Overview
Testament is Missing Link's trap character, and one of the 3 unlockable boss characters. They have access to long-range normals, projectiles with decent space coverage, and a tricky 2 step unblockable. They're most comfortable when they set up their projectiles and traps to keep the opponent out, and punish their approach attempts with good air-to-airs, 2H anti-air, and decent grounded range.
Legends say that this character went on to be pretty decent in Accent Core and +R.
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Pros | Cons |
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Unique Mechanics
Unique Tech Input
Whereas most character tech out of a combo using the input 8+PKS
, Testament can also tech using any attack button, or the respect button.
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames | |
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames | |
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames | |
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames | |
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames | |
ProjectileIndicates an entity that exists separately from the character was spawned. Usually something like a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground.. Spawn. | |
CancelA window in which to cancel a move. Can be varied in usage. Window |
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 10 | 8 | 10 | -1 | -3 | none |
This move is fast and decent for anti-airing and abare in a pinch. It has considerably more range than 5K for their similar role.
Much like 5K, this move hits fairly high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
Kliff
Dr Baldhead when not at the peak of his idle animation
Axl Low at the bottom of his idle animation
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 8 | 13 | 10 | -6 | -8 | none |
This move is fast and decent for anti-airing and abare in a pinch. It's a good bit faster than 5P for their similar role.
This move hits really high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
Kliff
Dr Baldhead when not at the peak of his idle animation
Axl Low at the bottom of his idle animation
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | All | 1 | 6,6,4 | 16 | -7 | -7 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 13 | 5,3 | 36 | -17 | -17 | none |
Pretty decent poke.
- Hits twice at close range, once at long range
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11x6 | All | 11 | 19 | 10 | +11 | +15 | none |
Testament's safest blockstring ender and good damage filler move. 5H usually hits around 4 times with generous stun for easy confirms.
- The earliest hitbox is near the top of the scythe, so you're likely to miss the fastest possible hit when using this move at max range.
- Two of the hits are on top of Testament, and as a result will almost never hit the opponent, or at least won't combo with the other hits.
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x3 | All | 4 | 18 | 13 | -7 | -9 | none |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 6 | 8 | 8 | -1 | -3 | none |
A staple part of Testamnet's kit. 2P is a solid combo starter and low hitting normal with a self cancel and the ability to gatling into 6P. It's not uncommon to use 2 to 4 of these at the start of a combo to build meter and correct spacing at the cost of damage.
Fun trivia: this move is mis-sprited. The animation implies that Testament is striking the opponent with the shaft of the scythe, and the hitbox extends as such, but the animation shows them swinging their empty, open hand.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 6 | 3,12 | 18 | -8 | SKD | Low Profile |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 8 | 15 | 6 | -19 | -9 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Low | 12 | 26 | 9 | 0 | -9 | none |
A surprisingly good anti-air. The horizontal range is pretty small, but it still hits low which is funny.
- Hits directly above Testament
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 6 | 5 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 10 | none |
Another decent air-to-air, similar to j.S.
Of Testament's air normals, this is the one which can be used closest to the ground, and as such is one of the few buttons testament can use to start a combo from the air against a grounded opponent with the use of a Phantom Soul for additional hitstun.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 10 | 5 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 15 | 6 | none |
Testament's other jump-in button. Sadly, you aren't getting a combo off of this move, so you're better off using j.S instead. The hitbox is solid, a better verison of it's +R incarnation, but it does them little favors here due to lack of good options to convert out of it.
- Can cross up when done right over someone's head.
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Overhead | 22 | 4 | 16 | -10 | N/A | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | none |
Throw is decent for Testament because it has the usual upsides of a throw, but the force side switch can make this move really undesirable when you want to get the opponent to the corner.
- Side switches on hit
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
Soul Weiss
Specials
Phantom Soul
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | All | 18 | +3 | none |
Phantom Soul is a great zoning tool that persists for a long time. One use of this move is to place several of them on screen in different places to clutter up the ground and force the opponent to approach through the air. This is actually particularly strong because several characters lose access to their strongest tools in the air, and if the opponent gets in, starting an infinite from an air hit can be awkward.
Interestingly, hitting an opponent into a Phantom Soul can create combo routes that are not normally possible for Testament, although the practicality of this is very questionable.
- Travels roughly 2/3 screen
- Can have as many skulls out as you want
- Lingers on screen for a long time
- If multiple are stacked on top of each other, only 1 will hit at a time
- Flies off screen when used near the corner
Grave Digger
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Mid | 9 | 20 | 25 | +1 | SKD | none |
A great corner carry tool, and one of Testament's more rewarding combo enders. It's also pretty decent for damage if used immediately after 2K(1) because Testament's combo scaling grants 1.06x damage to the 2nd hit of a combo.
Because this is air-unblockable, it's your best bet against someone who attempts to air block while captured by Dimension Scythe.
- Air Unblockable
EXE Beast
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5,14,5 | All | 31 | none |
A pretty cool combo tool that is held back by it's horrible startup. It does reach full screen, and it combos into other things fairly consistently, but it seems very difficult to make use of this properly.
The far beast is a projectile that spawns behind the opponent, but the near beast is not a projectile and does not travel forwards.
- 52f for far beast to hit
- Far Beast Always spawns behind the opponent
Panzer Centipede
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Panzer Centipede | 16 | Unblockable | 30 | 20 | 8 | N/A | SKD | none |
Spike | 9 | Unblockable | 95 | 34 | N/A | N/A | SKD | none |
An unblockable strike into a delayed unblockable projectile. Due to the short range, and the fact that this game does not have hard knockdowns, it can be difficult to set up offensively. It can, however, be used defensively after hitting the opponent with Dimension Scythe to create a threat if the opponent approaches you.
The spike activates around 2 seconds after the initial attack.
- Pulls Testament's hurtbox backwards during startup
Dimension Scythe
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 24 | 0 | none |
This move is weird. It locks the victim in place, but allows them to use all their usual options, including backdash and jump. Setting this up isn't the most rewarding thing in the world, but it sets up favorable RPS for Testament, or buys them time to set up Phantom Souls and Panzer Centipede. That said, Testament can combo into it reasonably consistently so it might be a legitimate tactic for controlling a short range opponent.
If Testament hits you with this, you can either jump block or backdash. Backdash will make you fully invulnerable for the rest of the capture time, but will let Testament set up traps. Jump block will make you immune to conventional mixups, but they can hit you with the air-unblockable Grave Digger.
- Captured player is locked in their position
- Players can still guard, attack, backdash, and jump
- If the captured player backdashes, they will be invulnerable, but also unable to act for the remainder of the capture time.
- Reduces the range of attacks while captured somewhat
Super
Nightmare Circular
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
36+27 DOT | All | 26 | none |
A really solid super. The damage on initial hit isn't phenomenal, but the poison damage that it inflicts persists if the opponent hits Testament, and is lethal. Because of that, you can use this move to close out rounds reliably, or force favorable trades. The range is pretty solid, and the move is pretty good for spamming during Desperation state. The main issue is that the move doesn't have invulnerability during startup, and the move is disadvantaged on block.
- Inflicts lethal poison damage