Combo Notation Guide | Character Name Abbreviations | |||||||||
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Testament Specific Notation
Stain
When starting a combo in Stain State, the combo should begin with "Stained" before anything else.
If Testament would complete multiple attacks before the stain explosion (i.e. 2PP followed by stain) then you may notate the Stain explosion as (Stain) if you deem it appropriate. For example;
... 214P > 2PP Stain > 236[H] > etc...
Else, you may assume that after applying Stain mid-combo, that the next attack will always activate the stain explosion.
Grave Reaper
As Grave Reaper has 3 separate levels of charge. The following notation will be used to denote each level of charge;
- 236S / 236H = Level 1 / No charge
- 236]S[ / 236]H[ = Level 2 / Half charge
- 236[S] / 236[H] = Level 3 / Full charge
Combo Theory
Placeholder Text
Combo List
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Beginner Combo List
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
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5K/2K > 2D > 236S | Anywhere | 95/77 | SO, KY | Very Easy | K starter with lots of carrry | Video | TBD | |
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS | Anywhere | 203 | 20% | ALL | Very Easy | Simple and optimised Bread and Butter A staple combo that is relatively simple and effective. for all characters, but the timing is faster if done in the corner. | Video | 36428 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Combo List
Punch Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
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66 5PPP/2PPP > 6P > ... | Not Corner | 62/58 | +11% | All | Very Easy | Works on all characters both standing and crouching, including Faust. Run momentum is required if you wish to land the 3rd P. 2P has less knockback than 5P, but also less damage, so if you're not point-blank you might wish to do 3 2Ps instead of 2 5Ps for more total damage. | Video | 36400 |
6P > 236S | Anywhere | 81 | +9.5% | KY | Very Easy | Only works at point-blank range, or with dash momentum. | Video | 36402 |
AA 5P > 236H > 66 5K > 6H > ... | Anywhere | 94 | +15% | KY | Medium | You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. | Video | 36404 |
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or 214P | Near Back to Corner | 207 | -40% | KY | Medium | If your back is right to the corner, you won't be able to break the wall unless you're willing to spend another 50% tension. | Video | 36406 |
Stained AA 6P > 66 5K > 6H > [214S/H] | Anywhere | 129 | - | KY | Easy | - | Video | TBD |
Stained AA 6P > 66 c.S > c.S > [236S/H] | Anywhere | 124 | - | KY | Easy | Easy 6P anti-air when the opponent is in Stain State. Reapplies Stain State. | Video | TBD |
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > [236S/H] WS > 214P/6H | Midscreen | 184/188 | - | KY | Easy | End with 214P to apply Stain State. | Video | TBD |
Kick Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
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5K/2K > 2D > 236S | Anywhere | 95 | SO, KY | Very Easy | K starter with lots of carrry | Video | 36407 | |
5K > 2D > 236H (2) > 214S | Anywhere | 119 | ~18% | KY | Medium | Long range 5K starter. Does not land off 2K. 214S Whiffs if done from point blank, and 236H's projectile whiffs if done from too far. | Video | - |
5K > 2D > 236H > 66 5K > 6H > 214S/214H | Anywhere | 139 | +25%~ | KY | Medium | Must be point blank for midscreen 2k. There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. | Video | 36409 |
5K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] | Near Corner | 176 | +35%~ | KY | Medium | End with 214P to enter neutral with the opponent in Stain State. | Video | 36411 |
2K/5K > 2D > 236H(1) > 66PRC > 236H(2) > 66 c.S > 2H > 236H WS > [6H] or [214P] | Midscreen | 178 (5K and 6H) | - | KY | Medium | PRC in between the first and second hit of Grave Reaper for more consistency. End with 214P to enter neutral with the opponent in Stain State. | Video | - |
Stained 2K/5K > 66c.S > 6H > 236H > 214P | Corner | 145 | 25~ | KY | Easy | Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. | Video | 36412 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Very Easy | NOTES HERE | [Video] | TBD |
Slash Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
c.S > 2D > 236H > 66 5K > 6H > ... | Anywhere | 146 | TENSION | KY | Easy | NOTES HERE | Video | 36414 |
c.S > 2D > 236H > 66 2K > 236S | Anywhere | 145 | TENSION | ? | Medium | Can be helpful in placing a succubus close to opponent | Video | 36416 |
CH c.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P | Midscreen | 226 | 35~ | Ky | Easy | DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak | Video | 36417 |
AA j.S > j.D > j.66 > j.S > j.H > c.S > 6H > 214H | Anywhere | 153 | +20% | KY | Medium | Air-to-air conversion from rising j.S | [Video] | TBD |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Heavy Slash Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
2H > f.S | Anywhere | 77 | +12% | KY | Very Easy | Surprisingly useful due to 2H being -2 on block and covering a lot of range | Video | 36419 |
6H > 236[H] > 66 > c.S > f.S > 5H WS > 214S/214H | Corner | 226 | +25% | KY | Easy | c.S needs to be slightly delayed in order for the opponent to fall into it. 5H can be canceled into an overdrive for an easy overdrive wallbreak. | Video | 36421 |
6H > 236[H] > 66 > c.S > 6H > 214S/214H WS > 5H | Corner | 236 | +25% | KY | Medium | A modification of the previous combo. It deals more damage, but it's more difficult to combo into an overdrive due to the wall splatting move being a special instead of a normal. c.S needs to be used early and hit the opponent with the highest part of the hitbox, or else 6H won't connect. | Video | 36453 |
6H > 236{H} > 66 c.S > j.S > j.H > j.D WS > 66 (delay) j.D WB | Back to Corner | 225 | - | KY | Hard | Sideswap combo to wallbreak utilising the partially charged Grave Reaper. You might be able to end with 6H for better damage, though j.D is easier to use. | Video | 36424 |
CH 6H > 236[H] (2) > 66 c.S > j.S > j.D > j.236S WB | Midscreen to corner | 227 | ~29% | KY | Medium | 6H counterhit midscreen to corner combo. The first hit of j.236S will splat and the projectile will automatically break the wall. Can also run past the opponent after 236[H] to side swap. | [1] | - |
CH 6H > 236[H] (2) > 66 > 6H > 236[H] (2) WS > 6H WB | Midscreen to corner | 236 | ~31% | KY | Medium | DP Punish combo for midscreen 6H CH. works against both grounded and airborne opponents. Timing the dashing 6H can be awkward due to being off camera. | Video | - |
CH 2H > forward jump > j.D > Airdash > j.S > j.D j.236S/j.236H WS > 214S/214H WB | Midscreen | 221 | ~25% | Everyone | Easy | Easy close range 2H counterhit for meterless round start to corner wallbreak. works well with dash momentum. The closer to the corner the opponent is, the less close Testament needs to be on the 2H hit for the combo to work. Can also opt to wallbreak with 6H for more consistency, or 214P for stain state. | Video | - |
CH 2H > 236H (1) > 66 5K > jc > j.S > j.D > j.236S/j.236H WB | Corner | 202 | ~23% | Everyone | Easy | Easy tip range 2H counterhit confirm for when you aren't close enough for the scythe portion of 236H to connect. | Video | - |
CH 2H > 6H > 236[H] (2) > 66 > c.S > 6H WS > 236[H] WB | Corner | 242 | ~33% | Everyone | Easy | Easy close range 2H counterhit confirm. Must be close enough for 236[H] to connect both hits after 6H. Ending with 236236K increases the damage to 263. Can also end with 214P for Stain state and 7 less damage. | Video | - |
CH 2H > 236236P > 66 c.S > 5[D] > 5K > 6H WS > [214S] or [214P] WB | Midscreen | 269 / 262 | -37% | KY | Medium | c.S can be replaced with another 5K for safety. End with 214P to enter neutral with the opponent in Stain State. | [Video] | TBD |
CH 5H > 214P > 66 f.S > stain hit > 66 > 5K > 6H > 236S WS | Corner | ??? | ??? | ??? | Easy | Counterhit 5H corner combo, works at all 5H ranges, omit 66 at closer ranges to ensure only the 2nd hit of 236S connects | (video yet to be added) | |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Dust Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS | Anywhere | 203 | 20% | ALL | Very Easy | Simple and optimised BNB for all characters, but the timing is faster if done in the corner. | Video | 36428 |
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS | Anywhere | ~213 | 22% | MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO | Easy | On half of the cast, you can swap a j.S for a j.D and get away with it. There's no logic for these characters it works on, it just does. | Video | 36429 |
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS | Anywhere | ~212 | 22% | SO, GI, IN | Easy | Sol, Giovanna & I-No Specific Route, swapping the j.S and j.H to make the previous combo work on their wonkier hurtboxes. | Video | 36430 |
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD | Anywhere | 208 | 21% | KY, CH, AN, JC, HC, BA, TE | Easy | The rest of the cast needs a different route to squeeze in more j.D's. Starting with j.D makes the scaling a lot better than the basic BNB, but the rest of the route is vastly different in order to adjust for the pushback. | Video | 36431 |
Stained 5D > 66 > c.S > 5K > 6H > 214P | Corner | 138 | 25~ | KY | Easy | The 66 microdash can be omitted however it makes the combo much more consistent, needs testing on different characters | Video | 36433 |
CH 2D > 236[H] (2) > 66 > c.S > 236H (2) WS > 214P | Close to corner | 188 | ~28% | Everyone | Easy | Point blank 2D CH combo. Works on everyone, but heavies need to be closer to the wall, and the timing is much more lenient against lightweights. End with 6H instead if the opponent splats low to the ground, as 214P can whiff at times. | Video | - |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Throw Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
6D/4D > 236S | Corner | 91 | TENSION | All | Very Easy | Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23 | ||
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] | Midscreen to Corner | 157 or 154 | -35% + Positive | KY | Medium | Don't delay 236[H] after Red Roman Cancel Explosion. End with 214P to enter neutral with the opponent in Stain State. | Video | 36438 |
6D/4D > 66PRC > 66 c.S > 6H > 214S | Midscreen | 125 | All | Easy | Decent damage with a simple route. | |||
6D/4D > 66RRC~c.S > 6H > 236]S[ WS > 214S WB | Corner | 167 | -38.5% | KY | Medium | If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the 236]S[ half-charge results in the loss of 1 damage. | Video | TBD |
6D/4D > 66PRC > 6H > 236]H[ > 66 5H WS > 214H WB | Corner | 171 | -38.5% | KY | Hard | Harder route than the fast RC; the timing for the 66PRC > 6H is fairly tight, and is immediately followed by a half-charged 236]H[. The result is slightly more damage than the fast RRC route with the trade-off that you can't end with 214P because of the succubus position. If you miss the half-charge, the combo is still technically possible, but the 5H juggle is much harder, and results in 169 damage. | ||
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Special Move Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
214S/214H > 66RRC > 6H > 236[S] > 6H > 214P WS > 214S/214H WB | Corner | 202 | -50% | All | Easy | High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. | Video | 36440 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
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Detailed & Advanced Information
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Misc •
Archived Information
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- Attack Level
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