GGST/Testament

From Dustloop Wiki



Overview
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.S and 5H are particularly strong for grounded space control, with 5H adding a disjoint at the cost of safety. 6H is a bit slow, but reaches far both horizontally and vertically. For air control, j.S and j.D excel at contesting foes. Spicing up Testament’s space control is the Grave Reaper projectile. Both the grounded and aerial versions can be angled straight or diagonally with the S or H 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 Possession for a unique movement option. Unholy Diver fires Testament’s crow like a projectile, which tracks to the position of the succubus. 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 Stain State. This opens up some new mix-ups and combo routes, such as converting off of uncharged 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.

If you’re looking for a character with excellent range and tricky mix-ups, then this glamorous Grim Reaper is a perfect match.

 Testament  Testament is classified as a Balance type, and is a tricky zoner capable of controlling the pace of a match with their Succubus setplay and projectile-based neutral.

Pros
Cons
  • Powerful screen control: Grave Reaper has large pushback and places a Succubus on screen that is used by Unholy Diver and Possesion. This complemented by their long-reaching normals allows Testament to easily control space.
  • Stain State: is applied by Unholy Diver and Nostrovia and makes most of Testament's normals plus on block once. Stain lets Testament turn their zoning into up-close pressure and convert mixups into damage. Successful mixups usually give them another opportunity to apply Stain State.
  • Unsafe pressure without Stain State: Without Stain State, Testament's best pressure typically has gaps that can be punished by Blue Roman Cancels or reversals. This forces Testament to use suboptimal blockstrings which puts them at risk due to unsafe normals.
  • Slow toolset: The majority of Testament's moveset is extremely slow. While it is helped by ambiguous telegraphs, most of their moveset is lacking in fast options without being extremely close range. There is a a notable void between their strong K normals and slow S normals.
  • Two-Step Gameplan: Testament needs to be able to use their special moves to get their gameplan started. Their zoning is significantly less scary without Stain State or a Succubus present on screen.
Testament's Unholy Diver projectile and 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, Arbiter Sign, or the scythe slash of Grave Reaper causes an automatic follow-up 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 here.
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Testament

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
24 All 6 3 9 -2
Total: 17

  • Fast, tall anti-air button.
  • Whiffs on crouching opponents.

Better than 2P against airborne opponents, but otherwise outclassed by its crouching cousin.

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
Total: 22

  • Good range, fast, and safe on block
  • Only a true blockstring into 6P, otherwise leaving a throwable gap.

Useful in neutral where f.S would be too slow and in combos when you cannot do c.S. 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 6H on airborne opponents which adds good damage to combos.

Gatling Options: 6P, 6H, 5D, 2D

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
Total: 26

  • Can be throw punished on block with dash momentum.
  • Combos into 6H/2H on Counter Hit or against airborne opponents.

Go-to pressure starter, albeit slower than average. Has the most gatlings out of any of Testament's normals and a good number of active frames. 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.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

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
45 High 20 3 26 -15 -
56 High 28 3 26 -10 -
Total: 48
Total: 56

Uncharged Dust Attack
  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

Testament reaches out to their opponent with bloody hands. As this is their 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 State also gives them a combo from uncharged 5D and makes it much safer on block. Can gatling from 5K, 2K, or c.S for a mixup.


Charged Dust Attack
  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
    • Homing Jump combos greatly increase Tension Balance.

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.

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
Total: 0

  • 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 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15.

Useful almost exclusively as a way to challenge pressure. It's fast enough to challenge tick throws but connecting more than two 2Ps pushes opponents too far for 6P to combo.

Gatling Options: 5P, 2P, 6P, 6H

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
Total: 0

  • 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..

Only true blockstrings into 6P, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as 2K > 2D will catch even 3f buttons.

Gatling Options: 6P, 6H, 5D, 2D

2S

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
Total: 0

  • Launches on hit.
  • Links into 5K and f.S anywhere and c.S in the corner.
  • Combos from c.S on air hit.
  • Combos from c.S, f.S, and 2S on Counter Hit.

An interesting normal, mostly useful for counterhit confirms. It provides a really good launch on hit that links into Testament's other normals at the cost of being horribly slow. 2H is best suited towards the beginning of combos, as its launch height is heavily effected by gravity scaling. 6H is a better alternative that also deals more damage later in scaled combos.

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
Total: 0

  • 2K > 2D has a tendency to whiff at close to max 2K range.
  • Gatlings from K normals have a throwable gap.

Testament's sweep makes for a great combo starter, as 2D > 236H 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 K normals and is too slow to effectively poke with.

6P

6H


j.P

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)
Total: 0

  • 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 5K > 2D for a combo.

A decent move to combat opponents directly beneath Testament, but the vertical range is a little too short to use it in air-to-ground scenarios. It is much more effective when the opponent is attempting to air-to-air from underneath.

Gatling Options: j.D

j.S

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)
Total: 0

  • Has a blind spot right at the hilt of the scythe.
  • Testament's ideal safejump button.

j.H is Testament's main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its slightly longer startup than j.S and potential to whiff if the opponent is at the attack's blind spot, though this is unlikely. When you confirm a j.S in the air, continue the string into this and then j.D. 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.

Gatling Options: j.D

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
Total: 39

  • Pauses Testament's air momentum and pushes them slightly backwards.
  • Can hit crouching opponents but the timing is difficult.

Mainly used after 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 airdash after the move ends, though unless you get a wall splat the opponent is likely to be dropped onto the ground before you can follow up due to this move's lengthy recovery.

Universal Mechanics

Ground Throw

6D or 4D

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
Total: 14

Though Testament can usually cover jump-in attacks with 6P or H 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 j.H that won't come out fast enough to cleanly intercept.

Special Moves

Stain

No results
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
Total: 0

  • Testament's Unholy Diver projectile and 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.

An automatic follow-up attack that triggers when hitting an opponent in Stain State with any of Testament's normals, Arbiter Sign, or the scythe slash of Grave Reaper. 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.

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
Uncharged

No results

Partially Charged

No results

Fully Charged

No results

  • The S version projectile travels horizontally forwards. The H 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.
  • If Unholy Diver is used while the Grave Reaper projectile is active, the Grave Reaper projectile automatically ends.
  • Cannot be used if a Grave Reaper projectile is still active.
  • All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
  • Heavily stalls air momentum. Stalls for longer the more it is charged.
  • The scythe slash triggers Stain on contact, but the projectile does not.
  • The scythe slash can destroy projectiles.
  • Grounded H versions may whiff the projectile on block if the opponent is crouching, changing its frame data.
  • Using a special that interacts with succubus will cause a charged Grave Reaper projectile to detonate, worth keeping in mind as using 214P in this way will cover your teleport with a hitbox and push the opponent out of throw range on block

Very versatile move used for zoning, ending pressure, and okizeme. The precursor of many strategies, as it prepares the Succubus, for use with Possession and Unholy Diver.

All versions work as strong zoning tools that can cover both ground and air with a somewhat ambiguous animation and variable timings. only held back by its somewhat slow startup, especially for the projectile hitting at range. Once the projectile is launched, it can be reused, while also better empowering Unholy Diver for even more zoning potential. Be very careful when performing the air version as it has Counter Hit recovery, and it is in recovery all the way until landing.

As a pressure ender, Grave Reaper has huge pushback on block and the 236S version is one of the only options that creates a safe blockstring for many of Testament's moves, especially after 6P or 5H. While it is slightly minus unless charged, this is entirely safe due to the distance created, allowing Testament to threaten approaches with Unholy Diver or approach instead with Possession. Charging will open larger gaps, but leave you even more advantaged on block.

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. This forms the foundation of Testament's okizeme, allowing them to safely threaten mixups and 5H frametraps while remaining safe from meterless invincible reversals (e.g.  Sol's Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28), with the option of including Possession for feints and crossups.

Unholy Diver

214P

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
Total: 20

  • Applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wallbreak.
  • Travels in a straight horizontal path, unless the Succubus is active, then it travels in a straight path towards the Succubus instead.
  • If Grave Reaper is active when Unholy Diver is activated, the projectile automatically ends and will be targeted by Unholy Diver.
  • Cannot hit most opponents on the ground at its default height, except for  Faust and  Potemkin when standing.

A projectile that's vital for setting up safe pressure, and a powerful zoning tool after Grave Reaper.

Necessary for applying Stain State without spending Tension on Nostrovia, and you should aim to hit opponents with it as often as possible to make use of Stain for Testament's most powerful pressure and combos. It is common for use in pressure after Grave Reaper, acting as a ground-targeting projectile that is very plus on block, enabling completely safe pressure options and tricky mixups to take advantage of Stain. It is also a good combo ender, as while it does minimal damage, it usually sets up for powerful okizeme that utilises Stain.

Works as a decent anti-air check from range, due to its full-screen range and functionally huge active time for hitting airdashes, covering an angle that cannot be easily covered by Grave Reaper. Even on whiff, the crow returns at a more favourable height, making it an effective tool in neutral.


The Crow

Unlike most projectiles, its starting point is not fixed, but is a moving part of Testament in the form of a flying crow. Depending on its start and end points, it may exhibit entirely different timings for hitting opponents and travel at extreme angles. The crow has a standard idle position above and behind Testament, and will slowly try to return to this position if it leaves it, allowing different starting positions until it does.

Certain situations can affect the crow's position:

  • Testament moving, jumping, or turning around will cause the crow to slowly trail behind.
  • If Unholy Diver is activated without the Succubus active, 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 activated with the Succubus active, or Nostrovia is used, the crow teleports 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.

Under these conditions Unholy Diver can be used without an active Succubus to still hit grounded opponents, even when crouching if timed well from certain situations. This opportunity is very short, however, but it can be accomplished from some blockstrings and pressure to receive a functionally stronger projectile. This will, however, make it no longer function as an anti-air against airdashes until its position is reset. Ironically, this can make Unholy Diver benefit on whiff.

Dashing forward functionally makes the projectile slower but more plus on block, due to the crow beginning much further behind Testament. Vice versa for backdashing. Jumping will cause it to hit either from more vertical angles, or more horizontally towards the Succubus if it is placed in the air.

Possession

214K (Air 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
Total: 24

  • Teleports to the location of the Succubus placed by Grave Reaper if active, otherwise disappearing on the spot.
  • If the input is held as 214[K], Possession will always remain on the spot, rather than teleport.
  • Completely halts air momentum for duration of move.
  • Subtle startup animation. Distinctly telegraphed on Frame 16.
  • Very briefly invulnerable after disappearing.
  • Counter Hit state on both startup and recovery.

A potent mobility tool, and vital in establishing threatening mixups during Testament's pressure. Due to their poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mixups and some pressure resets. If the Succubus is placed behind an opponent or in the air, it can also double as a mixup tool for cross-ups or fast overheads from long range. Working from any range this allows you to remain reversal-safe, while still threatening these options.

Possession is also useful in neutral, and can be used to forcing 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 mixup which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes.

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 airdashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait.

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
63 Low 24 3 26 -12
63 High 28 3 26 -12
Total: 61
Total: 65

  • S version is a low and H version is an overhead, with an identical startup animation that visually appears on frame 5.
  • Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen.
  • Cannot cancel into any other move, including Overdrives.
  • Triggers Stain on contact, becoming -5 on block.

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 its absolute lack of combo potential, the total inability to frametrap with either version off any move, and the fact this can be punished even from substantial distance, this makes it an objectively bad mixup tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the H version some utility in the corner with Stain State, though still a weak option overall.

The S 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 H 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 Reaper or Unholy Diver, primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or Nostrovia to enforce a basic mixup 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.

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
Total: 0

  • Last hit applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wallbreak.
  • Projectile will remain active even if Testament gets hit.
  • Grave Reaper does not place the Succubus and Unholy Diver cannot be used while the projectile is active.
  • Testament moves backwards on activation, which can cause the projectile to whiff opponents at point-blank range if they move forwards after the cinematic.
  • Unholy Diver crow returns to Testament at a lower height, similar to after whiffing Unholy Diver.
  • Has a bad tendency to not combo with itself properly if it catches extended hurtboxes, causing less knockdown or even failing to apply Stain State.

A fantastic combo extender and ender, due to its huge corner carry and applying Stain State on wallbreak. With its hard knockdown and Stain State applied, Testament's follow-up okizeme becomes extremely strong. In combos, you can always input one last 6H or Arbiter Sign before Nostrovia wallbreaks to optimize damage without losing the Stain State or knockdown on wallbreak.

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 Stain explosion. This forces easy frametraps or mixups and resets into more Stain State pressure. In the corner, using 5D or 2K during Nostrovia results in a fast High-Low mixup that immediately wallbreaks 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 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 mixup 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.

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
Total: 0

  • Fully invulnerable on startup.

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 mixups 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.

As a combo ender, it is able to confirm off even lighter attacks like 5K without Counter Hit or Stain State. It also works as an alternative to Nostrovia for slightly higher damage at the cost of not applying Stain State after the wallbreak, generally for ending rounds. An otherwise inferior option in most combos.

External References

Navigation

 Testament



To edit frame data, edit values in GGST/Testament/Data.