GGST/Testament/Matchups

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Revision as of 23:23, 1 December 2023 by OKNOW706 (talk | contribs) (→‎Ky Kiske: cgm foudre arc punish)



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

General Advice


Testament often has to change their general playstyle depending on the matchup at hand. These matchups can mostly be simplified into a few categories with more information listed on specific character tabs:

  • Characters you must keep out with strong neutral
    • Examples include May, Leo Whitefang, Giovanna, Anji Mito, and Baiken.
    • While it is often good for Testament to keep their opponent far, these characters represent both a deadly threat up-close and have strong tools to get there. Navigating neutral is key despite it often feeling like they are constantly skipping it, and a good mix of using your strong normals and special moves is needed. Their approaches usually revolve around a triangle of preemptive, reactive, and aggressive options that can be beaten with straightforward RPS.
  • Characters who can out-zone you and prevent you from safely abusing your specials from afar
    • Examples include Axl Low, Potemkin, Jack-O, and Happy Chaos.
    • These characters usually require patience, reactiveness, and safe choices. You must expect their strongest tools at any range, and will need to approach more than you may want to.
  • Characters who can out-space you by with long ranged normals or with high mobility
    • Examples include Ky Kiske, Chipp Zanuff, Faust, Millia Rage, Ramlethal Valentine, I-No, Bridget, and Johnny.
    • These matchups can feel overwhelming and complex, but each of these characters have understandable tools you can pre-emptively, aggressively or reactively beat. Be wary though, as many of these characters have lots of moves that are less committal and have higher reward than yours that take up Testament's prime range. Having a clear understanding of how your moves interact with them is required to consistently beat these characters.
  • Characters with strong offense who's specific pressure and strengths you must respect
    • Examples include Sol Badguy, Zato-1, Nagoriyuki, Goldlewis Dickinson, Bedman?, and Asuka R.
    • These are matchups where common situations must be understood, gaps in pressure must be found, and where you sometimes cannot escape their win condition from beginning. Surviving on the defense, or finding a way to not get trapped in the first place, will make or break your success in these matchups.
    • The positive side is that these characters usually have a harder time on average dealing with Testament's many strong neutral options. More often than not, they must take larger risks to close the gap between you and them, with the flipside being that once they do make the correct read you must respect them.

Matchups and RPS


Understanding a matchup, means understanding your options, your opponent's options, how these options interact, and how to beat your opponent's options while putting in the least amount of risk and effort possible.

An RPS (Rock, Paper, Scissors) situation is when two players can choose multiple options and that some options can beat some of the opponent's options. Good RPS and Bad RPS are often defined by the amount of options you can cover against with just one approach as well the return that one might get off of choosing certain options over another.

There is no end to new options, strategies, and counter-strategies that may be discovered or change with patches. This page will help provide an understanding of the basis on how Testament can answer certain situations and play around common tools for a victory deserving of many nice bubble baths.

Anji Mito

Anji MitoLet's dance
Slightly Unfavorable
  • Anji's autoguard mechanic on Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- and other specials allows him to easily slip past many of Testament's long ranged tools.
  • If his autoguard connects with one of your attacks, then be prepared to react to and possibly respect MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11.
  • When you see his autoguard, try either grabbing him or waiting for the end of it's invulnerable duration to punish him.
  • You can check Midare with a backwards PRC and punish with 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 for a full combo as seen here.
  • If Anji uses his Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- parry after having been wall broken by NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63, then meatying with Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 will allow StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- to activate and beat out his parry.
  • If you're hard calling out an Anji wakeup Kachoufuugetsu Kai parry after a Throw in the corner, then perform OTG S Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 into 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2. The first hit of the OTG Grave Reaper will cause the projectile to activate the parry which allows the 2H to catch his counterattack as seen here.
  • Due to Anji's parry, it may be more dangerous to regularly safejump him than other characters. See here for a safejump setup that can beat both DPs and parries.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 dl.66 > 2K, 2S (CH), 236S f.S (CH), j.236H (CH) 6P (Clash) IADB > j.236H (Anji is forced to block)
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 6P (CH), 2S (CH), j.236H f.S (CH), 236S (CH) IADB > j.236H (Anji is forced to block)
2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 dl.66 > 2K 6P (CH), 236S (CH) f.S, 2S IADB > j.236H (Anji is forced to block)
Charged 236KGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- IADB > j.236H, 6~6D All Normals/Specials that reach it (punish varies heavily by button Autoguarded)
Charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] IADB > j.236H, Buttons that reach it after Autoguard frames end (depends heavily on how much the Anji player charged), 6~6D All Normals/Specials that reach it during Autoguard frames (punish varies heavily by button Autoguarded)

The safest option against Anji's round start would be to alternate between backdashing into S Grave Reaper or IABD H Air Grave Reaper. While Anji is generally forced to block this option, constant use of this will force him to switch to using KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- round start, which will Counter Hit you out of H Air Grave Reaper.

Notable Interactions


Neutral


Offense


Defense


Asuka R

Asuka RTurn against your creator
Slightly Favorable
  • Many of Asuka's projectile spells cast by ChantGGST Asuka 236X.pngGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- can be easily destroyed by Testament's projectiles and stronger buttons. However, if Asuka can pull up the right cards in the right situation then he has the ability to snowball the matchup in his favor.
  • Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 can cleanly cut through his projectiles and moves like 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 and situationally 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 can be good for destroying groups of projectiles while still allowing for a special cancel to take back momentum.
  • From afar, singular projectiles can be swiftly dealt with by using 5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 and 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 as this allows you to easily be prepared to destroy incoming follow-up projectiles with a cancel into either another 5P or a 6P.
  • 5P into 2P is a valuable string against Spells that summon projectiles lower to the ground such as Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21].
  • Cancelling a projectile destroyed by 6P into Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 is a common string that can allow you to punish Asuka's projectile pressure from afar, while Grave Reaper can be a stronger cancel option when close.
  • Once he tries to call you out by casting multiple Spells you either use chains with 5P and 6P or just hold it and force him to waste resources.
  • Faultless Defense is really valuable for pushing him out as this gives you space to safely destroy and punish a slower projectile.
  • If Asuka performs a safejump with j.DGGST Asuka R jD.pngGuardHighStartup14Recovery25Advantage+7 (IAD) and cancels into a projectile Spell other than Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16], then you can often punish him with a well timed 6P.
  • When close enough, 6H may even be able to cleave through his projectiles and connect with Asuka but always be cautious when throwing out a 6H in neutral.
  • If he begins to Recover ManaGGST Asuka R 22PKS 2.pngGuardStartup13RecoveryTotal 25 (No Hold)Advantage-, then be prepared to swiftly punish with Arbiter Sign.
  • When his Mana is entirely depleted, that is your chance to destroy him due to his lack of Spells and doubled damage intake.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Microdash 6P is a great method of calling out many of Asuka's projectile Spells from round start. Be wary with this option as can be shut down by his disjointed 2DGGST Asuka R 2D.pngGuardLowStartup12Recovery20Advantage-9. Always watch his round start Spells and pick an appropriate option to counter. For example if he draws a Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 the RPS suddenly shifts more in Asukas favor and vice versa for some different round start sets.

Dealing with Bit Shift Metron


Bit Shift MetronGGST Asuka R Bit Shift Metron.pngGuardAll [Guard Crush]Startup14RecoveryTotal 39Advantage+8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] is a Spell where Asuka fires a variety of projectiles depending on how long the Spell has been bookmarked ranging from Level 1 to Level 5. Bit Shift Metron has two versions, one that starts at Level 1 and one that start at Level 5. If starting at Level 1, it slowly gains Levels over time. If starting at Level 5, it slowly loses Levels over time.

Bit Shift Metron can be a dangerous tool with high range, speed, and damage, however, there are various methods of dealing with this Spell:

  • 2P > 2P > 2P > 2P > 2P > 2P
    • Works from range to destroy all of the projectiles safely. Somewhat impractical option as it offers him ample time to recover.
  • 2P > 2P > 2P > 6P > 236S
    • Similar use and problems as the previous option, although it can be a good method of setting up the Succubus.
  • 6P > 66RRC > 66 > c.S > 6H > 236[H] ~
    • Great way to clear projectiles and then follow with a punish. If the 66RRC connects with Asuka, then you have the opportunity to convert into a full combo.
  • 6P > 66RRC > 6P ~
    • Alternative to the above option if the 66RRC doesn't connect with Asuka, then you can atleast force him to continue blocking.

Axl Low

Axl LowThis is what we've been doing to people?
Unfavorable
  • A matchup where Testament is strongly outclassed at the ranges they prefer.
  • Testament's best zoning tools like Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 are easily shut down rendering them much weaker in this matchup than usual.
  • Lacking proper anti-zoning tools and losing the zoning war against Axl means that Testament must use their universal movement options to close the gap and hope to run their pressure to snowball into a victory.
  • Many of your whiffed pokes will be swiftly punished by Axl's larger attacks that can sometimes lead into a full conversion.
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 is Axl's best tool for keeping Testament at bay. It cleanly beats Grave Reaper from range and you want to try avoiding blocking this attack as it allows him to keep you locked down with various follow-ups.
  • Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 can help keep Axl in check from near fullscreen if he choses to use Sickle Flash into Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]. Dash the explosion and use Arbiter Sign. Be careful as Axl may delay the explosion instead for a callout.
  • Axl's grounded SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 can be punished by 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 if he's not too far away and can convert into a full combo as seen here.
  • Using IAD with care to punish Axl's slow and committal moves such as 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] or Sickle Flash is a key part of winning mid-range RPS to begin running your offense.
  • If you can manage to place the Succubus on Axl, then he needs to be cautious of Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 and PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage-.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 6P (CH), f.S (CH), Walk Back 2S j.236H (Axl is forced to block)
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] 6P (CH) f.S, j.236H (All CH) 2S
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 6P (CH) f.S (CH) 2S j.236H (Axl is forced to block)
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] 2S (CH) f.S 6P (Both characters are sent fullscreen) j.236H (Axl is forced to block)
RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 IAD j.H 6P, f.S, 2S j.236H
IABD j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- IAD j.H, j.236H (CH, but can't convert) 6P, f.S 2S (Testament is forced to block)

Notable Interactions


Neutral


Offense


Defense


Baiken

BaikenWho's showing the most leg?
Slightly Unfavorable
  • Baiken's far reaching, fast IAD j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD) YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) double overhead coupled with her far reaching 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13, H KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3, and KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 force Testament to be careful when using their specials or cancelling into them.
  • Once Baiken is cornered, her defense against Testament's attacks is weaker than usual thanks to their range. Keeping her away at fullscreen is useful, but cornering her is your priority.
  • To accomplish this, you must thread the needle between winning the RPS situations the mid-range forces upon you and use your special moves to control space when far enough.
  • Once Baiken is close to your face, she has strong and overwhelming mix-ups from everything that can difficulty be defended against. Avoid this situation in the first place by keeping her away and saving meter to reset to neutral.
  • In mid-range, use fast recovery normals and jumping normals to avoid committing too hard, while threatening the air and the ground against Baiken.
  • Baiken's 2H can go under Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 making it a scary tool in neutral.
  • Avoid backdashing impulsively against Baiken, as doing so after your offense and on defense often risk losing to her strong but committal options.
  • Against Baiken's j.S Youzansen, hold back long enough to cover delayed Youzansen, then either continue blocking, or challenge with 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3.
  • After making Baiken block a f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 or 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8, opt for cancelling into uncharged S Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 followed by 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, and use level 2 charge H Grave Reaper if she IADs.
  • Meaty projectiles deny Baiken's ability to reversal with HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-.
  • Kenjyu beats reckless usages of Grave Reaper and Unholy Diver from fullscreen. While this is usually your safest position against Baiken, play with caution and unpredictability when she has 50% meter.
  • Due to Baiken's parry, it may be more dangerous to regularly safejump her than other characters. See here for a safejump setup that can beat both DPs and parries.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 Walk back > f.S, 2S (CH), 236S, j.236H f.S (CH) 6P (Clash)
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 6P (CH), 2S (CH), Walk back > f.S f.S (CH), 236S (CH) j.236H (Baiken is forced to block)
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 2S (CH), Walk back > f.S 6P (CH), f.S (CH), 236S (CH) j.236H (Baiken is forced to block)
2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 f.S (CH), 2S (CH), 236S (CH), j.236H 6P (CH), Walk back

Round start is very much in Testament's favor. 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 can Counter Hit all of Baiken's options and allows to start immediately pushing her towards the corner with Grave Reaper.

Mid-Range


When playing neutral at mid-range, you will have to contest both the air, and the ground.
There is no guaranteed win here and this situation is highly RPS based. Choosing the wrong option may open you up to lose against some of hers, but Testament still has cards to play that can win at this range:

  • Pressing fast grounded buttons like 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 and 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 to stuff melee approaches without extending Testament's hitbox. This may bait reactions from Baiken while still enabling you to block or punish in time.
  • Jumping around with j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) or j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- can cover Baiken's air approaches and recover fast enough to j.KGGST Testament jK.pngGuardHighStartup8Recovery12Advantage-3 (IAD), block, or airdash at Baiken, punishing possible committal answers. These can be used aggressively or to retreat and create space, however this plan can become predictable if abused and is susceptible to Air Throw.
  • IABD Air Grave Reaper can create distance while staying safe from 2H's low hitbox but loses to buttons such as f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 due to the extended hurtbox.
  • Pressing f.S from a distance can be risky due to Baiken's options. Cancelling f.S with uncharged S Grave Reaper followed by 6P or level 2 charge H Grave Reaper if she IADs are both good follow-ups. They will cover j.S, 2H, and even H Kabari with proper spacing.
  • If she blocks a c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1, f.S, or 2S while close, then cancel into 5H. After she blocks 5H cancel into uncharged S Grave Reaper followed by 6P, full charge H Grave Reaper if she IADs, or S Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 to cover jumps.
  • Using 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 is a high risk gamble that can cover many of Baiken's dangerous approaches but will be heavily punished if she plays patiently.

In conclusion, avoid committing too hard to f.S in neutral and instead prefer fast grounded buttons like 5K and 2K or air buttons such as j.S or j.D. If she blocks a c.S, f.S, or 2S punish her response with a strong cancel.

Weaknesses


Baiken has many highly committal moves, that are weak in neutral but strong when cancelled into.

  • Youzansen is -14 on block TK'd giving you time for a decent punish if you manage to block the overhead.
  • H Kabari can be jumped over, and is slow on whiff. If she doesn't use H Kabari follow-upGGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 the whiff lasts for 48 frames total.
  • Whiffing 2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 takes 33 frames before Baiken can act again. You can whiff-punish it on reaction with f.S, but if this move connects Baiken can cancel it into 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 or Kabari.
  • Whiffing 2H is highly dangerous for Baiken as she remains committed for 49 total frames.
  • When blocking IAD j.S Youzansen you can punish it if you IB one of the hits and throw Baiken, however this is risky to try because of frame-traps through delayed Youzansen. On block Baiken's 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 is fast enough to beat even Testament's 2P but many Baiken players will choose slower buttons for higher reward, allowing you to often press 2P or 2K after blocking.

In conclusion, making Baiken whiff her move with good spacing will net you high reward punishes. Kabari can be jumped over, creating an opening for you to IAD if she uses it too close.

IAD j.S Youzansen


At IAD height, j.S might whiff if you continue crouching and might get low-profiled by 2K. If it connects you want to hold block long enough to cover delayed Youzansen, then you usually want to challenge with Counter Hit 2P and combo into 2K > 2D > Grave Reaper for oki or continue blocking and try guessing and surviving the incoming mix-up.

Baiken can cancel into Youzansen right away leaving her +1 which is positive enough to trade with Testament's 2P using her fast 5P. Baiken's other buttons should lose to Testament's 2P and sometimes 2K but the safest answer is simply blocking.

When blocking this string, it's possible to IB one of the hits and throw Baiken but this is a risky choice. Trying to IB her j.S is often unrealistic and using a 6P anti-air may serve you better. Trying to IB Youzansen is also a poor idea as the timing can be varied and turned into a frame-trap.

Baiken can delay the special cancel, turning j.S Youzansen into a frame-trap powerful enough to beat both your 6P and Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38. This makes Baiken's pressure even more safe so continue blocking after you block the j.S.

After Youzansen connects Baiken has many follow-up options.

  • 5P which beats out any options as it's faster than any of Testament's buttons.
  • c.SGGST Baiken cS.pngGuardAllStartup7Recovery10Advantage+1 to mix you up and sometimes continue her strings. Challenge this with 5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 or survive the incoming mix.

She can do anything that ends with a relatively safe string ender.

  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3: If press buttons or jump you will get hit. It's -3 if you block it close and you can try making it whiff by FDing the previous hits.
  • KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3: Catches backdashes and cannot be jumped when blocked during strings so you have to block it. It leads to the following situations:
    • H Kabari > H Kabari follow-up (hold) you Option Select with 4P+K.
    • H Kabari > H Kabari follow-up (no hold) you block it and she's -7 so you can get a punish with 2K.

Bedman

Bedman6P :)
Balanced
  • Be wary of Bedman's j.HGGST Bedman jH.pngGuardHighStartup15Recovery24Advantage+10 (IAD). Testament can 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 it, but the button hits very deep and you might not always be able to.
  • Its projectile, call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11, is small and high enough that Testament can both 6P and 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 through it. 6P is much larger and leads to more reward on Counter Hit, but 2K is faster and less committal.
  • Bedman has White Wild AssaultGGST Bedman 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7, meaning that it is invulnerable fairly early in the animation. At round start, be careful as none of Testament's pokes are fast enough to contest this.
  • 6P is very good at round start, as it beats out Bedman's f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9, 2SGGST Bedman 2S.pngGuardLowStartup12Recovery22Advantage-11, 5HGGST Bedman 5H.pngGuardAllStartup13Recovery22Advantage-7 and 2HGGST Bedman 2H.pngGuardLowStartup16Recovery30Advantage-15.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget

Balanced?


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs
5PGGST Bridget 5P.pngGuardAllStartup8Recovery14Advantage-6 6P f.S (CH) 2S, j.236H
2PGGST Bridget 2P.pngGuardAllStartup7Recovery9Advantage-3 6P, f.S, 2S j.236H (Bridget is forced to block)
2SGGST Bridget 2S.pngGuardLowStartup11Recovery20Advantage-9 2S (CH) 6P (CH), f.S (CH) j.236H (Bridget is forced to block)
5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 6P (CH), j.236H 2S f.S

Notable Interactions


Neutral


  • Bridget's longer reach on her pokes will typically determine exchanges in neutral:
    • Bridget being overly committal to f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 and 5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 can usually be answered by Testament 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, allowing Testament to keep their pressure up while denying Bridget her setplay and corner carry.
    • However, caution is in order when using Testament's specials in your blockstrings. Bridget's normals are quick enough to punish Arbiter SignGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12 at distances many other characters can't and will usually convert into solid damage and put Testament into the corner.
    • Bridget's 6PGGST Bridget 6P.pngGuardAllStartup10Recovery20Advantage-12 covers a massive amount of screen space, and can win out against some of Testament's go to ground buttons. Using Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 or whiff and block punishing Bridget is recommended here.
    • On approach, Bridget j.SGGST Bridget jS-1.pngGuardHighStartup10Recovery15Advantage+3 (IAD) covers a lot of ground with IAD and can easily catch lazy zoning.
  • Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4
    • While not as strong as its +R version, Kick Start My Heart can still catch people off guard due to its speed, and with meter it becomes an incredibly safe option to get in and cause a knockdown with BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 or get a full combo off of ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35, especially with Counter Hit.
  • Stop and DashGGST Bridget Stop and Dash Overlay.pngGuardAllStartup15RecoveryTotal 38Advantage-4
    • Bridget's ability to poke with the various versions of Stop and Dash can be tricky for Testament to deal with. The 236S/H versions are safe on block unless in Throw range, and attempting to punish the 214S/H versions with Arbiter Sign can be difficult on account of distance and determining which version of Stop and Dash was used. As a zoning tool, however, it does leave Testament with enough time to close the distance and react to her follow-up options.
  • Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne)
    • While more obvious approaches using Rolling Movement can be easily punished by Testament's 6P, Bridget has various options to call out anti-air attempts including Roger DiveGGST Bridget j236K 1.pngGuardAllStartup25Recovery15Advantage-5 or landing shallow via jumping normals. j.HGGST Bridget jH.pngGuardHighStartup10Recovery22Advantage+2 (IAD) can also give Bridget an overhead option here that has to be respected if spaced well, though 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 can low-profile this hitbox.

Offense


Defense


Chipp Zanuff


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 2S (CH) f.S (CH) 6P (Clash) j.236H (Chipp is forced to block), Walk Back
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 6P f.S (CH), 2S (CH) Walk Back
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 6P (CH) f.S, 2S j.236H (Chipp is forced to block), Walk Back
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 6P, f.S, 2S (All counter hit) j.236H (Chipp is forced to block), Walk Back
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) 6P (CH), j.236H f.S 2S (Testament is forced to block)

Notable Interactions


Neutral


Offense


Defense


Faust

FaustMid-range zoning war
Balanced
  • Testament and Faust are both characters who are similar in the fact that they excel at the mid-range and use an arsenal of projectile setups and pokes to take control over the screen for a victory.
  • CrawlGGST Faust Crawl.pngGuardStartupRecoveryAdvantage- causes Testament's pressure to be finnicky due to the low-profile and his ability to go into his strong crouching buttons such as 2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 and 2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12.
  • Faust's wide dashing hurtbox gives Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 utility to shut down his approaches and make him maneuver around it. Be prepared if he chooses to play the aerial game with jumps and super jumps against Arbiter Sign and anti-air him accordingly.
  • Arbiter Sign can also be used to call out What Could This Be?GGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-.
  • Testament's neutral control means that they can make use of and counteract some of Faust's Items.
  • If you have proper control of the screen, then TrumpetGGST Faust Trumpet.pngGuardAllStartup69~70RecoveryAdvantage- should be within reach if he happens to throw it out.
  • BombGGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage- can be stuffed by pushing it away with Testament's large buttons and special cancels or using Arbiter Sign and your movement to punish him hitting the Bomb in order to force Faust to hold it. You can use the explosion to apply a hidden mix-up with Arbiter Sign.
  • Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 is a good option to represent if Faust's begins his pressure after HammerGGST Faust Hammer.pngGuardAllStartup1RecoveryAdvantage- as the Hammer will cancel the recovery of Calamity One and allow you to convert.
  • AfroGGST Faust Afro.pngGuardNoneStartup110 To LandRecoveryAdvantage- will dramatically reduce the effectiveness of the upper body invulnerability attached to your 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7.
  • Because of the effects of the Afro, using 6P after being grabbed by Snip Snip SnipGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage- is dangerous. PRCing Calamity One's startup may be a strong option after being hit by the command grab.
  • After blocking j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- if Faust cancels into LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-, then you can run under him and punish with a Counter Hit anti-air c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 into a full combo as seen here.
  • Many Fausts prefer to do 6HGGST Faust 6H.pngGuardHighStartup25Recovery44Advantage-34 into ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12. The incoming Thrust can be punished by 6P, however he may choose to delay the attack as a bait. Using NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 after blocking 6H will cause it to trade with Thrust in your favor for a full combo punish.
  • Be wary when Faust has 50 meter in neutral as ScarecrowGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] PRC is a quick anti-zoning punish.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 6P, f.S, 2S (all CH), Walk Back 2K (Clash) j.236H (Faust is forced to block)
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 2S (CH), j.236H (CH) f.S (CH) 6P (Clash) Walk Back
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2 6P (CH), 2S (CH) f.S (CH) j.236H (Faust is forced to block), Walk Back (can't truly punish)
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8 6P (CH), 2S (CH), j.236H f.S Walk Back
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 f.S (CH), 2S (CH) 6P (CH), Walk Back j.236H (Faust is forced to block)
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- 6P (CH), f.S (CH) 2S j.236H (Faust is NOT forced to block)

Using 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 from round start is a great option because Faust has a really wide crouching hurtbox and you can go into a 2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 conversion on hit. He can punish this with j.2K but that doesn't allow him to combo into anything.

Notable Interactions


Neutral


Offense


Defense


Giovanna

GiovannaMay the most patient win
Balanced
  • Both Giovanna and Testament have intimidating pressure meaning a win in neutral can lead to both character's win condition pretty quickly. Creating and keeping distance away from Giovanna while punishing her patience is key to this matchup.
  • Giovanna is a fast character with a great step-dash and powerful jump ins so can easily whiff punish any of Testament's buttons if she has the correct spacing. You can try throwing out faster buttons to try and bait whiff punishes.
  • She doesn't have much to contest Testament's pressure besides her speed and 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8.
  • Once she is cornered, expect her quick IAD and step-dash as options for her to escape. Testament's 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 can cover both, but it may lose to 2D and higher jumps.
  • H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2 will help jail Giovanna in the corner, but the charged version may lose to 2D.
  • f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 and 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 can effectively trouble Giovanna's grounded approaches.
  • Giovanna's quick IAD can easily punish f.S and S Grave Reaper. Patience in neutral enables you to counter IAD with 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7.
  • Faultless Defense can help tremendously against Giovanna's pressure by weakening her strike/throw game and opening up more frames to interrupt her gaps with 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3.
  • Use 2K to interrupt Giovanna's pressure as it's the best button to beat Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 thus making her offense more linear and predictable.
  • Giovanna's 2D is incredibly strong in this matchup. It can punish a charged Grave Reaper and is more disjointed than Testament's 2S.
  • TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] can nullify and beat both Grave Reaper and Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1. With its startup slower than Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12, you can use this advantage to condition her to not use it. 6P can beat it as well while back dashes and jumps can make it whiff.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 2S (CH) f.S (CH) 6P (Clash) j.236H (Gio is forced to block)
Dash 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 6P (CH), f.S (CH), 2S (CH) j.236H (Gio is forced to block)
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 6P (CH) f.S (CH) 2S j.236H (Gio is forced to block)
Walk Back 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 j.236H 6P f.S (Gio blocks) 2S
2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 f.S (CH), 2S (CH) 6P j.236H (Gio is forced to block)

Dealing with Giovanna's pressure reset


There are three specials to look out for when being pressured by Giovanna, one to block and two to react to.

  • SepulturaGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, spinning her dog at you safely to finish her turn. You want to block this attack. This move means it's time to take your turn with 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 or 2K, as she is merely -4 after it. Riskier options like f.S or 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 can work to cover her possible backdashes.
  • TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], drilling into your face and being positive. You must react to this attack and punish with 6P. This move is positive so if you blocked this attack, continue blocking and wait for another opening. She places both of her hands on the ground first, this is when you should prepare to punish. This move can also be low-profiled by 2K for a punish and full combo as seen here.
  • Sol PoenteGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5, jumping above you with an overhead that can sometimes even cross you up. As with the previous attack, 6P can punish this move. A light cloud of dust will appear behind her feet as she rises, this is when you should prepare to punish. Similarly to Trovão, this move can also be low-profiled by 2K for a punish and full combo as seen here.

In conclusion, block Sepultura and punish with a fast button like 5K or 2K and react to Trovão or Sol Poente with a well timed 6P.

Covering the air, the ground, and patience


There is a triangle of options Giovanna may use to approach.

Giovanna may IAD at you evading moves such as f.S and S Grave Reaper and punishing with an aerial attack, similarly to Baiken.

  • React with your 6P for a safe anti-air punish.
  • Preemptively use H Grave Reaper to cover the air with a projectile and convert on hit with 5K for damage and space.
  • Contest with a strong air-to-air such as either j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) or j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- and follow up with an aerial conversion.
  • As a riskier option, try to preemptively run under her IAD and reactively use c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 as your most damaging anti-air.
  • Be wary as Giovanna can start varying her jumps timing, air-dashing higher up, or double jumping to mix-up her air options. Thankfully, these variations are much slower and easier to react to. Try to react to her air-dash's animation rather than her jumps.

Giovanna may step-dash at you, punishing your extended hitboxes on moves such as f.S or 6H and gaining the advantage.

  • Properly space yourself by running forward, walking back, and backdashing will throw off Giovanna's own spacing allowing you to fight from a range where many of her moves will whiff.
  • Giovanna's 2D is a problem. Preemptively using f.S, 6H, or IADing at Giovanna can help manage Giovanna's 2D in this situation.
  • Testament's f.S can be dangerous because it loses to both 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 and IAD. It remains a powerful button because of its range and discourages reckless approaches, poorly spaced specials, and longer range moves from Giovanna.
  • 2S will beat Giovanna's 6P and trades longer range from f.S for more safety.

Giovanna may dash block forward and play patiently to wait and see if there is an opening between your Grave Reaper and Unholy Diver for a Trovão or an IAD to stop your pokes from connecting.

  • This is where Arbiter Sign shines. Any second of hesitation from Giovanna will be punished and forced to react and block low or high while taking chip damage.
  • The point of using Arbiter Sign is conditioning Giovanna to do one of the following things.
    • Walk herself into the corner allowing for Testament's corner pressure to begin.
    • Commit hard to rushing forward, giving you time to cover her options and corner her.
  • Remember that you can simply play patiently yourself by reacting to her options instead of committing to your own.
  • If Giovanna plays remarkable patiently, try running at them and throwing to make them reconsider.

Goldlewis Dickinson

Goldlewis DickinsonWin in minutes or die in seconds
Slightly Favorable
  • A matchup where Testament can effectively control the neutral and zone but will be annihilated if cornered by Goldlewis' oppressive pressure.
  • Goldlewis has three main anti-zoning tools to be aware of that are powered up by his Security Level, those being ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage-, SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13, and Burn It DownGGST Goldlewis Dickinson Burn It Down2.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage-.
  • Thunderbird is a drone that advances forward destroying any projectiles in its path. Take note if Goldlewis is generally keeping his distance and punish preemptively with Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12. If he has already used the attack, then whiff H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2 as you have space to move backwards a bit and force Goldlewis to be unable to both follow the projectile and stop you from using PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- to teleport out.
  • Skyfish is a rapid fire minigun attack that cancels out other projectiles and can cause fullscreen rolling tumble on hit when at Security Level 3, thus it's an important gap closer for Goldlewis. If you're anticipating it, then IAD j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) can be a potent solution. Otherwise the best option is to simply respect it and block.
  • Burn It Down summons a vertical laser from behind the opponent that will travel back towards him. Your most reliable solutions are to try running up and throwing him or blocking the attack and preparing to go on the defense.
  • If Goldlewis tries to approach with j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD) or IAD Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 then you can at worst clash with 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, but more often than not you will land the 6P.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19 2S (CH), j.236H f.S 6P (Clash)
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12 6P (CH) f.S (CH), j.236H 2S
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5 6P (CH), 2S (CH) j.236H (CH) f.S (HKD for GL)
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD) 6P (CH) f.S, j.236H (CH) 2S

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

Happy ChaosBringing a scythe to a gunfight!
Unfavorable
  • Testament's goal is to get Happy Chaos cornered against the wall and pressure him without letting him escape.
  • Testament wants to RPS at round start against Chaos by using 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7, j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD), and dashing with f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 or 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 to snowball a round into a victory.
  • When Chaos starts shooting with At the ReadyGGST Happy Chaos 5H.pngGuard-Startup-RecoveryTotal 12Advantage- and Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-, stay aware of his Concentration gauge. He will leave an opening by using FocusGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage- for 46 frames, giving Testament plenty of time to close the gap and use f.S or Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 before he can shoot again.
  • Keeping his gun out extends his hitbox when using Steady Aim, and prevents him from blocking, keeping him weak to Testament's f.S range.
  • You can reduce the chip damage suffered by his Steady Aim shots with Faultless Defense.
  • As long as Chaos has Ammo he can shoot at Testament while whiffing an attack, making him difficult to whiff punish and forcing you to respect him.
  • While pressuring Testament, Chaos can use RollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- to change sides and force Testament to block a different direction. Be ready to react to this option and block appropriately.
  • Using FD when blocking Chaos' pressure weakens his offense and reduces his options in general, making it harder for him to run in and throw Testament.
  • If Chaos starts mixing his close range pressure with throws try pressing a fast button like 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 to interrupt his approach or backdashing to avoid the throw as these may allow you to begin your own offense.
  • Chaos may want to jump and dash out of corner to deny you your win condition. H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2, j.S, and j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- all can contest the air space efficiently when expecting him to jump.
  • Chaos can guard crush you by shooting with Steady Aim, leaving little time to close the gap. If he's good at consistently guard crushing you, then don't take risks and approach patiently.
  • Testament can't really use Grave Reaper or Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 in neutral because of Chaos' zoning. Respect this and keep these options for oki and pressure.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16 2S f.S, 5K 2K
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 6P, 2S 2S
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4 f.S, delayed 2S 2S
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14 2S f.S 5K 2K
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 2S f.S
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 2S, f.S, 6P
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 2K, 5K 2S, f.S
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- f.S 2S, 5K, 2K

Common Happy Chaos round start options are the following:

  • Creating distance with backdash into CurseGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- which effectively makes him move back twice. This will lose to our dashing f.S.
  • Using buttons like 2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7, f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14 and 6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14, powerful buttons which all lose to our 2S.
  • Jumping at the opponent with j.SGGST Happy Chaos jS.pngGuardHighStartup10Recovery23Advantage+2 (IAD) and starting his offense, an option weak to our strong 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 or j.S.

Gameplan


A general gameplan against Happy Chaos would be:

  • 1: Force RPS situations at round start with 2S, j.S and dashing forward to try and snowball a RPS win into a victory.
  • 2: If this succeeds, make sure not to wall break except if you can NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 or Wild AssaultGGST Testament 236D.pngGuardAllStartup16~28Recovery20Advantage-4 to sustain your pressure.
  • 3: If the RPS failed, or he manages to escape your pressure then FD against his gunshots and wait for an opening caused by Focus, Curse, or ReloadGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage-. Once the opening occurs, dash towards him.
  • 4: Once his opening window ends, win the RPS situation. Either f.S before he uses a fast attack, 2S to whiff punish his 6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16, block his bullet in time, or use Arbiter Sign before he can press anything.
  • 5: If you ended up having to block Chaos' mix-up, hold FD and expect both throw and Roll to mix you up. Challenge with 2K when an opening presents itself, but mostly be prepared to block.
  • 6: Once you've stolen your turn, continue overwhelming him until you win or start over from step 3 if he takes his turn back.

Opening windows, resources, and RPS on approach


Happy Chaos will leave a few, wide openings, related to his resource management:

  • Ammo: As long as he still has a single bullet loaded, he's able to zone you. Having more loaded gives him more options for close-up situations, so he might attempt to load a few more before approaching. From afar, don't expect more than the minimum 23f of reload from this move, and continue blocking. Expect him to reload between 1 and 3 bullets to sustain his pressure when close, sometimes leaving openings to punish with a fast move such as 2K.
  • Concentration: If this gauge becomes empty, it will turn red and Chaos cannot use his Ammo until it's fully recharged. To replenish this gauge, Chaos will need to either need to wait for it to naturally regenerate or use Focus to buff the recovery and replenish it faster.
  • FocusGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage-: Chaos' widest, biggest opening. Being 46 frames total, it's your "go" signal for closing the gap by running.
  • CurseGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-: Chaos' debuff affliction and distance maker. You can run through it and hit Chaos. The effect will be nullified by hitting Chaos or by waiting 5 seconds. Chaos using this move gives you an opening to advance. From afar, prefer jumping over it to avoid the effect.

Dealing with gunshots


Shooting with At the Ready or Steady Aim extend Happy Chaos's hurtbox forward and prevent him from blocking.
If you're not afflicted by Curse, his fastest gunshots will need good RNG, and his Steady Aim shots will be slower to guard crush. Expect Chaos to try and renew the affliction every ~5 seconds as that is the duration of the effect.
From a distance, he will attempt to deal non-negligible chip damage with his Steady Aim shots. While keeping you locked down, Chaos hopes you open yourself up. Prefer FDing by using the macro to avoid opening yourself up for a frame with a button press.
From up close, he will pressure you, protect himself from getting whiff-punished, and mix you up with throw and 5DGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15.
When close, it is usually advised to FD his buttons. Be ready for his 5D, throw, and Roll which each give him diverse mix-up options.

I-No

I-NoOh, she flies
Balanced
  • I-No is at her strongest when she gets a knockdown and can start mixing you up with highs and lows. Keeping her away and winning the mid-range neutral situations will be key to victory.
  • I-No can very efficiently wall slump you in the corner, thus forcing you into a unique untechable state instead of the usual wall splat state. This allows her to run oki pressure in the corner for as long as she desires.
  • I-No's Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 is low-profiled by Testament's Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 from the start of the move all the way to the end of its recovery. Running at I-No and using Grave Reaper in neutral can beat many of her options, but loses to I-No's f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13.
  • I-No's Chemical Love also gets low-profiled by Testament's running animation.
  • From far enough distances, I-No's dash will hover over Testament's S Grave Reaper projectile, therefore the H version can be a stronger alternative.
  • I-No can move her projectile, Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8, up and down after firing it. It can be destroyed by Grave Reaper's strike hitbox and on contact to Testament's projectiles.
  • Keep in mind I-No can hold Sultry PerformanceGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0] and vary its angle to mix her aerial approach.
  • Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 is able to low-profile and punish Testament's f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 and 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8. This move isn't as threatening as Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] or Jack-O's 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 because of its slower start-up.
  • On block, you can punish I-No's metered reversal, Ultimate FortissimoGGST I-No Ultimate Fortissimo.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, with c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 to lead into high damage combos. If out of reach, then you can instead use j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) or j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- to punish it on block.
  • Once I-No starts mixing you up, she can meaty you with multiple highs, lows, and even grabs. Your metered reversal, Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38, may often be too slow and lose to her meaties. Her mix-up game is very strong and you will have to guess right. Ideally you don't get into this situation in the first place as it is her win condition.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2S (CH) f.S (CH) 6P (Clash) j.236H (I-No is forced to block)
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 j.236H 6P (Clash), f.S 2S
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 6P (CH), f.S (CH) 2S j.236H (I-No is forced to block)
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 f.S, 2S 6P, j.236H (I-No is forced to block)
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 2S (CH) 6P, f.S j.236H (I-No is NOT forced to block)
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage- 6P (CH), f.S (CH) 2S j.236H (I-No is NOT forced to block)

Notable Interactions


Neutral


Offense


Defense


Jack-O

Jack-OHaemomancy is sadly no match for the power of child labor
Unfavorable
  • Jack-O has great tools to win neutral against Testament, force RPS situations in her favor, mix Testament to death, and even win the zoning war. The only times of safety when fighting against Jack-O are when pressuring her in the corner, while staying mindful of her dangerous 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19, and not leaving gaps wider than 10 frames without jumping around.
  • You will not have a second to rest against this character. She has great air approaches, projectiles, strike/throw, and no distance is safe against her.
  • Jack-O's 2D is a big threat at mid-range. Treat it like a light version of Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]. It always leads to a forced RPS situation where it is cancelled into either Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 or Summon ServantGGST Jack-O Summon Servant.pngGuardStartup10RecoveryTotal 25Advantage-.
  • Testament's 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 loses to Jack-O's 2D on roundstart. Both are 10 frame startup, however it trades in Jack-O's favor.
  • After blocking ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12, try j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) as it often has the best RPS. If she stops jumping, use 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8.
  • In zoning war situations, use Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 when she's on the ground and stay ready to 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 the minions as they start jumping. Keep your eyes on her Summon Gauge and Command Gauge.
  • IABD > Air H Grave ReaperGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 is a useful round start against Jack-O and a safe way to extend your pressure while expecting a 2D.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12 2S (CH), j.236H f.S (CH) 6P (Clash)
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9 6P (CH) f.S (CH), 2S j.236H (Jack-O' is forced to block)
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 6P (CH), dl f.S (CH), 2S (CH) f.S j.236H (Jack-O' is NOT forced to block)
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 8 > dl j.H 6P (CH), f.S (CH) 2S (HKD for Jack-O') j.236H (Jack-O' is NOT forced to block)

Dealing with 2D


Jack-O's 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 is to be treated like a slower version of Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] that doesn't need meter to force a RPS situation on Testament, but doesn't low-profile f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 or 5H. See here for more info.
10 frame start-up is pretty fast, meaning it often wins in trade situations and will virtually never be negative on block because Jack-O will cancel it into a special. If they don't cancel it, it's -19f, punishable with run up c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1.
At roundstart, 2D will trade with Testament's 2S, leaving Jack-O with enough advantage that you will get combo'd for it, effectively losing the round start.
While pressuring Jack-O, she may challenge any gap you leave with her 2D so do not let big gaps. To fill in gaps, try either IABD > Air H Grave Reaper, or whiff j.S > j.KGGST Testament jK.pngGuardHighStartup8Recovery12Advantage-3 (IAD), as both are safe ways to sustain your pressure while defending against 2D, and punishing it.

The RPS after blocking 2D is as follows:

  • Cancelling into Servant Shoot is Jack-O's default choice. It's a strong frametrap and trying to IB it is risky as it may open you up in the process. It may seem -12f on block, but will be cancelled into Summon Servant.
    • This option loses to backdashing. Backdash > f.S is your best option at any range and will whiff punish Servant Shoot if executed fast enough. Do not try 2S after backdashing as it will whiff no matter the range.
  • If she doesn't cancel into Servant Shoot, but into Summon Servant instead, then backdash loses this RPS. This is why you may want to be patient and block. IBing Servant Shoot, while hard, will net you a punish with 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 or 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 and doesn't lose to a Summon Servant cancel.

After blocking Servant Shoot Jack-O will cancel it into Summon Servant. She has two options from here:

  • Jack-O stands her ground, summoning a Servant and often pressing a button. You can take your turn with 5H, sometimes rewarding you with a deadly Counter Hit leading to Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 > f.S combos.
  • Jack-O jumps after Servant Summon which is the most common situation. This will beat both your f.S and 5H. This situation has its own RPS as well, with two scenarios:
    • After jumping, Jack-O presses Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 fast enough to beat Testament's j.S in which case you can dash under and use c.S for a deadly Counter Hit combo. Alternatively, you could try IAD > Air Throw.
    • After jumping, Jack-O does anything else, including Defend Command high enough to not get c.S Counter Hit. In this case, j.S will win and lead into a good conversion.
  • Cancelling into Summon Servant right away. Her previous option was a frame-trap, but this one is more straightforward. Your buttons win, specifically 2S and c.S from close. It may lose to run up c.S if well timed. If you've already committed to a backdash, expecting her to use Shoot, hold block and let her have her turn.

The Zoning War


Jack-O is powerful in zoning situations. You must respect her Servant projectiles and destroy them with either 6P or a well timed f.S. They win against all of your projectiles so avoid using Grave Reaper or Unholy Diver when Jack-O is on the ground. Charged Grave Reaper being slow means it can be more risky than usual.
Arbiter SignGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12 is useful against Jack-O players who focus on a grounded approach from afar. Use it to force them to jump and reduce the speed at which she can Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 at you.
Keep your eyes on her resources. The Summon Gauge is indicated by a green bar that represents the number of Servants Jack-O' can currently summon. The Command Gauge is indicated by a grey bar that represents the number of Servant commands Jack-O' can currently use.
Jack-O can have a maximum of 3 Servants on screen at a time.
Remember that Jack-O can use j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage- instead. It's a diagonal air projectile that beats your grounded approaches and punishes your whiffs.

Johnny

JohnnyJust gap
Balanced
  • Johnny's incredibly long ranged pokes and Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 allow him free reign over the mid-range where Testament usually excels.
  • However, his step-dash is highly committal and doesn't allow him to dash block meaning that he may struggle to close the gap on Testament's projectiles.
  • Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 is an incredibly value tool in this matchup. Use it from afar to force Johnny to play around it and punish his approaches.
  • 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 is a potent low-profile tool that can avoid many of Johnny's best pokes such as f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11, 5HGGST Johnny 5H.pngGuardAllStartup13Recovery30Advantage-15, and 6HGGST Johnny 6H.pngGuardAllStartup18Recovery36Advantage-19.
  • The Turn UpGGST Johnny Turn Up.pngGuardAll (Guard Crush)Startup16RecoveryAdvantage+24 [+27~+32] follow-up that occurs when Johnny slashes a DealGGST Johnny 236PKS.pngGuardStartupRecoveryTotal 32Advantage- card with Mist Finer is considered a projectile and can clash with Testament's projectiles.
  • Johnny's 6KGGST Johnny 6K.pngGuardAllStartup15Recovery18Advantage-5 can slip under Air Grave Reaper for an anti-air punish.
  • Many of Johnny's pokes have long recovery, if he whiffs be prepared to punish with Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12.
  • Joker TrickGGST Johnny 236236S.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16 is a quick projectile super that can shut down Testament's zoning from fullscreen. You can PRC and block if you've already committed to an attack.
  • Bizarrely, Johnny's 6K may beat Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 if timed properly by pushing you both away from its hitbox.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Ky Kiske

Ky KiskeLearning the Stun Dipper matchup
Slightly Unfavorable
  • Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] is a very strong tool against many of Testament's favorite options and pressure strings. It can efficiently exploit gaps in Testament's offense that few moves in the game can. Testament has to adapt to this move existing.
  • Once Ky has 50% meter, he'll be able to mix you up for free if you block a single move, thanks to Stun Dipper RC. Keep Ky away from Testament and prefer fighting zoning wars over mid-range battles.
  • From afar, preemptively using Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 will discourage Ky from using Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 carelessly. It conditions him to run, jump, or Stun Dipper at you which are all options you can punish with a solid read.
  • During the zoning war, while Testament can both attack and defend against Stun Edge simultaneously, Ky can only do the former. Ky's speed gives him a slight advantage thus balancing this situation, however Testament still has the tools to take a win.
  • Testament actually has a few options to beat Stun Edge. 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 can low profile it, the upper body invulnerability of 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 can dodge the projectile, and the strike portion of Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 can destroy projectiles.
  • Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] loses to 5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 and 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 on reaction. Preemptively, it will lose to anti-air moves like H Grave Reaper and 6P for bigger punishes. Be wary, because if timed wrong you may suffer a big Counter Hit that often leads into great damage and corner carry. With the right resources, a 2P punish on reaction can be turned into a full combo as seen here.
  • Use f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 sparingly, as it loses to both Stun Dipper and IAD. Once Ky stops expecting f.S, then you can start representing it by encouraging him to take risks in order to beat it.
  • Because of Stun Dipper, your j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) and sometimes j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- have stronger uses in RPS situations against Ky. It may help avoid his grounded options and win air-to-air while leaving you time to block Stun Dipper when landing.
  • The low recovery of Ky's 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 and 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2 allow him to consistently Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. against Testament's Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 on wake-up. Avoid using this reversal carelessly, unless you expect him to 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. with higher risk buttons like c.SGGST Ky Kiske cS.pngGuardAllStartup7Recovery10Advantage+1.
  • Ky may be strong in zoning war situations, but he is way stronger in the mid-range against Testament's options, pressure, specials, committal moves and their best pokes. Keep Ky away, and once he is cornered do not leave many gaps without being ready to defend against or punish Stun Dipper.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2S (CH), 236S f.S (CH), 6P (Clash) 2K, j.236H, Walk Back
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 6P (CH) 236S (CH) f.S, 2S 2K, j.236H, Walk Back
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 6P (CH), 2K, f.S (CH), 236S (CH) 2S j.236H, Walk Back
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 f.S (CH) 6P (CH), 2K, 236S (CH) 2S (Ky's favor) j.236H, Walk Back
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] 6P (CH), f.S (CH), 2S, 236S (CH), Walk Back 2K j.236H

Playing around Stun Dipper


Testament's number one enemy in this match-up is Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]. Like Anji's Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- or Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-, this move simply existing forces Testament's offense and pressure to adapt to it in order to accommodate for this powerful answer in a variety of situations.

Stun Dipper's strengths are plentiful:

  • It's very fast with 7 frames of start up, advances to reach far, low profiles f.S, punishes backdashes along with the start up of Grave Reaper or the recovery of Air Grave Reaper, hits as a low, beats walking back, and can be made safe or used to convert into higher damage once Ky has 50% meter.

There are few situations in which Ky may want to avoid using Stun Dipper:

  • Being under 50% meter is one of them, but is not enough to dissuade many Ky players from gambling with it against you.
  • Up close it even trades against strings like f.S or 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 into 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2, meaning Stun Dipper can win after Ky gets hit, not just on block.

As strong as it is, Stun Dipper does have its weaknesses:

  • It is very punishable on block, being -14 at best with Shock State or Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 and -19 regularly. It leaves Ky open if you jump and IABD with j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) or Air Grave Reaper, making it whiff and open for a punish. It can also get hit by the projectile part of Grave Reaper.

After blocking Stun Dipper, Testament as a few options to choose between for punishes:

  • Simple combos like 2K > 2D are consistent and reliable.
  • Microdash c.S > 2D can be used to convert into a larger combo in the corner.
  • You can also use buttons like 2S and 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 to punish, but without meter there's not that great of a return. If you do want to burn some bar for a higher punish, you can get some pretty good damage and corner carry if done midscreen with a drift RRC from either of those options.

There are 3 main situations where you must keep an eye out for Stun Dipper:

  • 1. He can use it during your pressure and on wakeup:
    • Ky can block 2K > 2D and punish a S Grave Reaper attempt with Stun Dipper.
    • He can also use this move between Grave Reaper and Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1.
    • He can use it in the corner to punish 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 on reaction as well the gaps you leave with it due to its extended hurtbox.
    • When in the corner, Stun Dipper will punish walking back, meaning you cannot space yourself safely using that or backdash.
    • Any f.S that is not hitting meaty will lose as well. 2S can win at specific timings, but often trades or loses to Stun Dipper. 2H is far too slow, and loses to Stun Dipper in almost all situations besides very far spacings of blocked 2S or f.S.
    • Solutions:
      • Stop auto-piloting Grave Reaper after 2K 2D.
      • Do not commit to Unholy Diver after making Ky block Grave Reaper.
      • Do not backdash or walk back after pressuring Ky, hold down-back instead.
      • Refrain from pressing f.S or 6H without a good reason or without an incredibly small gap between it and your previous attack.
      • With proper conditioning and consistent punishes you can start to incorporating some of these tools back into your gameplan as Ky begins to adapt to your countermeasures.
  • 2. He can use it in neutral and randomly:
    • Where other characters may have to use 6P in order to contest Testament, Ky's Stun Dipper instead beats many more options than merely f.S and has good odds to beat even 2S or 5H.
    • You cannot approach the mid-range neutral game like usual. On top of that, he can simply IAD you instead.
    • It even has good odds to win against IABD Air Grave Reaper. Using Air Grave Reaper from higher places will leave you even more vulnerable to Ky.
    • During okizeme if you leave Ky with a small gap before hitting him with a meaty f.S, then it is not your turn anymore. When in doubt, try meatying him with projectiles instead.
    • Solutions:
      • Try to instead play passively and reactively by holding down back.
      • Air dashing backwards without committing to a Grave Reaper.
      • Jump block, without committing to moves other than j.S or possibly j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- with spacing to contest air-to-air situations.
      • If Ky has 50% meter or more, try to make Stun Dipper whiff by using jumps, as if you end up blocking it he can RC to make it safe in lead into a mix-up.
  • 3. He can use it during his pressure:
    • This one is more straightforward, as once Ky has 50% meter he is able to use Stun Dipper while pressuring you for a safe and fast low to mix you up with.
    • Trying to jump will lose to Ky's many dangerous frametraps. Block low, and simply accept that you will get mixed up for free.
    • Solutions:
      • Do not get in this situation. It's a common one that will happen, but the only reliable way to avoid it is to keep away Ky from yourself or force him to use his meter for other uses.
      • Winning the projectile war, anti-airing him, controlling space better than him, and winning neutral will reduce the opportunities for him to start his pressure.

In conclusion, do not underestimate this move. It is very strong in most RPS situations and it will outright win unless you adapt to it. Do not overly commit to slow moves and specials, and instead hold down back or jump around. Remember that even though you're pressuring Ky, he can still steal a turn where few other characters can. Punish it heavily and consistently to condition Ky to stop using this move and change his approach. Playing the Stun Dipper matchup is a necessity when playing the Ky matchup.

The Zoning War


Remember Grave Reaper has two hits, being the strike hit of the scythe and the projectile hit of the skull. The strike portion destroys enemy projectiles including both versions of Ky's Stun Edge. On the flip side, S Grave Reaper's projectile will low profile Ky's projectile meaning Ky cannot destroy your projectile with his. Besides just dodging it, use this advantage to discourage him from mindlessly spamming his projectile in neutral. This can be difficult in practice due to the speed of Stun Edge and Ky's other pokes to watch out for, but if done right takes away a huge part of his neutral control. Keep in mind that Testament's Arbiter Sign will lose to Ky using Air Stun Edge.
Be mindful of his range and spacing. If Ky is in range to IAD over your S Grave Reaper, then you're in danger if you use it. However, this also opens up the opportunity for you to do the same against Ky's projectile. Keep this in mind and be ready to wait and 6P his IAD or IAD yourself.
Overall, the fast startup, recovery, and travel speed on Stun Edge makes this zoning war tricky for Testament. Timing your Grave Reaper to cancel Stun Edge is sometimes a bit strict timing wise. One could argue Ky has a slight advantage in this situation, but both players have tools to overwhelm the other.

Dealing with Dire Eclat pressure


Ky's Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] is a safe pressure ender, applies Shock State, and is negative on block being-8 or -6 with Shock State or Dragon Install.
The best solution against this move is to Instant Block it, thus leaving you close enough to punish with a Throw, 2K > 2D when not in Shock State, or at least take away his turn.
Another solution is to Faultless Defense his other normals to try and make Dire Eclat whiff. If it does, then you can preemptively run up for a 2K punish. FDing against the Dire Eclat hit can sometimes make it safer for him and enable him to jump over your f.S making it a dangerous choice.

If you block it without FD or IB, the RPS situation is as follows:

  • If you're in Shock State:
    • You're back to a neutral situation and must be careful. Jumping, playing reactively, or stuffing Ky's approaches with a well timed preemptive 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 or 2K are each solid solutions. Do not commit to slow buttons, as Ky can easily IAD over you and punish.
  • If you're not in Shock State:
    • f.S is your default option. Being 12 frame startup, it's strong against Ky jumping at you.
    • Due to Dire Eclat being -8 without Shock State or Dragon Install and Ky's prejump being 4 frames, you'll be able to recover in time for a nice 5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 anti-air. This option wins against most of Ky's offensive options like Stun Dipper, Foudre Arc, or 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7. However, moves like his 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8, 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8, Stun Edge, or another Dire Eclat can punish it.
    • 6H is another good idea as it covers IAD, jumps, super jump forward, and run-ins. It also beats Stun Edge and gives great damage on Counter Hit. Keep in mind that it loses to backdash, super jump neutral or back, 6P, and most importantly Stun Dipper. Note that a delayed 6H will win against Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] but is weaker to Ky running in.
    • As Ky may use either a risky Vapor Thrust, or slow alternative as 5H or 6P , safer options can beat him. Dash blocking is fast and safe, beats many options including Vapor Thrust.
    • 2K is fast, relatively safe, and may win against his buttons in scramble situations but loses to Vapor Thrust.
    • Ky may choose safer options like backdash or blocking. React to this by waiting, and seeing what Ky does. Waiting will often win against Ky players willing to gamble with IAD or Stun Dipper after defending. You can punish Ky's backdash preemptively with Arbiter Sign, but this also loses to many common offensive options he may also choose.

Most of Ky's options after you blocked Dire Eclat risk losing to you waiting and reacting to his choice. These can be using 6P against a jump in, or checking a dash forward with 5K or 2K. Be careful as Ky may abuse your patience to reset his pressure thus stealing your turn.
If Ky stops using Dire Eclat in favor of Stun Edge, then remember you can low-profile it with 2K if you FD 2 hits before he goes for Stun Edge. Otherwise, you must block and accept the Shock State.
In conclusion, represent a strong button like f.S or 6H a few times to prevent Ky from resetting his pressure. See how he responds and adapt by waiting, blocking, and walking back if desired. If he backdashes, then stay ready for IAD and Stun Dipper as you're fully back to neutral.

Leo Whitefang

Leo WhitefangPlease do not approach the gorilla
Slightly Favorable
  • Leo’s slow neutral makes it easy to keep him at bay with Testament’s strong pokes and projectiles.
  • Unlike Potemkin's F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Leo's Kahn-SchildGGST Leo Whitefang bt D.pngGuardAllStartup3Recovery18Advantage- cannot reflect Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 or Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 however it's still projectile invulnerable.
  • The projectile hitbox of Grave Reaper loses to Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 but the strike hitbox can nullify his projectile.
  • H Gravierte Würde can be punished on reaction by Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12.
  • Be wary with 2K > 2D as the gap can be punished by S EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 or Leidenschaft des DirigentenGGST Leo Whitefang Liedenschaft des Dirigenten.pngGuardAllStartup10+1Recovery43Advantage-33. 2K > 6P > 236H works as a true blockstring but H Grave Reaper will trade with S Eisensturm at max distance.
  • Safejump setups off of H Grave Reaper can be especially good against Leo because it forces him to commit to his reversal or lose his charge for 30 frames, temporarily locking him out of Eisensturm during the next interaction.
  • StahlwirbelGGST Leo Whitefang Stahl Wirbel.pngGuardAllStartup4+1RecoveryTotal 27FAdvantage+14 can punish Testament’s zoning from fullscreen but can be PRCd against on reaction.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5 2S (CH) f.S (CH) 6P (Clash) j.236H (Leo is forced to block)
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 6P (CH), 2S (CH) f.S j.236H (Leo is NOT forced to block)
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5 f.S, 2S 6P, j.236H (Leo is forced to block)
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13 6P (CH), 2S (CH) f.S (CH), j.236H (Leo can go into guardpoint stance to block this)
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2 f.S 2S 6P, j.236H (Leo is forced to block)
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 6P (CH), 2S (CH) f.S (Leo is sent fullscreen) j.236H (Leo is NOT forced to block)

Notable Interactions


Neutral


Offense


Defense


May

Balanced?


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 f.S (CH), 236S (CH), 6P (Clash), 5H (Clash) 2K, 2S, j.236H, Walk Back
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 6P (CH) 2K, f.S (CH), 2S (CH), 236S (CH) j.236H, Walk Back
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 6P (CH), 2K, 236S (CH) 2S j.236H, Walk Back
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD) 236S (CH), j.236H (CH) All ground normals, Walk Back
S DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 6P (CH), 2K (CH) f.S (CH), 2S (CH), 236S (CH) IADB > j.236H, Walk Back (Blocks)

Notable Interactions


Neutral


Offense


Defense



Millia Rage

Millia RageWho knew a scythe would be a bad flyswatter?
unfavorable?


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

NagoriyukiObjective: survive (until he has high blood)
Balanced
  • Nagoriyuki's Blood Gauge dictates the rhythm of this matchup. The more it is filled, the less options Nagoriyuki has to win against Testament's strong zoning tools.
  • Bigger normals with higher Blood means Testament has to space themselves farther back each level.
  • Testament actively has to play around ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 as it cleaves through their main gameplan. If this clone doesn't work out for Nago it's curtains for him.
  • Conserve your Burst for the eventual Counter Hit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.
  • Nagoriyuki's 6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2 can beat Testament's 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 because of its low crush, however it has 15 frames of startup. Using other moves like 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 or stronger buttons will win against his 6K.
  • When dealing with f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8 or KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3: If f.SS, then FD or IB. If Kamuriyuki, throw, challenge with 2K, or walk back and whiff-punish FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A backwards. For the cancels, block most of the time, but challenge with 2K every now and then. Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 can be used between the gaps to win, but loses to Nago blocking or cancelling into Fukyo.
  • Watch out for Nago's 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup18Recovery27Advantage-14 at level 2 of Blood Gauge. This move covers a greater area than even Testament's f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7, is relatively fast, and disjointed thus you should respect his range.
  • At round start, Testament's 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 and walking back f.S are very strong options against Nagoriyuki.
  • S Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 can help stuff Nagoriyuki's super jump-in attempts from afar as well as setup the Succubus for Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 or PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage-.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Testament's strong round start options can contest Nagoriyuki's options efficiently, but on low Blood Gauge you must respect Zarameyuki and his other specials as they are able to steal your turn and overcome gaps in your pressure. 2S beats many of Nagoriyuki's options, including his ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7. Walking back is also a very safe option, even followed quickly by a f.S which will win against everything but Kamuriyuki roundstart.

Overview


A matchup with two rhythms: Nagoriyuki's Blood Gauge dictates whether Testament should play more defensive or aggressive. The more the gauge is filled, the less options Nagoriyuki has.

  • Playing conservatively early in this matchup is generally advised. And once his blood gaughe increased: Playing aggressively with projectiles, representing Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 often, and occupying space, is preferred.
  • Because of Nagoriyuki's limited movement options, Testament can abuse Arbiter Sign and projectiles to pressure Nagoriyuki constantly.
  • When attacking Nagoriyuki, you usually want to end your combos by leaving him as far from you as possible, usually at full screen distance. This will cause Nagoriyuki to struggle when approaching due to his limited mobility options in this situation, thus allowing you to safely and freely use your zoning tools to cover space and chip away at his big health bar.

At lower Blood Gauge


After starting the round with one of Testament's strong options, you want to avoid committing to slow moves like f.S, 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19, Grave Reaper, and Arbiter Sign as Nagoriyuki can evade or punish most of them with Fukyo, Kamuriyuki, and Zarameyuki.
Punishing Fukyo is a key part of the matchup on defense as Nago's command dash is used to reset his pressure. A sometimes risky but fast 5K or 2K will punish his attempt to reset his pressure and give you your turn. Know that Nago's cancelling his 5H into Fukyo forward is -7 frames, beating our c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1.
A safer option is to simply jump against his command dashes. This protects you from Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA attempts while air blocking and allows you to react and punish his openings in case of whiffed grab attempts.

Blocking Kamuriyuki and f.SS


Blocking KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3:

  • Nagoriyuki has two options after you block it: being -3 on block, or cancelling into his other specials which cost him more Blood Gauge.
  • Your best situation is blocking while they chose to cancel and use blood, or hitting a button and taking your turn.
  • Your worst situation is getting Counter Hit and exploding.
  • Because Testament's 2K is fast, low profiles, doesn't extend your hitbox too far, and leads to a knockdown it is often your best option when challenging after Kamuriyuki. It is relatively safe against most backward Fukyo follow-ups.
  • Kamuriyuki is throw punishable, unless he cancels it into a backwards Fukyo. Trying to grab him and losing, results in you exploding. It covers all his options other than backward Fukyo}, making it a useful but dangerous option.

Blocking f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8:

  • The easy solution is to Faultless Defense the f.SS. This prevents Nagoriyuki from doing f.SS > Bloodsucking Universe, resulting in it whiffing and giving you a free Counter Hit. Note that walking backwards for at least a few frames then FDing is key to making the command grab whiff.
  • The hard solution is to Instant Block the f.SS and punish it with a throw, beating most of Nago's options other than backwards Fukyo. Note that Nago could also spend Blood Gauge and cancel f.SGGST Nagoriyuki fS1.pngGuardAllStartup14Recovery28Advantage-17 instead.

Once his f.SS got FD'd, your opponent has three options:

  • Continuing with a f.SSSGGST Nagoriyuki fS3.pngGuardAllStartup14Recovery35Advantage-22, reducing his blood gauge but being -25 on block.
    • This means a free 6H punish but do not Faultless Defense the third f.SSS hit.
      • Easy combo: 6H > 214S/H for 112 damage and full screen distance
      • Hard combo: 6H > 214P > f.S > 6H 214S/H, for 169 damage and full screen distance.
    • If you Instant Block the f.SSS, you can use your most damaging punishes against him, starting with 6H > 236[H], and going wild on him from there.
    • With 50% meter, you may be tempted to use Calamity One between f.SS and f.SSS. It will win but is a high risk and costly in meter option that can surprise and frustrate opponents. Representing this option can condition him to use the next option.
  • Stopping at f.SS and being -8 on block.
    • This can take advantage of your habit to block and allow Nago to reset his pressure for free. Pressing a button late after making sure you would've blocked f.SSS is a way to take back your turn. Nagoriyuki's c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 being frame 7 leaves room for Testament's faster buttons to challenge late.
    • This option will beat your Calamity One reversal attempts, and make you explode.
    • Overall this is often Nagoriyuki's safest option, but it's advantageous to Testament in this matchup.
  • Cancelling into a special move.
    • This is where many Nagoriyuki players will chose either to Fukyo forward to continue his pressure, or Zarameyuki for the same purpose and stronger pressure, but higher blood cost.
    • Respect and block Zarameyuki, continue holding block once the clone's animation begins.
    • Blocking Zarameyuki > Fukyo leads to a real strike/throw mix-up. Pick one and guess. Backdash or jump against his throws or block the incoming hits.
    • Fukyo follow-ups must be handled as discussed above. Both forward and back will beat Testament's Calamity One, therefore gambling with this move is dangerous.

In conclusion, block most of the time, but challenge with 2K every now and then.

At higher Blood Gauge


Once his Blood Gauge is higher, his Bloodsucking Universe's ability to reduce blood becomes much more dangerous. Avoiding the command grab with a jump or backdash will become the lower risk option on defense, as Nagoriyuki will have very few options of extending combos without needing to use meter.
Pay attention to when his specials risk forcing him to pop. Nagoriyuki's only option to stop the Blood RageGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 activation from happening is landing Bloodsucking Universe. He can hold Faultless Defense to delay it slightly, but not prevent it.
Once Nagoriyuki enters Blood Rage, you can punish at many range with a run up c.S as a combo starter or with 6H instead if you're close enough. Comboing with meter often means an assured victory once added to the life he loses from Blood Rage activation itself. Comboing with Wild AssaultGGST Testament 236D.pngGuardAllStartup16~28Recovery20Advantage-4 as a starter also allows for high damage conversions and stops him from bursting out of the combo to steal the game.
At higher blood, 5H and 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup15Recovery29Advantage-17 become bigger and faster moves. Watch out for Nago's 5H range being dramatically extended and faster at level 2 Blood Gauge, making Testament's f.S a weaker option. It is completely disjointed so do not try to 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 it.

Potemkin

PotemkinWhat do you mean the matchup is bad? Isn't he a grappler?
Slightly Unfavorable
  • Be careful with your pokes and be unpredictable with your zoning.
  • F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 reflects both Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 and Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1. Potemkin will want to flick your projectiles a lot, but this can countered with Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12.
  • 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 to 5K stagger and 5K or 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 into 2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 lose to Mega FistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6. Luckily Testament can jump cancel on reaction and Air Throw against Mega Fist, however this leaves them vulnerable and in Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- range should he not use Mega Fist.
  • If one of Testament's pokes comes in contact with Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9's armor, then their projectiles are too slow to break the armor.
  • Testament's 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 can do what nearly no other can and hit Potemkin out of Mega Fist. However, it's still not very lenient so don't rely on this.
  • If you're fairly far away from it, Arbiter Sign can be a deterrent for Potemkin approaching behind a deployed Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100.
  • NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 can be a useful lockdown tool in neutral as Potemkin cannot jump over it, giving you an opportunity to try a mix-up.
  • Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 is a very large threat if the Testament starts preemptively zoning, as it knocks them down and deletes all of their projectiles. Make use of Air Grave Reaper to avoid this move.
  • If Potemkin is in Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage-, then hitting him early in Hammer Fall can knock him out of it due to the follow-up explosion. However, this is more preemptive than reactive as the Stain explosion takes a brief time to activate.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


(planning to cover: How his different specials work, and must be played around in neutral situations)

Offense


Defense


Ramlethal Valentine


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Sin Kiske

Sin KiskeTestament's favorite nephew
Slightly Favorable
  • Sin often plays most effectively at close range combined with an arsenal of deadly pokes that can allow a careful Sin player to close the gap against Testament's zoning and begin his suffocating pressure.
  • Be cautious when using non disjointed pokes from midscreen as f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8, 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5, and Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 are all both great counter-pokes with potential for deadly reward. Testament's 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 is fast with low-profile meaning it's very useful for dealing with these moves.
  • Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 is a quick advancing low that can be by shut down by a throw or preemptively using either a 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 with it's disjointed active hitbox or with a Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 to control more space. Treat it like a light version of Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] that can low-profile and punish many of Testament's slower attacks.
  • 2K and Grave Reaper are both susceptible to the low-crush of Sin's Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11.
  • Sin's meterless reversal, Hawk BakerGGST Sin Kiske 623S.pngGuardAllStartup9Recovery36Advantage-26, forces Testament to be cautious with any gaps within their pressure. The move consists of two hits and can be punished between the hits on block by c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 for a full conversion.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

Sol BadguyHe/him neutral vs they/them neutral
Even
  • Keep him out with your strong pokes and projectiles while being wary of Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17.
  • Night Raid Vortex is a powerful option against Testament as it low profiles some of their best pokes like f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 and 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8, as well as 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 when used recklessly. When you expect it, use moves like 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 and 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 to space it out or preemptively use S Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 to take up space.
  • FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 can be easily beat by 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7.
  • 6P can also be a helpful tool for punishing a grounded Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 that can lead into a full combo as seen here.
  • When spaced correctly, a wakeup Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 can be entirely avoided with a meaty 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 due to the disjoint.
  • Many of Sol's moves can be low profiled by 2K, including his f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2, 5HGGST Sol Badguy 5H.pngGuardAllStartup11Recovery20Advantage-5 from certain distances, and 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9 which is one of his best pokes.
  • Make use of safejumps off of H Grave Reaper to mitigate the threat of a wakeup Volcanic Viper.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 f.S, 2S (CH), 236S, j.236H 6P (Clash) 2K, Walk Back
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 6P (CH), 2K (CH) f.S (CH), 236S (CH) 2S j.236H, Walk Back
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 6P (CH), 2K, 236S (CH) f.S, 2S j.236H, Walk Back
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 j.236H 6P (CH), 2K, f.S (CH), 2S (CH), 236S (CH) Walk Back
Dash 2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4 6P (CH), f.S (CH), 2S (CH), 236S (CH) 2K j.236H, Walk Back
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 Walk Back

Notable Interactions


Neutral


Offense


Defense


Testament

TestamentA test of your reflexes!
Even

WIP

One of the mirrors of all time. Testament is well equipped to deal with Testament.

  • Arbiter Sign is an excellent counter poke at range against Grave Reaper and preemptive poke versus Unholy Diver and Arbiter Sign, stopping and dissuading your opponent from setting up their zoning.
  • Grave Reaper and its charged and air versions are excellent zoning tools to keep your opponent's movement and choice of reaction constrained. Grave Reaper's strike is particularly useful for removing your opponent's projectiles, and Grave Reaper's projectile is excellent at clashing with and nullifying their projectiles.
  • Unholy Diver is excellent at full screen zoning, preemptive counter poking, and forcing a choice from your opponent. The held version is great at catching Instant Air Dash and jumps, and using Unholy Diver immediately upon its return from its initial cast will fly low enough to hit your opponent and apply Stain State.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2S, 2H, 6H, 2D f.S 5H
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 6P, 2S 5H, 2H, 6H
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 2H, 6H 6P, f.S, 5H 5K
5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 f.S, 2S 2H, 6H 6P
2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 f.S, 5H 6P, 2S, 6H
6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 f.S, 5H, 2H 6P, 2S, IADB j.236H
IADB j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 Dash 6P, 6H

Note that slightly delaying or walking back a round start option can have wildly different results, such as a slightly delayed 6P or 2S beating 6H, or a walk back f.S or 2D beating 2S. Walking back and back dashing are also a common round start choice that you may call out with a dash forward into a round start option. Rotate your choices wisely and stay unpredictable.

Notable Interactions


Neutral


Offense


Defense


Zato-1

Zato-1The grim reaper comes for Eddie
Favorable
  • While Testament has stronger tools to win the neutral game, all Zato needs is one knockdown to start his suffocating offense and possibly snowball into a win.
  • Zato has few defensive options other than Eddie's "Oppose"GGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-. Once cornered and pressured, Testament can suffocate Zato to death in the corner.
  • Zato's Eddie Gauge is key to fighting against him. If he tries to summon Eddie in neutral, Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 can efficiently punish him for it at most ranges.
  • Arbiter Sign is a strong tool in this matchup when Zato is on the ground.
  • Zato will feel inclined to jump, use Flight, and his air approaches to play around Testament's tools. 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD), j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD), H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2, and Air Throw will help when contesting in the air.
  • Because of Arbiter Sign and your great anti-air options, Zato may start running at you and use 2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 or 6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 against your f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 to start his offense. Both options struggle against Testament's 2S.
  • Zato's Drunkard ShadeGGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8 cannot reflect any of Testament's projectiles.
  • Drunkard Shade may push Eddie forward, leaving Eddie weak to a low hitting normal. Expect Eddie's travel, and kill him that way.
  • Eddie's "Pierce"GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- leaves a gap in-between the two hits, which leaves a small window for killing Eddie safely with 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3, or trading hits, therefore killing Eddie, with 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3.
  • Zato's Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 is a strong tool for controlling the ground, beating Grave Reaper's extended hurtbox and can even beat Testament's projectile at certain ranges. It loses to Testament's fast and lengthy IAD j.H, as well as Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 preemptively.
  • Eddie "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 can beat the projectile of S Grave Reaper and sometimes even Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 but loses to Arbiter Sign.
  • Eddie's "Oppose" can protect Zato from Arbiter Sign, and from hits. But from afar, leaves time for Testament to use and charge S Grave Reaper safely.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start

Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1]
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Dealing with Eddie


Eddie is usually summoned from one of three situations:

  • Raw summoning: Simply summoning him in neutral is his riskiest option in this matchup. Testament's buttons and specials are far reaching making them strong here, especially Arbiter Sign. If Zato tries raw summoning, do not let him get away with it. Arbiter Sign should keep Zato in constant fear of staying immobile on the ground by summoning.
  • After a normal: Cancelling buttons such as 2S into one of Eddie's summons will happen when Zato manages to make you block a hit or when he wins neutral interactions. This is the beginning of the end and you ideally want to avoid this situation. When it starts, react appropriately to the Eddie summon choice, but Zato starts to have opportunities to mix you up.
  • Between big gaps: Using summons such as "Oppose" during your pressure, most notably after blocking S Grave Reaper. In case of "Oppose" after S Grave Reaper in the corner while close, Testament's 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 sometimes reach far enough to Counter Hit him before "Oppose" is fully out, whereas f.S and 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 are too slow and risk getting opposed. The safest option is to wait after S Grave Reaper and see what Zato decides to do, then react accordingly.

Eddie's has four unique attacks:

  • "Pierce"GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage-: One of Zato's core and fastest moves. Gets killed by 2P mashing in between the two hits, however it can be cancelled in between the hits to a different Eddie special so be cautious. Zato can fill up the gaps using 2S as well. It's a great way for him to take and keep his turn so you ideally don't want him to make you block this. Thankfully, most of your options might kill Eddie if Zato uses "Pierce" unwisely. Expect this after blocking 2S.
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55: Beat projectiles such as Grave Reaper and Unholy Diver, occupies space, and can even stop Testament from using IAD against Zato. Using Arbiter Sign will win. If jumping in, then do a full jump instead followed by j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) > H Air Grave Reaper as this will work where IAD fails. "That's a lot!" will lock you in the block animation during mix-ups.
  • "Leap"GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46: Occupies air space and stops you from jumping. Used often in combos and during pressure to keep you grounded in the corner. If you have time to input a jump and be grounded by it, then you probably have time to 6P it and kill Eddie that way. In general, respect this move and don't take risks as it deals high damage.
  • "Oppose"GGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-: Protects Zato from hits and is the safest summon Zato will choose in most situations. It loses to throws. Zato will often cancel "Oppose" into another Eddie option or launch Eddie forward with Drunkard Shade. Both of these options will lose to Arbiter Sign if he cancels "Oppose" before the attack connects. If he keeps "Oppose" out from fear of Arbiter Sign, the move might kill Eddie by entirely depleting Eddie Gauge on its own. It takes time when raw summoning "Oppose" for it to activate and hitting Zato early will reward you a Counter Hit. This move is strong and can even lead to punish Arbiter Sign from afar if it successfully absorbs the hit. Staying unpredictable with your timings and options will help avoid this situation.

Zato can use Summon EddieGGST Zato-1 Summon Eddie.pngGuardStartup20Recovery8Advantage- without needing to perform any of these moves. Keeping Eddie out and vulnerable, but giving him more independence from Zato. This allows both Zato and Eddie to both have full control over all of their moves. Remember that once Zato blocks a move, Eddie is unsummoned. Grave Reaper is a safe answer to this, but Arbiter Sign may be better at nullifying it. Nothing is too scary in raw Summon Eddie situations, not even from afar, since you'll probably shut it down quickly. However, it may lead to creative and unique approaches if Zato manages to keep Eddie out.

Keep in mind that Eddie can be controlled independently of Zato once Eddie is summoned. Both characters can cover each others' weaknesses. Eddie will die from a YRC hitting Zato unless Zato blocks the YRC and from a Burst hitting Zato. Using your meter defensively to end his pressure while Eddie is out as it interrupts Zato's win condition. Be careful of Zato players expecting and baiting these two options.

Dealing with Flight


Now that the ground is lava for Zato thanks to Arbiter Sign, he will try to exploit your Grave Reaper's recovery with jump-ins, and in general risks flying towards you. Zato has lots of control over the time he remains in the air and the angles he can attack from. Thankfully, Zato is slow in the air and doesn't have a traditional air dash. But don't worry, if Zato starts flying that means you're winning and denied his ground game successfully. You now have more options than he has, and great options to win from here.

  • 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7: A fast button for fast anti-air punishes. If it whiffs, then you can always try using a second one. Use it when expecting Zato to do something fast.
  • c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1: A higher risk, higher reward anti-air. It leads to higher damage and better combos, but is trickier to use as an anti-air than other options.
  • j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) and j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD): The former is faster while the latter is generally safer. Both of these air buttons are fantastic to challenge the air space Zato occupies with Flight and can lead to more damage with further pressure.
  • H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2: The strongest choice for contesting the air in this matchup. The uncharged version helps keep Zato grounded while the charged version can create a lasting projectile in the air, keeping the air covered while your normals challenge the ground. If he's hit by the projectile, then you can consistently convert to damage with moves such as 5K. Try using this option preemptively.
  • Air Throw: If Zato decided to fly above you and block, waiting patiently for the Eddie Gauge to refill, then jump or super jump to throw him back down and make him rethink this option.

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