. It does reach full screen, and it combos into other things fairly consistently, but it seems very difficult to make use of this properly.
- 52f for far beast to hit
- Reaches full screen
Panzer Centipede
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Panzer Centipede | 16x2 | Unblockable | 30 | 20 | 8 | N/A | -8 | none |
Spike | 9 | Unblockable | 95 | 34 | N/A | N/A | +10 | none |
An unblockable strike into a delayed unblockable projectile. Due to the short range, and the fact that this game does not have hard knockdowns, it can be difficult to set up offensively. It can, however, be used defensively after hitting the opponent with Dimension Seize to create a threat if the opponent approaches you.
- Pulls Testament's hurtbox backwards during startup
Dimension Scythe
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 24 | 0 | -18 | none |
This move is weird. It locks the victim in place, but allows them to use all their usual options, including backdash and jump. Setting this up isn't the most rewarding thing in the world, but it sets up favorable RPS for Testament, or buys him time to set up Phantom Souls and Panzer Centipede. That said, Testament can combo into it reasonably consistently so it might be a legitimate tactic for controlling a short range opponent.
If Testament hits you with this, you can either jump block or backdash. Backdash will make you fully invulnerable for the rest of the capture time, but will let Testament set up traps. Jump block will make you immune to conventional mixups, but he he can hit you with the air-unblockable Grave Digger.
- Captured player is locked in their position
- Players can still guard, attack, backdash, and jump
- If the captured player backdashes, they will be invulnerable, but also unable to act for the remainder of the capture time.
- Reduces the range of attacks while captured somewhat
Super
Nightmare Circular
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
36+27 DOT | All | 26 | -10 | none |
A really solid super. The damage on initial hit isn't phenomenal, but the poison damage that it inflicts persists if the opponent hits Testament, and is lethal. Because of that, you can use this move to close out rounds reliably, or force favorable trades. The range is pretty solid, and the move is pretty good for spamming during Desperation state. The main issue is that the move doesn't have invulnerability during startup, and the move is disadvantaged on block.
- Inflicts lethal poison damage