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==Overview== | ==Overview== | ||
{{GGST/CharacterLinks}} | {{GGST/CharacterLinks}} | ||
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|content= Boasting long range, crafty tricks and elegance in spades, Testament, the reawakened Gear, finally returns! Equipped with a massive crimson scythe, Testament controls the battlefield like no other. | |content= Boasting long range, crafty tricks and elegance in spades, Testament, the reawakened Gear, finally returns! Equipped with a massive crimson scythe, Testament controls the battlefield like no other. | ||
Armed with impressive hitboxes on many moves, Testament is a strong contender in the midrange. {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=5H|label={{clr|H|5H}}}} are particularly strong for grounded space control, with | Armed with impressive hitboxes on many moves, Testament is a strong contender in the midrange. {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=5H|label={{clr|H|5H}}}} are particularly strong for grounded space control, with {{clr|H|5H}} adding a disjoint at the cost of safety. {{MMC|input=6H|label={{clr|H|6H}}}} is a bit slow, but reaches far both horizontally and vertically. For air control, {{MMC|input=j.S|label={{clr|S|j.S}}}} and {{MMC|input=j.D|label={{clr|D|j.D}}}} excel at contesting foes. Spicing up Testament’s space control is the {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} projectile. Both the grounded and aerial versions can be angled straight or diagonally with the {{Prompt|GGST|S|18px}} or {{Prompt|GGST|H|18px}} variants. It can also be powered up by partially or fully charging it, resulting in twelve different versions total. | ||
After | After Grave Reaper has travelled its full distance, the projectile transforms into a Succubus that stays in place for a few seconds. The Succubus can be teleported to with {{MMC|input=214K|label=[[#Possession |Possession]]}} for a unique movement option. {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} fires Testament’s crow like a projectile, which tracks to the position of the Succubus. {{MMC|input=236236P|label=[[#Nostrovia|Nostrovia]]}} is a unique Overdrive that locks the opponent down under a barrage of attacks, allowing Testament to close the gap and enforce mix-ups. If Unholy Diver or Nostrovia make contact, the opponent is inflicted with {{MMC|input=Stain|label=[[#Stain State|Stain State]]}}. This opens up some new mix-ups and combo routes, such as converting off of uncharged {{MMC|input=5D|label={{clr|D|5D}}}}. You’ll need a good understanding of both the Succubus and Stain State to make the most of Testament’s unorthodox offense. | ||
While Testament’s range is excellent, the same cannot be said for their frame data. Many moves are sluggish to start up or have long recovery. As such, wild swinging renders Testament vulnerable to Counter Hits and punishment. To mitigate this danger, remain calm and calculated. Wait for the right moment to strike. | While Testament’s range is excellent, the same cannot be said for their frame data. Many moves are sluggish to start up or have long recovery. As such, wild swinging renders Testament vulnerable to Counter Hits and punishment. To mitigate this danger, remain calm and calculated. Wait for the right moment to strike. | ||
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}} | }} | ||
{{ReasonsToPick | {{ReasonsToPick | ||
|intro={{Character Label|GGST|Testament | |intro={{Character Label|GGST|Testament}} is a midrange zoner, capable of controlling the pace of a match with their succubi and various projectiles. | ||
|pickMe= | |pickMe= | ||
* Huge attacks and full-screen projectiles covering large swaths of the screen at a time. | * Huge attacks and full-screen projectiles covering large swaths of the screen at a time. | ||
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{{card|width=4 | {{card|width=4 | ||
|header=<div id="Stain State">Unique Mechanic: Stain State</div> |ToCName=Unique Mechanic: Stain State | |header=<div id="Stain State">Unique Mechanic: Stain State</div> |ToCName=Unique Mechanic: Stain State | ||
|content=Testament's {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} projectile and {{MMC|input=236236P|imageNumber=2|label=[[#Nostrovia|Nostrovia]]}} Overdrive put the opponent into | |content=Testament's {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} projectile and {{MMC|input=236236P|imageNumber=2|label=[[#Nostrovia|Nostrovia]]}} Overdrive put the opponent into Stain State on contact. Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit. Hitting an opponent in Stain State with any of Testament's normals, {{MMC|input=214S|label=[[#Arbiter Sign|Arbiter Sign]]}}, or the scythe slash of {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} causes an automatic follow-up {{MMC||input=Stain|imageNumber=2|label=[[#Stain|Stain]]}} attack that can be used to extend combos on hit or maintain pressure on block. A full list of Stain State frame data is available to read [[/Frame Data#Stain Frame Data|here]]. | ||
<gallery> | <gallery> | ||
GGST_Testament_Stain.png|Stain effect | GGST_Testament_Stain.png|Stain effect | ||
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</gallery> | </gallery> | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
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* Links into {{MMC|input=5K|label={{clr|K|5K}}}} and {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | * Links into {{MMC|input=5K|label={{clr|K|5K}}}} and {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Useful in neutral where {{MMC|input=f.S|label={{clr|S|f.S}}}} would be too slow and in combos when you cannot do {{MMC|input=c.S|label={{clr|S|c.S}}}}. Get used to this normal as Testament relies on it a lot against characters that can contest them at | Useful in neutral where {{MMC|input=f.S|label={{clr|S|f.S}}}} would be too slow and in combos when you cannot do {{MMC|input=c.S|label={{clr|S|c.S}}}}. Get used to this normal as Testament relies on it a lot against characters that can contest them at {{clr|S|f.S}} range. At waist height and above, {{clr|K|5K}} will combo into {{MMC|input=6H|label={{clr|H|6H}}}} on airborne opponents which adds good damage to combos. Deceptively strong button at round start, its large hitbox paired with its speed can stop a lot of pokes. | ||
* Good range, fast, and safe on block. | * Good range, fast, and safe on block. | ||
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* Links into {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | * Links into {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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An important combo and pressure starter in Testament's kit, this move is vital to their game plan. While it is slower than many other {{clr|S|c.S}}'s, its long active frames and varied gatling options (the most out of Testament's kit) lead to strong pressure if blocked and combos if hit. Without dash momentum, blocked {{clr|S|c.S}} will leave Testament just outside throw range but just close enough to still be in {{clr|S|c.S}}'s activation range for a potent, automatic throw bait. | An important combo and pressure starter in Testament's kit, this move is vital to their game plan. While it is slower than many other {{clr|S|c.S}}'s, its long active frames and varied gatling options (the most out of Testament's kit) lead to strong pressure if blocked and combos if hit. Without dash momentum, blocked {{clr|S|c.S}} will leave Testament just outside throw range but just close enough to still be in {{clr|S|c.S}}'s activation range for a potent, automatic throw bait. | ||
* | * Causes floating crumple on ground hit, allowing a {{MMC|input=2S|label={{clr|S|2S}}}} > {{MMC|input=2H|label={{clr|H|2H}}}} followup. | ||
* Combos into {{MMC|input=6H|label={{clr|H|6H}}}}/{{clr|H|2H}} on Counter Hit or against airborne opponents. | |||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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Very long range, great for checking the opponent's position. Use with care, however, as this move is a bit slower than most other character's {{clr|S|f.S}} normals which is made up for by added range and disjoint. | Very long range, great for checking the opponent's position. Use with care, however, as this move is a bit slower than most other character's {{clr|S|f.S}} normals which is made up for by added range and disjoint. | ||
* Combos into {{MMC|input=2H|label={{clr|H|2H}}}} on Counter Hit. | * Combos into {{MMC|input=2H|label={{clr|H|2H}}}} and {{MMC|input=214S|label=[[#Arbiter Sign|Arbiter Sign]]}} on Counter Hit. | ||
* Excellent normal to hit confirm into {{MMC|input=236D|imageNumber=1|label=[[#Wild Assault|Wild Assault]]}} on normal or Counter Hit since at long range Testament's gatling options and special cancels can whiff and be punished. | |||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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Primarily used in blockstrings or to challenge buttons at ranges where {{MMC|input=f.S|label={{clr|S|f.S}}}} may lose or trade. This is a good blockstring option with its ability to cancel into {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}, but at certain spacings its high pushback will cause Grave Reaper to whiff, leaving a punishable gap. | Primarily used in blockstrings or to challenge buttons at ranges where {{MMC|input=f.S|label={{clr|S|f.S}}}} may lose or trade. This is a good blockstring option with its ability to cancel into {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}, but at certain spacings its high pushback will cause Grave Reaper to whiff, leaving a punishable gap. | ||
* Launches and tumbles on hit, combos into {{ | * Launches and tumbles on hit, combos into {{Prompt|GGST|S|18px}} {{MMC|input=214S|imageNumber=1|label=[[#Arbiter Sign|Arbiter Sign]]}}, Grave Reaper, or low to the ground {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}}. Counter Hit combos into standard height Unholy Diver. | ||
* Less reach than | * Less reach than {{clr|S|f.S}}. | ||
* Fairly disjointed but often in range to still get hit or clash with an opponent's {{MMC|input=6P|label={{clr|P|6P}}}}. | * Fairly disjointed but often in range to still get hit or clash with an opponent's {{MMC|input=6P|label={{clr|P|6P}}}}. | ||
* Hits low enough to beat some {{keyword|low profile}} moves such as all low profile {{clr|K|2K}} and {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} but whiffs even lower moves such as {{clr|P|6P}} and {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=236K|label=Stun Dipper}}. | |||
}} | }} | ||
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{{GGST Move Card | {{GGST Move Card | ||
|input=5D,5[D] | |input=5D,5[D] | ||
|versioned=name | |||
|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} will give a much slower but much more powerful strike. | |||
---- | |||
;Uncharged Dust Attack | ;Uncharged Dust Attack | ||
As this is Testaments fastest grounded overhead, {{clr|D|5D}} is needed to threaten the opponent with grounded high/low mix-ups. [[../Mechanics#Roman_Cancels|Roman Cancels]] allow this attack to continue into further pressure or convert into a combo without charging it. Unique to Testament, {{MMC|input=Stain|label=[[#Stain State|Stain State]]}} also gives them a combo from uncharged {{clr|D|5D}} and leaves them +5 on block, allowing safe resets and powerful frametrap followups. Can gatling from {{MMC|input=5K|label={{clr|K|5K}}}}, {{MMC|input=2K|label={{clr|K|2K}}}}, or {{MMC|input=c.S|label={{clr|S|c.S}}}} for a mix-up. | |||
* Causes floating crumple on ground hit. | * Causes floating crumple on ground hit. | ||
* Launches opponent on air hit. | * Launches opponent on air hit. | ||
* 80% proration. | * 80% proration. | ||
---- | ---- | ||
;Charged Dust Attack | ;Charged Dust Attack | ||
''On-hit, holding {{Ni|8}} will activate [[../Mechanics#Homing_Jump|{{Tt|Homing Jump|Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.}}]] for a large combo opportunity.'' | |||
Significantly slower than an uncharged {{clr|D|5D}}, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. | |||
* Launches opponent on hit if combo'd into. | * Launches opponent on hit if combo'd into. | ||
}} | }} | ||
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* Testament's fastest {{keyword|abare}} button. | * Testament's fastest {{keyword|abare}} button. | ||
* Susceptible to {{keyword|low profile}} attacks such as {{clr|P|6P}}s and {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MMC|chara=Giovanna|input=623S|label= | * Susceptible to {{keyword|low profile}} attacks such as {{clr|P|6P}}s and {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MMC|chara=Giovanna|input=623S|label=Sol Nascente}}. | ||
* Links into {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | * Links into {{MMC|input=2K|label={{clr|K|2K}}}} on Counter Hit. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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Only true blockstrings into {{MMC|input=6P|label={{clr|P|6P}}}}, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as {{clr|K|2K}} > {{MMC|input=2D|label={{clr|D|2D}}}} will catch even 3f buttons. | Only true blockstrings into {{MMC|input=6P|label={{clr|P|6P}}}}, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as {{clr|K|2K}} > {{MMC|input=2D|label={{clr|D|2D}}}} will catch even 3f buttons. | ||
Beware characters with | Beware characters with invincible reversals or reversal Overdrives, they can punish the {{clr|K|2K}} > {{clr|D|2D}} gap. | ||
* Testament's fastest low. | * Testament's fastest low. | ||
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* Links into itself on Counter Hit. | * Links into itself on Counter Hit. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Rewarding tool when fishing for Counter Hits. Beats a lot of the things that can go under {{MMC|input=f.S|label={{clr|S|f.S}}}} and shares the same gatling options. Like the caption suggests, this move is faster overall than | Rewarding tool when fishing for Counter Hits. Beats a lot of the things that can go under {{MMC|input=f.S|label={{clr|S|f.S}}}} and shares the same gatling options. Like the caption suggests, this move is faster overall than {{clr|S|f.S}} at the cost of reach. | ||
* Testament's main low poke. | * Testament's main low poke. | ||
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* A powerful roundstart option. | * A powerful roundstart option. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
{{clr|H|2H}} fills an interesting niche in Testament's moveset. Its primary use cases are to reset pressure and confirm off of Counter Hits such as {{ | {{clr|H|2H}} fills an interesting niche in Testament's moveset. Its primary use cases are to reset pressure and confirm off of Counter Hits such as {{MMC|input=c.S|label={{clr|S|c.S}}}} or mid-range {{MMC|input=f.S|label={{clr|S|f.S}}}}. | ||
It launches on hit and has great scaling, at the cost of having high startup. The vacuum effect can be used to ensure that both hits of {{ | It launches on hit and has great scaling, at the cost of having high startup. The vacuum effect can be used to ensure that both hits of {{Prompt|GGST|H|18px}} {{MMC|input=236H|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} connect, leaving Testament slightly plus. | ||
{{clr|H|2H}} is best suited towards the beginning of combos or after {{MMC|input=236D|imageNumber=1|label=[[#Wild Assault|Wild Assault]]}}, as its launch height is heavily affected by gravity scaling. {{MMC|input=6H|label={{clr|H|6H}}}} is often a better alternative that also deals more damage later in scaled combos. | {{clr|H|2H}} is best suited towards the beginning of combos or after {{MMC|input=236D|imageNumber=1|label=[[#Wild Assault|Wild Assault]]}}, as its launch height is heavily affected by gravity scaling. {{MMC|input=6H|label={{clr|H|6H}}}} is often a better alternative that also deals more damage later in scaled combos. | ||
* Launches on hit. | * Launches on hit. | ||
* Vacuum effect on hit or block. | * Vacuum effect on hit or block. | ||
* Combos from | * Combos from {{clr|S|c.S}} on air hit. | ||
* Combos from | * Combos from {{clr|S|c.S}}, {{clr|S|f.S}}, and {{MMC|input=2S|label={{clr|S|2S}}}} on Counter Hit. | ||
* Combos into {{MMC|input=5K|label={{clr|K|5K}}}} after fully charged | * Combos into {{MMC|input=5K|label={{clr|K|5K}}}} after fully charged Wild Assault. | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Testament's sweep makes for a great combo starter, as {{clr|D|2D}} > {{ | Testament's sweep makes for a great combo starter, as {{clr|D|2D}} > {{Prompt|GGST|H|18px}} {{MMC|input=236H|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} allows for links after. It's also a great low in pressure. Its only downfall is its speed, as it does not true blockstring from Testament's {{MMC|input=5K|label={{clr|K|5K}}}} or {{MMC|input=2K|label={{clr|K|2K}}}} and is too slow to effectively poke with. | ||
* | * {{clr|K|2K}} > {{clr|D|2D}} has a tendency to whiff at close to max {{clr|K|2K}} range. | ||
* Gatlings from | * Gatlings from {{clr|K|5K}} and {{clr|K|2K}} have a throwable gap. | ||
}} | }} | ||
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* Upper-body invulnerable, blanket anti-air for almost any situation. | * Upper-body invulnerable, blanket anti-air for almost any situation. | ||
* Excellent and rewarding counter-poke, especially with {{MMC|input=Stain|label=[[ | * Excellent and rewarding counter-poke, especially with {{MMC|input=Stain|label=[[#Stain State|Stain State]]}} applied. | ||
* Testament's only true blockstring from their {{MMC|input=5K|label={{clr|K|5K}}}} and {{MMC|input=2K|label={{clr|K|2K}}}}. | * Testament's only true blockstring from their {{MMC|input=5K|label={{clr|K|5K}}}} and {{MMC|input=2K|label={{clr|K|2K}}}}. | ||
* Frame traps from {{MMC|input=5P|label={{clr|P|5P}}}} and {{MMC|input=2P|label={{clr|P|2P}}}}. | * Frame traps from {{MMC|input=5P|label={{clr|P|5P}}}} and {{MMC|input=2P|label={{clr|P|2P}}}}. | ||
* Hard knockdown on Counter Hit. | |||
The infamous. Everything you would want from a {{clr|P|6P}} and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat {{clr|P|6P}}, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a {{clr|P|6P}} mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox. | The infamous. Everything you would want from a {{clr|P|6P}} and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat {{clr|P|6P}}, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a {{clr|P|6P}} mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox. | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Testament swings their scythe over their head. Slow, but covers a decently large space. Mostly useful to add damage to combos and | Testament swings their scythe over their head. Slow, but covers a decently large space. Mostly useful to add damage, to end combos and start {{keyword|okizeme}} from its hard knockdown effect, and to extend a combo into {{MMC|input=236236P|label=[[#Nostrovia|Nostrovia]]}}, but can also catch people trying to jump out of the corner. | ||
* Has a large, Counter Hit hurtbox that extends before the hitbox. | * Has a large, Counter Hit hurtbox that extends before the hitbox. | ||
* Ground bounces on hit, allowing a combo into charged {{ | * Ground bounces on hit, allowing a combo into charged {{Prompt|GGST|H|18px}} Grave Reaper. | ||
* Hard knockdown on hit which serves as the foundation for Testament's oki after combos. | |||
}} | }} | ||
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Testament's fastest air normal. Good for quickly intercepting aerial opponents and forcing them back to the ground while building some R.I.S.C. on block, but otherwise lacks range. | Testament's fastest air normal. Good for quickly intercepting aerial opponents and forcing them back to the ground while building some R.I.S.C. on block, but otherwise lacks range. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}} | ||
}} | }} | ||
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|description= | |description= | ||
A niche air-to-air and pressure button, {{clr|K|j.K}} has very specific uses. It is suited to combating air-to-air buttons, especially ones that come from beneath Testament. When combined with {{MMC|input=Stain|label=[[ | A niche air-to-air and pressure button, {{clr|K|j.K}} has very specific uses. It is suited to combating air-to-air buttons, especially ones that come from beneath Testament. When combined with {{MMC|input=Stain|label=[[#Stain State|Stain State]]}}, usually after triggering Stain with {{MMC|input=5K|label={{clr|K|5K}}}}, it can lead into frame traps with aerial {{Prompt|GGST|H|18px}} {{MMC|input=236H|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}, as well as niche [[Safe Jump]] setups with {{MMC|input=214K|label=[[#Possession|Possession]]}}. | ||
The move's small vertical range and poor frontal hitbox relegate it to these very specific use cases, with {{clr|S|j.S}} and {{clr| | The move's small vertical range and poor frontal hitbox relegate it to these very specific use cases, with {{MMC|input=j.S|label={{clr|S|j.S}}}} and {{MMC|input=j.D|label={{clr|D|j.D}}}} more useful as general purpose air-to-airs. | ||
* Testament's only {{keyword|crossup}} normal, as none of their other jumping buttons have a hitbox behind them. | * Testament's only {{keyword|crossup}} normal, as none of their other jumping buttons have a hitbox behind them. | ||
* Confirms into {{clr|K|5K}} > {{MMC|input=2D|label={{clr|D|2D}}}} for a combo. | * Confirms into {{MMC|input=5K|label={{clr|K|5K}}}} > {{MMC|input=2D|label={{clr|D|2D}}}} for a combo. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
A scythe slash well suited for air-to-air usage, with a mixture of good speed and horizontal range. It has faster startup and more downward range than {{MMC|input=j.D|label={{clr|D|j.D}}}}, but without the disjointed hitbox. Also great as a runaway tool when | A scythe slash well suited for air-to-air usage, with a mixture of good speed and horizontal range. It has faster startup and more downward range than {{MMC|input=j.D|label={{clr|D|j.D}}}}, but without the disjointed hitbox. Also great as a runaway tool when canceled into {{MMC|input=236S|label=[[#Grave Reaper|Air Grave Reaper]]}} to start Testament's space control game. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | }} | ||
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* Has a blind spot right at the hilt of the scythe. | * Has a blind spot right at the hilt of the scythe. | ||
* Testament's ideal | * Testament's ideal [[Safe Jump]] button. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Mainly used after {{MMC|input=j.H|label={{clr|H|j.H}}}} to extend air combos or push for a wall stick in the corner. It can be also used as a retreating or air-to-air button, though keep in mind its vertical range is short. You can air dash after the move ends and it is special cancelable, allowing you to continue pressure with {{ | Mainly used after {{MMC|input=j.H|label={{clr|H|j.H}}}} to extend air combos or push for a wall stick in the corner. It can be also used as a retreating or air-to-air button, though keep in mind its vertical range is short. You can air dash after the move ends and it is special cancelable, allowing you to continue pressure with {{Prompt|GGST|H|18px}} {{MMC|input=236S|label=[[#Grave Reaper|Grave Reaper]]}}, though this can be a bit finicky. | ||
* Pauses Testament's air momentum and pushes them slightly backwards. | * Pauses Testament's air momentum and pushes them slightly backwards. | ||
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|recovery = 38 | |recovery = 38 | ||
}} | }} | ||
Synergizes well with the rest of Testament's moveset. Testament is free to set up an {{ | Synergizes well with the rest of Testament's moveset. Testament is free to set up an {{Prompt|GGST|S|18px}} {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} afterwards anywhere on the screen, and microdash {{Prompt|GGST|S|18px}} Grave Reaper in the corner will hit meaty enough to true blockstring into {{MMC|input=c.S|label={{clr|S|c.S}}}} to continue pressure. | ||
}} | }} | ||
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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | ||
|description= | |description= | ||
Though Testament can usually cover jump-in attacks with {{MMC|input=6P|label={{clr|P|6P}}}} or {{ | Though Testament can usually cover jump-in attacks with {{MMC|input=6P|label={{clr|P|6P}}}} or {{Prompt|GGST|H|18px}} {{MMC|input=236H|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}, their air throw still makes for a reliable anti-air when there isn't enough time to apply a better option, scoring a knockdown and an opportunity to apply okizeme. In the corner, it can be used to keep opponents from escaping or trading with slower moves like {{MMC|input=j.H|label={{clr|H|j.H}}}} that won't come out fast enough to cleanly intercept. | ||
}} | }} | ||
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{{#invoke:GGST-FrameChart|drawFrameData | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 236D | |input = 236D | ||
|title = '''Wild Assault''' | |title = '''Wild Assault''' | ||
| | |startup = 16 | ||
}} | }} | ||
{{#invoke:GGST-FrameChart|drawFrameData | {{#invoke:GGST-FrameChart|drawFrameData | ||
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A fast, advancing swipe used for combos and pressure extension at the cost of 50% Burst. | A fast, advancing swipe used for combos and pressure extension at the cost of 50% Burst. | ||
The fully charged version can allow for full combos off of Counter Hit pokes such as {{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} and {{MMC|game=GGST|chara=Testament|input=6H|label={{clr|H|6H}}}}. Useful after wall stick as an alternative to {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} to cause {{tt|HKD|Hard Knockdown}} on wall break against characters that Testament can | The fully charged version can allow for full combos off of Counter Hit pokes such as {{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} and {{MMC|game=GGST|chara=Testament|input=6H|label={{clr|H|6H}}}}. Useful after wall stick as an alternative to {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} to cause {{tt|HKD|Hard Knockdown}} on wall break against characters that Testament can [[Safe Jump]] against. | ||
* Normal, special, jump, and backdash cancelable. | * Normal, special, jump, and backdash cancelable. | ||
* Drains | * Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block. | ||
* Applies Hard Knockdown when launching or when used to [[ | * Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]]. | ||
}} | }} | ||
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|frameChart= | |frameChart= | ||
{{#invoke:FrameChart|drawFrameData| | {{#invoke:FrameChart|drawFrameData| | ||
|active = | |active = 30 | ||
}} | }} | ||
|description= | |description= | ||
An automatic follow-up attack that triggers when hitting an opponent in {{MMC|input=Stain|label=[[ | An automatic follow-up attack that triggers when hitting an opponent in {{MMC|input=Stain|label=[[#Stain State|Stain State]]}} with any of Testament's normals, {{MMC|input=214S|label=[[#Arbiter Sign|Arbiter Sign]]}}, or the scythe slash of {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}. The explosion it causes can be used to extend combos on hit or maintain pressure on block. | ||
See Testament's [[ | See Testament's [[/Frame Data#Stain Frame Data|Stain Frame Data]] table for more specific information on their frame advantage when triggered after particular moves. | ||
* Testament's {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} projectile and {{MMC|input=236236P|imageNumber=2|label=[[#Nostrovia|Nostrovia]]}} Overdrive put the opponent into | * Testament's {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} projectile and {{MMC|input=236236P|imageNumber=2|label=[[#Nostrovia|Nostrovia]]}} Overdrive put the opponent into Stain State on contact. | ||
* | * Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit. | ||
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One of the most important tools in Testament's kit, Grave Reaper is incredibly versatile, being a key zoning tool, okizeme tool, and pressure ender. Proper use of Grave Reaper is a necessity, as it places a Succubus on screen for use with {{MMC|input=214K|label=[[#Possession|Possession]]}} and {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}}. | One of the most important tools in Testament's kit, Grave Reaper is incredibly versatile, being a key zoning tool, okizeme tool, and pressure ender. Proper use of Grave Reaper is a necessity, as it places a Succubus on screen for use with {{MMC|input=214K|label=[[#Possession|Possession]]}} and {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}}. | ||
With four versions and three levels of charge, there is a Grave Reaper for nearly every situation. Providing good control over timing, somewhat ambiguous animations, and air momentum changes, Grave Reaper can cover both ground and air as an effective zoning tool. Once the projectile is launched, the move can immediately be used again, while also giving | With four versions and three levels of charge, there is a Grave Reaper for nearly every situation. Providing good control over timing, somewhat ambiguous animations, and air momentum changes, Grave Reaper can cover both ground and air as an effective zoning tool. Once the projectile is launched, the move can immediately be used again, while also giving Unholy Diver much more accuracy for even more zoning potential. Take care when performing the air version as it puts Testament into Counter Hit recovery, and it is in recovery until landing. | ||
As a pressure ender, Grave Reaper leaves Testament plus with any charge and has huge pushback on block while setting up a Succubus, allowing Testament to threaten approaches with | As a pressure ender, Grave Reaper leaves Testament plus with any charge and has huge pushback on block while setting up a Succubus, allowing Testament to threaten approaches with Unholy Diver, switch sides with with Possession, or approach with Possession. | ||
The projectile can be used to hit {{keyword|meaty}} after combos even at long range, leaving Testament extremely plus if it can be charged while setting up a Succubus. {{keyword|OTG}} Grave Reaper is also useful after many knockdowns. This forms the foundation of Testament's okizeme which can be detailed [[{{PAGENAME}}/Strategy#Okizeme|here]]. | The projectile can be used to hit {{keyword|meaty}} after combos even at long range, leaving Testament extremely plus if it can be charged while setting up a Succubus. {{keyword|OTG}} Grave Reaper is also useful after many knockdowns. This forms the foundation of Testament's okizeme which can be detailed [[{{PAGENAME}}/Strategy#Okizeme|here]]. | ||
* The {{ | * The {{Prompt|GGST|S|18px}} version projectile travels horizontally forwards. The {{Prompt|GGST|H|18px}} version projectile travels diagonally (upwards for {{clr|H|236H}} and downwards for {{clr|H|j.236H}}). | ||
* Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed. | * Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed. | ||
* All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer. | * All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer. | ||
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A projectile that's vital for setting up safe pressure, and a powerful zoning tool after {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}. | A projectile that's vital for setting up safe pressure, and a powerful zoning tool after {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}}. | ||
Testament's only method for applying {{MMC|input=Stain|label=[[ | Testament's only method for applying {{MMC|input=Stain|label=[[#Stain State|Stain State]]}} without spending Tension on {{MMC|input=236236P|label=[[#Nostrovia|Nostrovia]]}}, you should aim to hit opponents with it as often as possible to make use of {{MMC||input=Stain|imageNumber=2|label=[[#Stain|Stain]]}} for Testament's most powerful pressure and combos. It is commonly used during pressure after {{Prompt|GGST|S|18px}} Grave Reaper, acting as a ground-targeting projectile that is very plus on block, it enables completely safe pressure options and tricky mix-ups to take advantage of Stain. It is also a good combo ender, despite its low damage, as it usually sets up for powerful okizeme that utilizes Stain. | ||
A situational anti-air from long range, its long active frames and fullscreen range are excellent at covering air dashes and it covers an angle that cannot be easily covered by | A situational anti-air from long range, its long active frames and fullscreen range are excellent at covering air dashes and it covers an angle that cannot be easily covered by Grave Reaper. | ||
If whiffed, the crow will return at a lower height briefly, allowing it to hit most grounded opponents, which gives the move more viable use in neutral. After a short period, the crow will return to its normal position above and behind Testament. | If whiffed, the crow will return at a lower height briefly, allowing it to hit most grounded opponents, which gives the move more viable use in neutral. After a short period, the crow will return to its normal position above and behind Testament. | ||
* Applies | * Applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break. | ||
* When used raw, the projectile will travel in a straight path from the crow's starting position, but if an active Succubus is present it will fly towards that instead. Holding {{ | * When used raw, the projectile will travel in a straight path from the crow's starting position, but if an active Succubus is present it will fly towards that instead. Holding {{Prompt|GGST|P|18px}} will force the crow to always fly straight. | ||
* Cannot hit most opponents on the ground at its default height, except for {{Character Label|GGST|Faust}} and {{Character Label|GGST|Potemkin}} when standing. | * Cannot hit most opponents on the ground at its default height, except for {{Character Label|GGST|Faust}} and {{Character Label|GGST|Potemkin}} when standing. | ||
* When targeting a Succubus, the hitbox of Unholy Diver and Succubus meeting is active for 12 frames with Unholy Diver in recovery for 66 frames after. | * When targeting a Succubus, the hitbox of Unholy Diver and Succubus meeting is active for 12 frames with Unholy Diver in recovery for 66 frames after. | ||
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; The Crow | ; The Crow | ||
This projectile is unique in that its starting position is variable. In neutral, Testament is followed by a crow that normally idles above and behind Testament. Depending on its start and end points, it may hit on different timings and travel at different angles. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, | This projectile is unique in that its starting position is variable. In neutral, Testament is followed by a crow that normally idles above and behind Testament. Depending on its start and end points, it may hit on different timings and travel at different angles. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, Grave Reaper, Nostrovia, or when Testament moves. These situations cause the crow to have a lower idle position for a small window of time. This allows Unholy Diver to hit standing opponents to continue pressure by applying Stain State. | ||
}} | }} | ||
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|description= | |description= | ||
A potent mobility tool, mix-up tool, and neutral tool. Due to Testament's poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mix-ups and some pressure resets. | A potent mobility tool, mix-up tool, and neutral tool. Due to Testament's poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mix-ups and some pressure resets. Drifting to the left or the right after teleporting with ({{clr|K|214K}}(4) or {{clr|K|214K}}(6)) makes these mixups even more potent. Possession in neutral can be used to force large grounded approaches to whiff or bait an anti-air while approaching from the ground. With a placed Succubus, it can also be used to side switch, particularly for escaping the corner. If the distance between Testament and the Succubus is very large, opponents cannot cover both areas at once, giving Testament more ways to contest their coverage of neutral. | ||
One of the biggest weaknesses of Possession is the slow startup. Despite its late telegraph it is reactable and unsafe, especially if Testament needs to move anywhere before beginning an attack. Using {{clr|K|214[K]}} to remain in place can circumvent this and can cause the opponent to whiff their punish or throw tech. When used unpredictably, this turns it into a mix-up which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes. This weakness can be mitigated in large part due to the ability to drift forwards and backwards with Possession | One of the biggest weaknesses of Possession is the slow startup. Despite its late telegraph it is reactable and unsafe, especially if Testament needs to move anywhere before beginning an attack. Using {{clr|K|214[K]}} to remain in place can circumvent this and can cause the opponent to whiff their punish or throw tech. When used unpredictably, this turns it into a mix-up which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes. This weakness can be mitigated in large part due to the ability to drift forwards and backwards with Possession. | ||
Without a placed Succubus, this move loses most of its utility. It remains useful for stalling Testament's movement very suddenly, and can be used as a last-resort bet for avoiding anti-airs after double jumping or air dashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait. | Without a placed Succubus, this move loses most of its utility. It remains useful for stalling Testament's movement very suddenly, and can be used as a last-resort bet for avoiding anti-airs after double jumping or air dashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait. | ||
* Teleports Testament to the location of an active Succubus. An active {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} will also end early, causing Testament to teleport to its position. | * Teleports Testament to the location of an active Succubus. An active {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} will also end early, causing Testament to teleport to its position. | ||
* If no Succubus is present, Testament will disappear and reappear on the spot. Holding {{prompt|GGST|K}} will cause Testament to always stay in place. | * If no Succubus is present, Testament will disappear and reappear on the spot. Holding {{prompt|GGST|K|18px}} will cause Testament to always stay in place. | ||
* Inputting 4 or 6 during Possession will cause Testament to drift backwards or forwards upon teleportation. | * Inputting 4 or 6 during Possession will cause Testament to drift backwards or forwards upon teleportation. | ||
* Completely halts air momentum for duration of move. | * Completely halts air momentum for duration of move. | ||
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}} | }} | ||
|description= | |description= | ||
Despite its ambiguous animation, the overhead is still reactable. Additionally, due to the 4 frame gap between both hits, more savvy opponents will be able to {{keyword|Fuzzy Guard}} both versions. Combined with weak combo potential, and leaving a large gap in pressure, this makes it an objectively bad mix-up tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the {{ | Despite its ambiguous animation, the overhead is still reactable. Additionally, due to the 4 frame gap between both hits, more savvy opponents will be able to {{keyword|Fuzzy Guard}} both versions. Combined with weak combo potential, and leaving a large gap in pressure, this makes it an objectively bad mix-up tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the {{Prompt|GGST|H|18px}} version some utility in the corner with {{MMC|input=Stain|label=[[#Stain State|Stain State]]}}, though still a weak option overall. | ||
The {{ | The {{Prompt|GGST|S|18px}} version is a good anti-zoning tool, due to its massive tracking range that does not interact with projectiles. However, it is poor as a poke in neutral as it has a tendency to whiff moving opponents, and the {{Prompt|GGST|H|18px}} version—despite appearance—is unable to hit jumps. It can still be used as a risky option in neutral against low-health opponents to close out rounds. | ||
It can also be used as a high-damage combo ender by sacrificing all other okizeme opportunities from {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} or {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}}, primarily for ending a round. It can also be paired with the active projectiles from charged | It can also be used as a high-damage combo ender by sacrificing all other okizeme opportunities from {{MMC|input=236S|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} or {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}}, primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or {{MMC|input=236236P|imageNumber=2|label=[[#Nostrovia|Nostrovia]]}} to enforce a basic mix-up on a blocking opponent, but this hinges on the opponent not jumping either projectile, after which Arbiter Sign will whiff and likely be punished by. | ||
On a close range hit, the launch provides Testament with enough frame advantage to be able to safely jump in, something Testament can struggle with in neutral. The increased launch height also allows for combos into charged {{ | On a close range hit, the launch provides Testament with enough frame advantage to be able to safely jump in, something Testament can struggle with in neutral. The increased launch height also allows for combos into charged {{Prompt|GGST|H|18px}} Grave Reaper under certain situations, which can allow for good extensions. However, these options are quite niche, and as such players should not be fish for them in neutral. | ||
* {{ | * {{Prompt|GGST|S|18px}} version is a low and {{Prompt|GGST|H|18px}} version is an overhead. | ||
* Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen. | * Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen. | ||
* Triggers {{MMC||input=Stain|imageNumber=2|label=[[#Stain|Stain]]}} on contact, becoming + | * Triggers {{MMC||input=Stain|imageNumber=2|label=[[#Stain|Stain]]}} on contact, becoming +11 on block. | ||
}} | }} | ||
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}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | }}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | ||
|description= | |description= | ||
A fantastic combo extender and ender, due to its huge corner carry and applying {{MMC|input=Stain|label=[[ | A fantastic combo extender and ender, due to its huge corner carry and applying {{MMC|input=Stain|label=[[#Stain State|Stain State]]}} on wall break. With its hard knockdown and Stain State applied, Testament's follow-up okizeme becomes extremely strong. In combos, you can always input one last {{MMC|input=6H|label={{clr|H|6H}}}} or {{MMC|input=214S|label=[[#Arbiter Sign|Arbiter Sign]]}} before Nostrovia wall breaks to optimize damage without losing the Stain State or knockdown on wall break. | ||
Nostrovia excels as a corner pressure reset while the opponent is in | Nostrovia excels as a corner pressure reset while the opponent is in Stain State. When cancelling or linking from a normal, opponents are unable to jump out even from substantial range due to the {{MMC||input=Stain|imageNumber=2|label=[[#Stain|Stain]]}} explosion. This forces easy frametraps or mix-ups and resets into more Stain State pressure. In the corner, using {{MMC|input=5D|label={{clr|D|5D}}}} or {{MMC|input=2K|label={{clr|K|2K}}}} during Nostrovia results in a fast High-Low mix-up that immediately wall breaks on hit, remains advantageous on the low, and reapplies Stain State on block, allowing you continue pressure for even longer. | ||
However, this move is very flawed in neutral. At mid range it can be punished on reaction with any Instant Air Dash jump-in. From farther out it is safer as Testament can either block in time or {{MMC|input=6P|label={{clr|P|6P}}}} attempts to get over Nostrovia's second hit that can anti-air with its larger hitbox. Unfortunately, at this range Testament is unable to reach the opponent in time to force a mix-up before Nostrovia is finished. While Testament is still at advantage afterwards, using an attack that can reach from that range expends | However, this move is very flawed in neutral. At mid range it can be punished on reaction with any Instant Air Dash jump-in. From farther out it is safer as Testament can either block in time or {{MMC|input=6P|label={{clr|P|6P}}}} attempts to get over Nostrovia's second hit that can anti-air with its larger hitbox. Unfortunately, at this range Testament is unable to reach the opponent in time to force a mix-up before Nostrovia is finished. While Testament is still at advantage afterwards, using an attack that can reach from that range expends Stain State. Because of its nature as a projectile, Nostrovia will destroy all other projectiles it passes through, giving it a niche usage for breaking through troublesome setups. | ||
* Last hit applies | * Last hit applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break. | ||
* Projectile will remain active even if Testament gets hit. | * Projectile will remain active even if Testament gets hit. | ||
* {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} cannot be used while Nostrovia is active. | * {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} cannot be used while Nostrovia is active. | ||
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Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like {{clr|P|P}} normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to [[Safe Jump]]s. It also suffers from only targeting forwards and not very high, making it prone to cross-ups and some airborne attacks with large vertical range. | Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like {{clr|P|P}} normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to [[Safe Jump]]s. It also suffers from only targeting forwards and not very high, making it prone to cross-ups and some airborne attacks with large vertical range. | ||
As compensation, its slow startup makes it very good for invincible [[ | As compensation, its slow startup makes it very good for invincible [[../Mechanics#Roman_Cancels|Purple Roman Cancels]], in which by PRCing the move's startup Testament spends only 50% Tension to receive its full startup invulnerability, allowing them to whiff punish many moves, even very active ones, and easily check for mix-ups or if the opponent is blocking out of caution. This is not flawless and tends to be weaker against projectile okizeme and delayed/highly active meaty options, making it important to consider both uses. As RC startup is not invulnerable, Testament can also get hit out of PRC if done too early. However, because neither Calamity One nor PRC had time to complete, no Tension will be lost in that situation. | ||
It also works as an alternative to {{MMC|input=236236P|label=[[#Nostrovia|Nostrovia]]}} but still does less damage than Nostrovia + any other move and doesn't apply Stain State after the wall break. An otherwise inferior option in the majority of combos. | |||
}} | }} | ||
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{{Overview/SEO | {{Overview/SEO | ||
|summary=Dizzy's former guardian, moved on from their bloodied past. A defensive mid-range fighter, using assorted projectiles and large strikes to control space.}} | |summary=Dizzy's former guardian, moved on from their bloodied past. A defensive mid-range fighter, using assorted projectiles and large strikes to control space.}} | ||
[[Category:Guilty Gear]] | [[Category:Guilty Gear|Testament]] |
Latest revision as of 21:40, 22 April 2024
Overview
Boasting long range, crafty tricks and elegance in spades, Testament, the reawakened Gear, finally returns! Equipped with a massive crimson scythe, Testament controls the battlefield like no other.
Armed with impressive hitboxes on many moves, Testament is a strong contender in the midrange. f.SGuardAllStartup12Recovery18Advantage-7 and 5HGuardAllStartup13Recovery25Advantage-8 are particularly strong for grounded space control, with 5H adding a disjoint at the cost of safety. 6HGuardAllStartup23Recovery32Advantage-19 is a bit slow, but reaches far both horizontally and vertically. For air control, j.SGuardHighStartup9Recovery19Advantage0 (IAD) and j.DGuardHighStartup12Recovery22Advantage- excel at contesting foes. Spicing up Testament’s space control is the Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 projectile. Both the grounded and aerial versions can be angled straight or diagonally with the or variants. It can also be powered up by partially or fully charging it, resulting in twelve different versions total.
After Grave Reaper has travelled its full distance, the projectile transforms into a Succubus that stays in place for a few seconds. The Succubus can be teleported to with PossessionGuardStartup16RecoveryTotal 35Advantage- for a unique movement option. Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1 fires Testament’s crow like a projectile, which tracks to the position of the Succubus. NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63 is a unique Overdrive that locks the opponent down under a barrage of attacks, allowing Testament to close the gap and enforce mix-ups. If Unholy Diver or Nostrovia make contact, the opponent is inflicted with Stain StateGuardAllStartupRecoveryAdvantage-. This opens up some new mix-ups and combo routes, such as converting off of uncharged 5DGuardHighStartup20Recovery26Advantage-15. You’ll need a good understanding of both the Succubus and Stain State to make the most of Testament’s unorthodox offense.
While Testament’s range is excellent, the same cannot be said for their frame data. Many moves are sluggish to start up or have long recovery. As such, wild swinging renders Testament vulnerable to Counter Hits and punishment. To mitigate this danger, remain calm and calculated. Wait for the right moment to strike.
If you’re looking for a character with excellent range and tricky mix-ups, then this glamorous Grim Reaper is a perfect match.Damage Received Mod |
×1.05 |
Guts Rating |
1 |
Prejump |
4F |
Backdash |
18F Duration |
1-5F Invuln |
1-15F Airborne |
Unique Movement Options |
Possession |
Fastest Attack |
2PGuardAllStartup5Recovery10Advantage-3 (5F) |
Reversals |
Calamity OneGuardAllStartup11+4Recovery67Advantage-38 (15F) |
Testament is a midrange zoner, capable of controlling the pace of a match with their succubi and various projectiles. | |
Pick if you like | Avoid if you dislike |
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Testament's Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1 projectile and NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63 Overdrive put the opponent into Stain State on contact. Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit. Hitting an opponent in Stain State with any of Testament's normals, Arbiter SignGuardLowStartup24Recovery26Advantage-12, or the scythe slash of Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 causes an automatic follow-up StainGuardAllStartupRecoveryAdvantage- attack that can be used to extend combos on hit or maintain pressure on block. A full list of Stain State frame data is available to read here.
Normal Moves
5P
Testament's jab is better than 2PGuardAllStartup5Recovery10Advantage-3 against airborne opponents, but is otherwise outclassed by its crouching cousin.
- Fast, tall anti-air button.
- Whiffs on crouching opponents.
- Links into 5KGuardAllStartup7Recovery11Advantage-3 and 2KGuardLowStartup6Recovery13Advantage-3 on Counter Hit.
Gatling Options: 5P, 2P, 6P, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | All | 7 | 4 | 11 | -3 |
Useful in neutral where f.SGuardAllStartup12Recovery18Advantage-7 would be too slow and in combos when you cannot do c.SGuardAllStartup8Recovery10Advantage+1. Get used to this normal as Testament relies on it a lot against characters that can contest them at f.S range. At waist height and above, 5K will combo into 6HGuardAllStartup23Recovery32Advantage-19 on airborne opponents which adds good damage to combos. Deceptively strong button at round start, its large hitbox paired with its speed can stop a lot of pokes.
- Good range, fast, and safe on block.
- Only a true blockstring into 6PGuardAllStartup11Recovery15Advantage-7, otherwise leaving a throwable gap.
- Links into 2KGuardLowStartup6Recovery13Advantage-3 on Counter Hit.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | 0 | 1000 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
39 | All | 8 | 6 | 10 | +1 |
An important combo and pressure starter in Testament's kit, this move is vital to their game plan. While it is slower than many other c.S's, its long active frames and varied gatling options (the most out of Testament's kit) lead to strong pressure if blocked and combos if hit. Without dash momentum, blocked c.S will leave Testament just outside throw range but just close enough to still be in c.S's activation range for a potent, automatic throw bait.
- Causes floating crumple on ground hit, allowing a 2SGuardLowStartup10Recovery18Advantage-7 > 2HGuardAllStartup23Recovery12Advantage-2 followup.
- Combos into 6HGuardAllStartup23Recovery32Advantage-19/2H on Counter Hit or against airborne opponents.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 60% |
- Input Proximity Range: 270
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | All | 12 | 3 | 18 | -7 |
Very long range, great for checking the opponent's position. Use with care, however, as this move is a bit slower than most other character's f.S normals which is made up for by added range and disjoint.
- Combos into 2HGuardAllStartup23Recovery12Advantage-2 and Arbiter SignGuardLowStartup24Recovery26Advantage-12 on Counter Hit.
- Excellent normal to hit confirm into Wild AssaultGuardAllStartup16~28Recovery20Advantage-4 on normal or Counter Hit since at long range Testament's gatling options and special cancels can whiff and be punished.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1500 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
46 | All | 13 | 2 | 25 | -8 |
Primarily used in blockstrings or to challenge buttons at ranges where f.SGuardAllStartup12Recovery18Advantage-7 may lose or trade. This is a good blockstring option with its ability to cancel into Grave ReaperGuardAllStartup16~22Recovery27Advantage-4, but at certain spacings its high pushback will cause Grave Reaper to whiff, leaving a punishable gap.
- Launches and tumbles on hit, combos into Arbiter SignGuardLowStartup24Recovery26Advantage-12, Grave Reaper, or low to the ground Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1. Counter Hit combos into standard height Unholy Diver.
- Less reach than f.S.
- Fairly disjointed but often in range to still get hit or clash with an opponent's 6PGuardAllStartup11Recovery15Advantage-7.
- Hits low enough to beat some low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves such as all low profile 2K and Jack-O's 2DGuardLowStartup10Recovery18Advantage-19 but whiffs even lower moves such as 6P and Ky's Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14].
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +32 | 2500 | 1000 | 300 | 80% |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Dust Attack | 45 | High | 20 | 3 | 26 | -15 | none |
Charged Dust Attack | 56 | High | 28 | 3 | 26 | -10 | none |
Universal overhead attack. Tapping gives a fast but weak overhead, while holding down will give a much slower but much more powerful strike.
- Uncharged Dust Attack
As this is Testaments fastest grounded overhead, 5D is needed to threaten the opponent with grounded high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Unique to Testament, Stain StateGuardAllStartupRecoveryAdvantage- also gives them a combo from uncharged 5D and leaves them +5 on block, allowing safe resets and powerful frametrap followups. Can gatling from 5KGuardAllStartup7Recovery11Advantage-3, 2KGuardLowStartup6Recovery13Advantage-3, or c.SGuardAllStartup8Recovery10Advantage+1 for a mix-up.
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
- Charged Dust Attack
On-hit, holding will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.
Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
- Launches opponent on hit if combo'd into.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | ±0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on hit: 16F
- Floating crumple: Total 28F (can block 19-28F)
- Wall damage if opponent touches the wall: 900
- OTG damage: 60%
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- Wall damage if opponent touches the wall: 900
- OTG damage: 60%
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22 | All | 5 | 3 | 10 | -3 |
Useful almost exclusively as a way to challenge pressure. It's fast enough to challenge and establish tick throws, but connecting more than two 2Ps launches opponents too far for 6PGuardAllStartup11Recovery15Advantage-7 to combo.
- Testament's fastest abare An attack during the opponent's pressure, intended to interrupt it. button.
- Susceptible to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks such as 6Ps and Giovanna's Sol NascenteGuardAllStartup7Recovery21Advantage-15.
- Links into 2KGuardLowStartup6Recovery13Advantage-3 on Counter Hit.
Gatling Options: 5P, 2P, 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 0 | 500 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Low | 6 | 2 | 13 | -3 | 4-20F Low Profile |
Only true blockstrings into 6PGuardAllStartup11Recovery15Advantage-7, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as 2K > 2DGuardLowStartup14Recovery22Advantage-8 will catch even 3f buttons.
Beware characters with invincible reversals or reversal Overdrives, they can punish the 2K > 2D gap.
- Testament's fastest low.
- Excellent low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..
- Links into itself on Counter Hit.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | 0 | 750 | 1000 | 300 | 80% |
- Low profile changes between frames, and reaches the lowest point Frame 6.
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Low | 10 | 3 | 18 | -7 |
Rewarding tool when fishing for Counter Hits. Beats a lot of the things that can go under f.SGuardAllStartup12Recovery18Advantage-7 and shares the same gatling options. Like the caption suggests, this move is faster overall than f.S at the cost of reach.
- Testament's main low poke.
- Combos into 2HGuardAllStartup23Recovery12Advantage-2 on Counter Hit.
- A powerful roundstart option.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1125 | 1000 | 300 | 80% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
49 | All | 23 | 9 | 12 | -2 |
2H fills an interesting niche in Testament's moveset. Its primary use cases are to reset pressure and confirm off of Counter Hits such as c.SGuardAllStartup8Recovery10Advantage+1 or mid-range f.SGuardAllStartup12Recovery18Advantage-7.
It launches on hit and has great scaling, at the cost of having high startup. The vacuum effect can be used to ensure that both hits of Grave ReaperGuardAllStartup13~19Recovery21Advantage+2 connect, leaving Testament slightly plus.
2H is best suited towards the beginning of combos or after Wild AssaultGuardAllStartup16~28Recovery20Advantage-4, as its launch height is heavily affected by gravity scaling. 6HGuardAllStartup23Recovery32Advantage-19 is often a better alternative that also deals more damage later in scaled combos.
- Launches on hit.
- Vacuum effect on hit or block.
- Combos from c.S on air hit.
- Combos from c.S, f.S, and 2SGuardLowStartup10Recovery18Advantage-7 on Counter Hit.
- Combos into 5KGuardAllStartup7Recovery11Advantage-3 after fully charged Wild Assault.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +36 | 2500 | 1000 | 500 | 60% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | Low | 14 | 3 | 22 | -8 |
Testament's sweep makes for a great combo starter, as 2D > Grave ReaperGuardAllStartup13~19Recovery21Advantage+2 allows for links after. It's also a great low in pressure. Its only downfall is its speed, as it does not true blockstring from Testament's 5KGuardAllStartup7Recovery11Advantage-3 or 2KGuardLowStartup6Recovery13Advantage-3 and is too slow to effectively poke with.
- 2K > 2D has a tendency to whiff at close to max 2K range.
- Gatlings from 5K and 2K have a throwable gap.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | HKD +50 | 1500 | 1000 | 300 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | All | 11 | 6 | 15 | -7 | 1-3 Upper Body 4-17 Above knees |
- Upper-body invulnerable, blanket anti-air for almost any situation.
- Excellent and rewarding counter-poke, especially with Stain StateGuardAllStartupRecoveryAdvantage- applied.
- Testament's only true blockstring from their 5KGuardAllStartup7Recovery11Advantage-3 and 2KGuardLowStartup6Recovery13Advantage-3.
- Frame traps from 5PGuardAllStartup6Recovery9Advantage-2 and 2PGuardAllStartup5Recovery10Advantage-3.
- Hard knockdown on Counter Hit.
The infamous. Everything you would want from a 6P and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat 6P, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a 6P mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | KD +28 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
- HKD +66 on Counter Hit.
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
61 | All | 23 | 6 | 32 | -19 |
Testament swings their scythe over their head. Slow, but covers a decently large space. Mostly useful to add damage, to end combos and start okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. from its hard knockdown effect, and to extend a combo into NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63, but can also catch people trying to jump out of the corner.
- Has a large, Counter Hit hurtbox that extends before the hitbox.
- Ground bounces on hit, allowing a combo into charged Grave Reaper.
- Hard knockdown on hit which serves as the foundation for Testament's oki after combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | HKD +56 | 2500 | 1000 | 500 | 100% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | High | 6 | 4 | 10 | +1 (IAD j.PP) |
Testament's fastest air normal. Good for quickly intercepting aerial opponents and forcing them back to the ground while building some R.I.S.C. on block, but otherwise lacks range.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +4 (IAD j.PP) | 375 | 1000 | 300 | 80% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | High | 8 | 2 | 12 | -3 (IAD) |
A niche air-to-air and pressure button, j.K has very specific uses. It is suited to combating air-to-air buttons, especially ones that come from beneath Testament. When combined with Stain StateGuardAllStartupRecoveryAdvantage-, usually after triggering Stain with 5KGuardAllStartup7Recovery11Advantage-3, it can lead into frame traps with aerial Grave ReaperGuardAllStartup13~19Recovery21Advantage+2, as well as niche Safe Jump setups with PossessionGuardStartup16RecoveryTotal 35Advantage-.
The move's small vertical range and poor frontal hitbox relegate it to these very specific use cases, with j.SGuardHighStartup9Recovery19Advantage0 (IAD) and j.DGuardHighStartup12Recovery22Advantage- more useful as general purpose air-to-airs.
- Testament's only crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. normal, as none of their other jumping buttons have a hitbox behind them.
- Confirms into 5KGuardAllStartup7Recovery11Advantage-3 > 2DGuardLowStartup14Recovery22Advantage-8 for a combo.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 0 (IAD) | 750 | 1000 | 300 | 80% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | High | 9 | 3 | 19 | 0 (IAD) |
A scythe slash well suited for air-to-air usage, with a mixture of good speed and horizontal range. It has faster startup and more downward range than j.DGuardHighStartup12Recovery22Advantage-, but without the disjointed hitbox. Also great as a runaway tool when canceled into Air Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 to start Testament's space control game.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +3 (IAD) | 1125 | 1000 | 300 | 60% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | High | 13 | 5 | 16 | +5 (IAD) |
Main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its longer startup than j.SGuardHighStartup9Recovery19Advantage0 (IAD) and likelihood to whiff if the opponent is at the attack's blind spot, causing you to drop a confirm. Of note, the actual hitbox on the end of the scythe is not disjointed, so be mindful of an anti-air if you telegraph this.
- Has a blind spot right at the hilt of the scythe.
- Testament's ideal Safe Jump button.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +8 (IAD) | 1125 | 1000 | 300 | 100% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
46 | High | 12 | 6 | 22 |
Mainly used after j.HGuardHighStartup13Recovery16Advantage+5 (IAD) to extend air combos or push for a wall stick in the corner. It can be also used as a retreating or air-to-air button, though keep in mind its vertical range is short. You can air dash after the move ends and it is special cancelable, allowing you to continue pressure with Grave ReaperGuardAllStartup16~22Recovery27Advantage-4, though this can be a bit finicky.
- Pauses Testament's air momentum and pushes them slightly backwards.
- Can hit crouching opponents but the timing is difficult.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 500 | 80% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
Synergizes well with the rest of Testament's moveset. Testament is free to set up an Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 afterwards anywhere on the screen, and microdash Grave Reaper in the corner will hit meaty enough to true blockstring into c.SGuardAllStartup8Recovery10Advantage+1 to continue pressure.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | HKD +51 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 |
Though Testament can usually cover jump-in attacks with 6PGuardAllStartup11Recovery15Advantage-7 or Grave ReaperGuardAllStartup13~19Recovery21Advantage+2, their air throw still makes for a reliable anti-air when there isn't enough time to apply a better option, scoring a knockdown and an opportunity to apply okizeme. In the corner, it can be used to keep opponents from escaping or trading with slower moves like j.HGuardHighStartup13Recovery16Advantage+5 (IAD) that won't come out fast enough to cleanly intercept.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | HKD +53 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage decreases as height increases (+48 to +56).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 2 hits of 10 damage, then does one final hit for 60 damage
Wild Assault
236D with 50% Burst (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236D | 30 | All | 16~28 | 3 | 20 | -4 | |
236[D] | 50 | All | 29 | 3 | 20 | -4 |
Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.
A fast, advancing swipe used for combos and pressure extension at the cost of 50% Burst. The fully charged version can allow for full combos off of Counter Hit pokes such as f.SGuardAllStartup12Recovery18Advantage-7 and 6HGuardAllStartup23Recovery32Advantage-19. Useful after wall stick as an alternative to Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1 to cause HKDHard Knockdown on wall break against characters that Testament can Safe Jump against.
- Normal, special, jump, and backdash cancelable.
- Drains 7.14% of the opponent's Burst Gauge on hit or block.
- Applies Hard Knockdown when launching or when used to Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | -1 | 2500 | 4000 | 700 | 80% | 25% | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +64 | 2500 | 3000 | 700 | 80% | 25% |
Special Moves
Stain
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All |
An automatic follow-up attack that triggers when hitting an opponent in Stain StateGuardAllStartupRecoveryAdvantage- with any of Testament's normals, Arbiter SignGuardLowStartup24Recovery26Advantage-12, or the scythe slash of Grave ReaperGuardAllStartup16~22Recovery27Advantage-4. The explosion it causes can be used to extend combos on hit or maintain pressure on block.
See Testament's Stain Frame Data table for more specific information on their frame advantage when triggered after particular moves.
- Testament's Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1 projectile and NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63 Overdrive put the opponent into Stain State on contact.
- Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Very Small | HKD | 250 | 2000 | 700 | 60% | 12% |
- Applies 30 frames of Hitstop+Blockstun.
Grave Reaper
236S/H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S | 43, 31 | All | 16~22 | 4, (5), 30 | 27 | -4 | |
236H | 43, 31 | All | 13~19 | 4, (5), 30 | 21 | +2 | |
236{S} | 48, 36 | All | 23~29 | 4, (5), 70 | 22 | +3 | |
236{H} | 48, 36 | All | 20~26 | 4, (5), 70 | 16 | +9 | |
236[S] | 53, 41 | All | 30~36 | 4, (5), 110 | 19 | +10 | |
236[H] | 53, 41 | All | 27~33 | 4, (5), 110 | 13 | +16 |
(S and H inputs in the table above represent uncharged version, {S} and {H} inputs correspond to partial charge, and [S] and [H] to full charge)
One of the most important tools in Testament's kit, Grave Reaper is incredibly versatile, being a key zoning tool, okizeme tool, and pressure ender. Proper use of Grave Reaper is a necessity, as it places a Succubus on screen for use with PossessionGuardStartup16RecoveryTotal 35Advantage- and Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1.
With four versions and three levels of charge, there is a Grave Reaper for nearly every situation. Providing good control over timing, somewhat ambiguous animations, and air momentum changes, Grave Reaper can cover both ground and air as an effective zoning tool. Once the projectile is launched, the move can immediately be used again, while also giving Unholy Diver much more accuracy for even more zoning potential. Take care when performing the air version as it puts Testament into Counter Hit recovery, and it is in recovery until landing.
As a pressure ender, Grave Reaper leaves Testament plus with any charge and has huge pushback on block while setting up a Succubus, allowing Testament to threaten approaches with Unholy Diver, switch sides with with Possession, or approach with Possession.
The projectile can be used to hit meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after combos even at long range, leaving Testament extremely plus if it can be charged while setting up a Succubus. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." Grave Reaper is also useful after many knockdowns. This forms the foundation of Testament's okizeme which can be detailed here.
- The version projectile travels horizontally forwards. The version projectile travels diagonally (upwards for 236H and downwards for j.236H).
- Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed.
- All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
- The scythe slash triggers StainGuardAllStartupRecoveryAdvantage- on contact, but the projectile does not.
- Heavily stalls air momentum. Stalls for longer the more it is charged.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 90%, 80% | 3, 1 | Mid, Very Small | KD +39 | 1000, 200 | 2000, 1000 | 700, 300 | 80% | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 90%, 80% | 3, 1 | Mid, Very Small | KD +50 | 1000, 200 | 2000, 1000 | 700, 300 | 60% [100%] | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236{S} | 90%, 80% | 3, 2 | Mid, Very Small | KD +44 | 1000, 200 | 2000, 1000 | 700, 300 | 80% | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236{H} | 90%, 80% | 3, 2 | Mid, Very Small | KD +55 | 1000, 200 | 2000, 1000 | 700, 300 | 60% [100%] | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236[S] | 90%, 80% | 3, 3 | Mid, Very Small | KD +65 | 1000, 200 | 2000, 1000 | 700, 300 | 80% | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236[H] | 90%, 80% | 3, 3 | Mid, Very Small | KD +85 | 1000, 200 | 2000, 1000 | 700, 300 | 60% [100%] | 25%, 12% | 150 |
236S:
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: 2 (initial strike), 1 (projectile)
- Clash Hits: 1 (for each hit).
- Initial strike and the projectile can both clash with projectiles.
- If Grave Reaper clashes with another projectile of the same or lower level, the Succubus will be left behind. If the projectile is of a higher level the Succubus will not be left behind.
- Cannot be used if a Grave Reaper projectile is still active.
- Recovery is from after initial active frames, and not inclusive of the projectile.
- Projectile has a fixed 6 hitstop on all versions except fully charged. One less than full charge.
- If Unholy Diver or Possession is used while the Grave Reaper projectile is active, the Grave Reaper projectile automatically ends.
236H:
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: 2 (initial strike), 1 (projectile)
- Clash Hits: 1 (for each hit).
- Initial strike and the projectile can both clash with projectiles.
- If Grave Reaper clashes with another projectile of the same or lower level, the Succubus will be left behind. If the projectile is of a higher level the Succubus will not be left behind.
- OTG Ratio is 60% on grounded, 100% in air.
- Grounded versions may whiff the projectile on block if the opponent is crouching, giving on-block of -5, +0, and +2 respectively.
236[S]:
- Projectile has a fixed 7 hitstop on both fully charged versions (one more than lower charges).
Unholy Diver
214P (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
23 | All | 21 | Total 39 | +1 |
A projectile that's vital for setting up safe pressure, and a powerful zoning tool after Grave ReaperGuardAllStartup16~22Recovery27Advantage-4.
Testament's only method for applying Stain StateGuardAllStartupRecoveryAdvantage- without spending Tension on NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63, you should aim to hit opponents with it as often as possible to make use of StainGuardAllStartupRecoveryAdvantage- for Testament's most powerful pressure and combos. It is commonly used during pressure after Grave Reaper, acting as a ground-targeting projectile that is very plus on block, it enables completely safe pressure options and tricky mix-ups to take advantage of Stain. It is also a good combo ender, despite its low damage, as it usually sets up for powerful okizeme that utilizes Stain.
A situational anti-air from long range, its long active frames and fullscreen range are excellent at covering air dashes and it covers an angle that cannot be easily covered by Grave Reaper.
If whiffed, the crow will return at a lower height briefly, allowing it to hit most grounded opponents, which gives the move more viable use in neutral. After a short period, the crow will return to its normal position above and behind Testament.
- Applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break.
- When used raw, the projectile will travel in a straight path from the crow's starting position, but if an active Succubus is present it will fly towards that instead. Holding will force the crow to always fly straight.
- Cannot hit most opponents on the ground at its default height, except for Faust and Potemkin when standing.
- When targeting a Succubus, the hitbox of Unholy Diver and Succubus meeting is active for 12 frames with Unholy Diver in recovery for 66 frames after.
- The Crow
This projectile is unique in that its starting position is variable. In neutral, Testament is followed by a crow that normally idles above and behind Testament. Depending on its start and end points, it may hit on different timings and travel at different angles. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, Grave Reaper, Nostrovia, or when Testament moves. These situations cause the crow to have a lower idle position for a small window of time. This allows Unholy Diver to hit standing opponents to continue pressure by applying Stain State.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | +4 | 500 | 1000 | 300 | 80% | 12% | 100 |
- Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
- Clash Level: 1
- Clash Hits: 1
- If Grave Reaper is active when Unholy Diver is activated, the projectile automatically ends and will be targeted by Unholy Diver.
- Testament moving, jumping, or turning around will cause the crow to slowly trail behind.
- After Unholy Diver's normal trajectory, the crow will curve back towards its default position to a limited degree. From its default height, it will curve downwards.
- If Unholy Diver is sent towards an active Succubus, or Nostrovia is used, the crow teleports back in front of Testament at a slightly lowered position.
- If Possession is activated and moves to another location, the Crow will trail towards Testament at a slight downward arc.
- If Roman Cancelled after activation, the Succubus can be used by Possession before the crow reaches its location.
Possession
214K (Air OK) (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | Total 35 | 16-25F Full |
A potent mobility tool, mix-up tool, and neutral tool. Due to Testament's poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mix-ups and some pressure resets. Drifting to the left or the right after teleporting with (214K(4) or 214K(6)) makes these mixups even more potent. Possession in neutral can be used to force large grounded approaches to whiff or bait an anti-air while approaching from the ground. With a placed Succubus, it can also be used to side switch, particularly for escaping the corner. If the distance between Testament and the Succubus is very large, opponents cannot cover both areas at once, giving Testament more ways to contest their coverage of neutral.
One of the biggest weaknesses of Possession is the slow startup. Despite its late telegraph it is reactable and unsafe, especially if Testament needs to move anywhere before beginning an attack. Using 214[K] to remain in place can circumvent this and can cause the opponent to whiff their punish or throw tech. When used unpredictably, this turns it into a mix-up which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes. This weakness can be mitigated in large part due to the ability to drift forwards and backwards with Possession.
Without a placed Succubus, this move loses most of its utility. It remains useful for stalling Testament's movement very suddenly, and can be used as a last-resort bet for avoiding anti-airs after double jumping or air dashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait.
- Teleports Testament to the location of an active Succubus. An active Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 will also end early, causing Testament to teleport to its position.
- If no Succubus is present, Testament will disappear and reappear on the spot. Holding will cause Testament to always stay in place.
- Inputting 4 or 6 during Possession will cause Testament to drift backwards or forwards upon teleportation.
- Completely halts air momentum for duration of move.
- Counter Hit state on both startup and recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 |
- Teleports to Succubus on Frame 16 if input is not held.
- Subtle startup animation. Distinctly telegraphed on Frame 16.
- Very briefly invulnerable for 10 frames after disappearing.
Arbiter Sign
214S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214S | 63 | Low | 24 | 3 | 26 | -12 | |
214H | 63 | High | 28 | 3 | 26 | -12 |
Despite its ambiguous animation, the overhead is still reactable. Additionally, due to the 4 frame gap between both hits, more savvy opponents will be able to Fuzzy Guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. both versions. Combined with weak combo potential, and leaving a large gap in pressure, this makes it an objectively bad mix-up tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the version some utility in the corner with Stain StateGuardAllStartupRecoveryAdvantage-, though still a weak option overall.
The version is a good anti-zoning tool, due to its massive tracking range that does not interact with projectiles. However, it is poor as a poke in neutral as it has a tendency to whiff moving opponents, and the version—despite appearance—is unable to hit jumps. It can still be used as a risky option in neutral against low-health opponents to close out rounds.
It can also be used as a high-damage combo ender by sacrificing all other okizeme opportunities from Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 or Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1, primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63 to enforce a basic mix-up on a blocking opponent, but this hinges on the opponent not jumping either projectile, after which Arbiter Sign will whiff and likely be punished by.
On a close range hit, the launch provides Testament with enough frame advantage to be able to safely jump in, something Testament can struggle with in neutral. The increased launch height also allows for combos into charged Grave Reaper under certain situations, which can allow for good extensions. However, these options are quite niche, and as such players should not be fish for them in neutral.
- version is a low and version is an overhead.
- Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen.
- Triggers StainGuardAllStartupRecoveryAdvantage- on contact, becoming +11 on block.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 90% | 3 | Very Small | KD +36 | 1500 | 1000 | 300 | 60% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 80% | 3 | Very Small | KD +38 | 1500 | 1000 | 300 | 100% | 25% | 150 |
214H:
- Not a projectile, despite appearance. Can be parried, Red Roman Cancelled, and applies hitstop to Testament.
- Minor tracking properties, with the sigil spawning on frame 5 at the opponent's location but not moving afterwards.
- Both versions share an identical animation for frames 1~4. Sigil visually appears on frame 6.
Overdrives
Nostrovia
236236P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20×2, 57 | All | 11+19 | 6, (20), 6, (24), 4 | Total 53 | +63 |
A fantastic combo extender and ender, due to its huge corner carry and applying Stain StateGuardAllStartupRecoveryAdvantage- on wall break. With its hard knockdown and Stain State applied, Testament's follow-up okizeme becomes extremely strong. In combos, you can always input one last 6HGuardAllStartup23Recovery32Advantage-19 or Arbiter SignGuardLowStartup24Recovery26Advantage-12 before Nostrovia wall breaks to optimize damage without losing the Stain State or knockdown on wall break.
Nostrovia excels as a corner pressure reset while the opponent is in Stain State. When cancelling or linking from a normal, opponents are unable to jump out even from substantial range due to the StainGuardAllStartupRecoveryAdvantage- explosion. This forces easy frametraps or mix-ups and resets into more Stain State pressure. In the corner, using 5DGuardHighStartup20Recovery26Advantage-15 or 2KGuardLowStartup6Recovery13Advantage-3 during Nostrovia results in a fast High-Low mix-up that immediately wall breaks on hit, remains advantageous on the low, and reapplies Stain State on block, allowing you continue pressure for even longer.
However, this move is very flawed in neutral. At mid range it can be punished on reaction with any Instant Air Dash jump-in. From farther out it is safer as Testament can either block in time or 6PGuardAllStartup11Recovery15Advantage-7 attempts to get over Nostrovia's second hit that can anti-air with its larger hitbox. Unfortunately, at this range Testament is unable to reach the opponent in time to force a mix-up before Nostrovia is finished. While Testament is still at advantage afterwards, using an attack that can reach from that range expends Stain State. Because of its nature as a projectile, Nostrovia will destroy all other projectiles it passes through, giving it a niche usage for breaking through troublesome setups.
- Last hit applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break.
- Projectile will remain active even if Testament gets hit.
- Unholy DiverGuardAllStartup21RecoveryTotal 39Advantage+1 cannot be used while Nostrovia is active.
- Will not incur a Tension gain penalty if it is canceled before the super freeze.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Very Small | HKD +134 | 100×3 | 1000 | 0 | 80%, 60% | 12% |
- Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: -
- Testament moves backwards on activation, which can cause the projectile to whiff opponents at point-blank range if they move forwards after the cinematic.
- Crow returns to Testament at a lower height, similar to after whiffing Unholy Diver.
- Stain is applied only on the final hit.
Calamity One
236236K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
123 | All | 11+4 | 5 | 67 | -38 | 1-19F Full |
Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like P normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to Safe Jumps. It also suffers from only targeting forwards and not very high, making it prone to cross-ups and some airborne attacks with large vertical range.
As compensation, its slow startup makes it very good for invincible Purple Roman Cancels, in which by PRCing the move's startup Testament spends only 50% Tension to receive its full startup invulnerability, allowing them to whiff punish many moves, even very active ones, and easily check for mix-ups or if the opponent is blocking out of caution. This is not flawless and tends to be weaker against projectile okizeme and delayed/highly active meaty options, making it important to consider both uses. As RC startup is not invulnerable, Testament can also get hit out of PRC if done too early. However, because neither Calamity One nor PRC had time to complete, no Tension will be lost in that situation.
It also works as an alternative to NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63 but still does less damage than Nostrovia + any other move and doesn't apply Stain State after the wall break. An otherwise inferior option in the majority of combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Very Small | HKD +48 | 500 | 1000 | 0 | 60% | 12% |
- Calamity One is a projectile.
- Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: -
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |