GGACR/Testament: Difference between revisions

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== Notable Players ==
{| class="wikitable"
!width="95"|Name (English/Japanese) !! width="85"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Keisuke || style="text-align:center;"| [[File:Testament_normal_h.png|enter|90px]]
| Japan || Mikado || - || Active || The current +R god. Not uncontested, but very difficult to surmount. || [https://www.youtube.com/channel/UCXuoM_KdJUPg5YGEovuFTMA Hotta's Channel]
|-
| Yuuta || style="text-align:center;"| [[File:Testament_normal_s.png|enter|90px]]
| Japan || Mikado || - || Retired || - || [https://youtu.be/MDiCuhv2u_g Link]
|-
| Shonen || style="text-align:center;"| [[File:Testament_normal_p.png|enter|90px]]
| Japan || Mikado || - || Retired || Dead Gods Rise. Old School AC Testament GOAT. Long gone, but plenty to glean from. || [https://youtu.be/AcoCQWsQL10 AC Footage]
|-
| Machaboo || style="text-align:center;"| [[File:Testament_normal_s.png|enter|90px]]
| Japan || Mikado || - || Retired || The man himself. Made his mark. || [https://youtu.be/WJM2fq7DUvo?t=229 AC Footage]
|}


==[[Dustloop_Wiki:Roadmap/GGACR#Testament|Roadmap]]==
==[[Dustloop_Wiki:Roadmap/GGACR#Testament|Roadmap]]==

Revision as of 22:43, 16 December 2019

GGACR Testament Nameplate.png
GGAC Testament Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

+R's resident Trap Laying powerhouse, Testament is a very strong character with a variety of hazards for screen pollution and oppressive offense.

Defined by his multitude of stationary trap tools in conjunction with his large scythe normals, Testament is an extremely oppressive character once he gains momentum. He has three different traps. Nets(Zeinest) are invisible until it is activated and stays on stage even if Testament gets hit. Trees(HITOMI) remove OTG state on hit and cause poison. Skulls cause curse on hit, allowing Testament to attack in conjunction with his Succubus familiar (explained more in depth below). He also has EXE Beast as a very oppressive "projectile", teleports, and a counter which also causes poison on hit. If this weren't overwhelming enough, Testament can also buff all of these traps if he has a doll stocked, and he also has some of the most disjointed hitboxes in the game, many of which are basically uncontestable without moves that have invincibility.

To offset this, Testament has a very weak close range game, and requires excessive cognizance to keep track of everything he pollutes the screen with. It is very easy to drop a confirm if you are unaware of your trap placement, and forget to consider this on top of opponent weight and height. Furthermore, he has no reversals outside of Nightmare Circular, which can be beaten on reaction with a low profile or another reversal. Put in the work though, and you'll have one of Guilty Gear's most oppressive characters at your fingertips. After all, you have to be top tier to have the Bible named after you.


 Testament  Testament excels at trap setting and playing a spacing game with very strong hitboxes.

Pros
Cons
  • Very strong zoning game
  • Some of the best hitboxes in the game with excessive reach
  • Very effective mixup game
  • Traps which force the opponent to approach and will drain mental resources to keep track of
  • Poison setups which can do Testament's work for him while he stays away
  • Generally slower buttons and weaker close range game
  • Some hitboxes have deadzones
  • Requires awareness and keeping track of trap placement to play effectively
  • Damage is on the average/low side without meter or a big counterhit
  • Lacks a reliable reversal without 50% tension

Unique Mechanics


Curses

Testament has a move which is A skull that slowly moves forward. If it hits, the opponent is marked with a "curse", that causes the crow accompanying Testament to begin attacking. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull ones. The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/6dywZziE5nM

}}

Normals

5P
GGAC Testament 5P.png
GGXXACPR Testament 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Mid 6 3 7 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Testament 5P.png
GGXXACPR Testament 5P-Hitbox.png


Slower than average jab.

  • Very slightly disjointed above the hand.
  • Makes for a decent anti-air if need be.
  • Otherwise easily low profiled, and might whiff on crouchers.
5K
GGAC Testament 5K.png
GGXXACPR Testament 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 7 4 12 -2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Testament 5K.png
GGXXACPR Testament 5K-Hitbox.png


Decent poke.

  • A bit faster than f.S, but less range.
  • Moderately disjointed at the foot. Good.
c.S
GGAC Testament cS.png
GGXXACPR Testament cS-1-Hitbox.png

Frames 5-6

GGXXACPR Testament cS-2-Hitbox.png

Frame 7

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 5 6 15 -7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Testament cS.png
GGXXACPR Testament cS-1-Hitbox.pngGGXXACPR Testament cS-2-Hitbox.pngGGXXACPR Testament cS-3-Hitbox.png
Frame 5 • Frames 6-7 • Frames 8-10


Staple in blockstrings and combos.

  • Moderately disjointed, fairly average size for a close slash.
  • Tied with 2P for Testaments fastest buttons.
  • Chains to 6P/5D for overheads, or 2D for a low.
f.S
GGAC Testament fS.png
GGXXACPR Testament fS-1-Hitbox.png

Frames 11-12

GGXXACPR Testament fS-2-Hitbox.png

Frame 13

GGXXACPR Testament fS-3-Hitbox.png

Frames 14-15

Frame 16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 11 6 13 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 15 13
GGAC Testament fS.png
This image doesn't do the range justice
GGXXACPR Testament fS-1-Hitbox.pngGGXXACPR Testament fS-2-Hitbox.pngGGXXACPR Testament fS-3-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16


Disgustingly disjointed mid-range button. Testament's primary ranged poke.

  • Good range, chains into 6K/3H for pressure/hit conversion.
  • Has higher than average hitstun, for better combos.
  • Incontestable at range.
  • Can be low profiled, but it has so much range, that this needs to be called out.
  • One of Testament's most frequent buttons.

Additional Frame Data: Untechable for 15F.

5H
GGAC Testament 5H.png
GGXXACPR Testament 5H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 10 4 18 -3 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Testament 5H.png
GGXXACPR Testament 5H-Hitbox.png
•Staggers on CH (max 35F)
•Pulls in the opponent on air hit
•Can cancel during recovery


Moderately sized, safe HS. Has some unique perks

  • Disjointed, relatively fast for a HS, only -3.
  • Vacuums on air hit for easier conversions.
  • Staggers on counter hit.
  • Excellent as a frame trap button or occasional poke.

Additional Frame Data: Staggers opponent on CH (max 47F). Pulls in the opponent on air hit (untechable for 18F).

6P
GGAC Testament 6P.png
GGXXACPR Testament 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High 17 3 26 -15 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 85% 1~5F Upper Body
6~19F Above Knees
SR 13 Crouch 15 14 13
GGAC Testament 6P.png
GGXXACPR Testament 6P-Hitbox.png


Testament's main mixup tool, a deceptive looking overhead.

  • 17F startup makes this one of *the* fastest overheads in the game.
  • Forces crouchings tate on hit, for easier conversions.
  • Chains into/out of many of Testament's normals, making it excellent to throw out during pressure.
  • Has universal upper body invul, occasionally works as Anti-air.

Additional Frame Data: Upper body invincible 1~5F. Above knees invincible 6~19F. Initial prorate 85%. Forces opponent into crouching state on ground hit.

6K
GGAC Testament 6K.png
GGXXACPR Testament 6K-1-Hitbox.png

Frames 15-16

GGXXACPR Testament 6K-2-Hitbox.png

Frames 17-18

GGXXACPR Testament 6K-3-Hitbox.png

Frames 19-20

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 15 6 23 -15 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 17 13
GGAC Testament 6K.png
GGXXACPR Testament 6K-1-Hitbox.pngGGXXACPR Testament 6K-2-Hitbox.pngGGXXACPR Testament 6K-3-Hitbox.png
Frames 15-16 • Frames 17-18 • Frames 19-20
•Testament is airborne 5~14F
•Late cancellable up to 39F


Combo filler and anti-jump out button.

  • Testament lunges forward, covering a moderate arc in front of him.
  • Has a deadzone in front of Testament, don't use this point blank unless you're calling out a backdash/jump.
  • Chains to 5H, combos to 6P or 6H on counter hit, crouching, or air hit.

Additional Frame Data: Untechable for 17F.

6H
GGAC Testament 6H.png
Almost a disjoint. Almost
GGXXACPR Testament 6H-1-Hitbox.png

Frames 15-16

GGXXACPR Testament 6H-2-Hitbox.png

Frames 17-18

GGXXACPR Testament 6H-3-Hitbox.png

Frames 19-20

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 Mid 15 6 28 -15 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 RF 18 Launch 36 15 17~21F
GGAC Testament 6H.png
GGXXACPR Testament 6H-1-Hitbox.pngGGXXACPR Testament 6H-2-Hitbox.pngGGXXACPR Testament 6H-3-Hitbox.png
Frames 15-16 • Frames 17-18 • Frames 19-20
•Floats higher on CH


Big, slow, ranged button with a very large deadzone in front of Testament.

  • Mainly used in combos or as anti-jump/air dash.
  • Knocks down grounded opponents, as well as airborne ones on counterhit.
  • Unsafe if not FRC'd. FRC can be used for further extensions (e.g. IAD j.S)

Additional Frame Data: Knocks down opponent on ground hit. Untechable for 32F. High floats opponent and fully untechable on CH. FRC timing 17~21F.

3H
GGACR Testament 3H.png
GGXXACPR Testament 3H-1-Hitbox.png

1st Hit (Frames 14-15)

GGXXACPR Testament 3H-2-Hitbox.png

2nd Hit (Frames 16-17)

GGXXACPR Testament 3H-3-Hitbox.png

3rd Hit (Frames 20-21)

GGXXACPR Testament 3H-4-Hitbox.png

4th Hit (Frames 22-23)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15×4 Mid 14 2,2,(2),2,2 17 -5 3 10×4 5×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×4 SR 13 Stagger 31 14 6
GGACR Testament 3H.png
GGXXACPR Testament 3H-1-Hitbox.pngGGXXACPR Testament 3H-2-Hitbox.pngGGXXACPR Testament 3H-3-Hitbox.pngGGXXACPR Testament 3H-4-Hitbox.png
Frames 14-15 • Frames 16-17 • Frames 20-21 • Frames 22-23
•Only the first two hits are special cancellable
•All hits stagger for a max of 31F


Sparingly used multi-hit ranged tool.

  • Longer range than f.S, but with a subpar hitbox/hurtbox.
  • Only the first 2 hits are special cancellable. (Note, the
  • Occasional use as a multi-hit confirm.

Additional Frame Data: Staggers opponent on ground hit (max 31F). Only the first two hits are special cancelable.

5D
GGAC Testament 5D.png
A GG classic; the overhead from below.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 High 31 6 18 +3 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 F 13 Launch 14 13 17~18F
GGAC Testament 5D.png
A GG classic; the overhead from below
GGACR Testament 5D Hitbox 1.pngGGACR Testament 5D Hitbox 2.png
Frames 31-32 • Frames 33-36
•Testament is in CH state from 1~24F
•Attack is guaranteed after 25F
•Fully untechable on air CH


Strong Dust Attack, despite being the slowest in the game.

  • Large attack in front of Testament which simply has to be avoided, as it can't be contested.
  • Situational Anti-Air, converts on counter hit.
  • Guaranteed to come out past frame 25.
  • Testament leans back during the animation, causing some moves to whiff.
  • Plus on block.
  • Has an FRC well before going active, for an overhead feint.
  • Works especially well with an FB Skull setup, forcing the opponent to block the skull lest they take the hit.

Additional Frame Data: Testament is in CH state from 1~24F. Attack will activate even if Tetament gets hit after 25F. Fully untechable on air CH. FRC timing 17~18F.

2P
GGAC Testament 2P.png
GGXXACPR Testament 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 4 12 -6 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSR 9 10 10 11
GGAC Testament 2P.png
GGXXACPR Testament 2P-Hitbox.png


Typical 2P.

  • Used to mash out if there are gaps in someone's pressure.
  • Tied with c.S for Testament's fastest button.

Additional Frame Data: Initial prorate 90%.

2K
GGAC Testament 2K.png
GGXXACPR Testament 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 6 4 11 -5 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SR 9 10 10 11
GGAC Testament 2K.png
GGXXACPR Testament 2K-Hitbox.png


Standard Low poke.

  • Used in conjunction with 2D as Testament's low options.
  • Comes with a typical 70% prorate.

Additional Frame Data: Initial prorate 70%.

2S
GGAC Testament 2S.png
GGXXACPR Testament 2S-1-Hitbox.png

Frames 10-12

GGXXACPR Testament 2S-2-Hitbox.png

Frames 13-15

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 10 6 16 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Testament 2S.png
GGXXACPR Testament 2S-1-Hitbox.pngGGXXACPR Testament 2S-2-Hitbox.png
Frames 10-12 • Frames 13-15


Extremely strong Anti-Air tool.

  • Has a large, disjointed hitbox which will beat 90% of jump in attempts.
  • Converts to decent damage on hit.
2H
GGAC Testament 2H.png
GGXXACPR Testament 2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Mid 16 3 20 -4 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 6~12F Strike SRF 18 19 18 15 14~15F
GGAC Testament 2H.png
GGXXACPR Testament 2H-Hitbox.png


Disjointed slide attack with a bit of low profile.

  • Has some invincibility midway through the move. Can be used to go through certain attacks.
  • Cancels to 5D and 2D for conversions.
  • Has an FRC right before going active to get in or go for a throw.

Additional Frame Data: Strike invincible 6~12F. FRC timing 14~15F.

2D
GGAC Testament 2D.png
GGXXACPR Testament 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Low 14 3 30 -16 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 Down 16 14
GGAC Testament 2D.png
GGXXACPR Testament 2D-Hitbox.png


Average sweep.

  • Mainly used to get a knockdown or float in combos.
  • Higher than average range, decent hitbox but large hurtbox.
j.P
GGAC Testament jP.png
GGXXACPR Testament jP-1-Hitbox.png

Frames 5-7

GGXXACPR Testament jP-2-Hitbox.png

Frames 8-10

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 6 12 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Testament jP.png
GGXXACPR Testament jP-1-Hitbox.pngGGXXACPR Testament jP-2-Hitbox.png
Frames 5-7 • Frames 8-10


Testament's fastest air poke.

  • Strongest right above Testament.
  • Gatlings to all of Testament's air normals, including itself, especially for dragging blocking opponents to the ground.
  • Horizontal hitbox is somewhat lacking.
j.K
GGAC Testament jK.png
GGXXACPR Testament jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 6 5 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Testament jK.png
GGXXACPR Testament jK-Hitbox.png


Passable air-to-air.

  • Faster than j.S but with a much weaker hitbox.
  • Easier to confirm from.
j.S
GGAC Testament jS.png
GGXXACPR Testament jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 8 3 16 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Testament jS.png
GGXXACPR Testament jS-Hitbox.png


Amazing air to air tool.

  • Horribly disjointed hitbox. Night uncontestable.
  • Chains to j.H or j.P for confirms.
  • Jump cancellable for conversions and safety.
j.H
GGAC Testament jH.png
GGXXACPR Testament jH-1-Hitbox.png

Frames 13-15

GGXXACPR Testament jH-2-Hitbox.png

Frames 16-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 High/Air 13 5 15 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Testament jH.png
GGXXACPR Testament jH-1-Hitbox.pngGGXXACPR Testament jH-2-Hitbox.png
Frames 13-14 • Frames 15-17


Most appropriate jump-in but easily stuffed.

  • Testament should generally avoid the air-to-ground.
  • His slowest air normal, which can be useful as an air frame trap or to bait an Instant Block at range.
  • Has a large hurtbox extension.
j.D
GGAC Testament jD.png
GGXXACPR Testament jD-1-Hitbox.png

Frames 10-12

GGXXACPR Testament jD-2-Hitbox.png

Frames 13-15

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 10 6 20+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Down 14 13
GGAC Testament jD.png
GGXXACPR Testament jD-1-Hitbox.pngGGXXACPR Testament jD-2-Hitbox.png
Frames 10-12 • Frames 13-15
•Floats on CH (untechable for 100F)


Moderate speed, big air-to-air button.

  • Complements j.S as being equally disjointed but with farther reach.
  • Fully untechable on Counter Hit for big confirms or trap setup.
  • Works well as a retreating button, or out of an airdash if you expect them to jump back.

Additional Frame Data: Fully extended on 13F. Knocks down opponent on ground hit. Floats opponent and fully untechable on CH.


Universal Mechanics

Ground Throw
GGAC Testament throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Testament throw.png
•Sends opponent on opposite side of throw direction


Can be combo'd out of. Knocks down.

Air Throw
GGAC Testament airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Testament airThrow.png
•Gains 1 Doll on hit


Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.

Dead Angle Attack
GGAC Testament 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 13 3 18 -7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~18F All
19~30F Above Knees, Throw
31~33F Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Testament 6P.png
GGXXACPR Testament 6P-Hitbox.png


Average DAA.


Specials

Phantom Soul
236P/K
GGAC Testament 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


236P
P Phantom Soul
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5 All 30 120 Total 58 +2 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 11 12 12 12
GGAC Testament 236P.png
GGACR Testament 236P Hitbox.png
•Opponent is marked 12F after hit
•Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
•Mark disappears in 16F if Testament uses another Phantom Soul
•Mark disappears immediately if Testament is hit
•Otherwise mark lasts for 591F
K


236K
K Phantom Soul
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5 All 31 150 Total 47 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 11 12 12 12
GGAC Testament 236P.png
GGACR Testament 236P Hitbox.png
•Opponent is marked 12F after hit
•Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
•Mark disappears in 16F if Testament uses another Phantom Soul
•Mark disappears immediately if Testament is hit
•Otherwise mark lasts for 1011F

A skull that slowly moves forward. If it hits, the opponent is marked with a "curse", that causes the crow accompanying Testament to begin attacking. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull ones. The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.

The patterns are as follows (K extensions noted in parentheses):

1- Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle (Middle Tackle, Transformation Attack, Transformation Attack)

2- Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle (Middle Tackle, Transformation Attack, Feathers)

3- High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers (Transformation Attack, High Tackle, Middle Tackle)

4- Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)

Crow Attacks
automatic after curse
GGAC Testament crowAttacks.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
High Tackle

Crow dashes straight ahead.

Middle Tackle

Crow dashes down-forward at a 45 degree angle.

Feathers

Shoots several projectiles down-forward.

Transformation Attack

Transforms into a succubus and does a scythe attack. Hits high, can be used for unblockable setups.

Badlands
214P air OK
GGAC Testament 214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214P
Badlands
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×2 All 17 3(6)2 13+15 after landing -13 4 14×2 10×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/3.60×2 R 16 Launch 48, 52 6, 14
GGAC Testament 214P.png
GGACR Testament 214P Hitbox 1.pngGGACR Testament 214P Hitbox 2.png
1st hit • 2nd hit
•Testament is airborne from 9~29F
•2nd hit pulls in opponent on hit
•Testament is in CH state until landing

Predominantly Combo filler.

  • Two hit move which knocks the opponent behind Testament.
  • Floats on hit, meant to start/set up a combo.
  • Commonly used to knock an opponent into a net.

Additional Frame Data: Testament is airborne from 9~29F. 1st hit floats opponent on hit (untechable for 48F). 2nd hit floats and pulls in opponent on hit (untechable for 52F). Testament is in CH state until landing. 1st hit has hitstop 6F.

Air


j.214P
Air Badlands
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×2 All 12 3(6)2 Until landing+12 -7 4 14×2 10×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/3.60×2 R 16 Launch 58, 48 6, 14
GGAC Testament 214P.png
The Grim Reaper
GGACR Testament 214P Hitbox 1.pngGGACR Testament 214P Hitbox 2.png
•2nd hit pulls in opponent on hit
•Testament is in CH state until landing
•Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F)

Generally preferred to over the grounded version.

  • Starts a bit faster than grounded Badlands.
  • Has significantly more untechable time.

Additional Frame Data: 1st hit floats opponent on hit (untechable for 58F). 2nd hit floats and pulls in opponent on hit (untechable for 52F). Testament is in CH state until landing. Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F). 2nd hit has hitstop 6F.

EXE Beast
41236S/H
GGAC Testament 41236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


41236S
S EXE Beast
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 All 22~81+6 20 Total 38 +16 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 F 13 Launch 16 13 13~15F
GGAC Testament 41236S.png
GGACR Testament 41236H Hitbox.png
•Pulls in opponent on hit
•Untechable on CH for 26F
•Pushes the opponent in the same direction the EXE Beast is moving
•Hold button to delay attack for up to 82F
•Attack starts up 6F after button release
•If Testament is hit during the Beast attack startup, the Beast disappears
•Testament is in CH state from 1~30F
•Listed Frame Adv is when S EXE Beast is performed as fast as possible (startup 22+6F)

Main ranged oki/pressure tool.

  • Appears behind the opponent, works well if they'v been pushed out.
  • +12 on block, active for 20, extremely difficult for opponents to avoid if properly spaced and timed.
  • Can be held to delay the move's activation.
  • Comes with an FRC about halfway into its startup for safety or for going in while the move is out.
  • Will force the opponent to Dead Angle in the wrong direction if they attempt it.
  • Can be used in conjunction with Lucht Warrant for some dirty crossup setups.
  • Goes away if Testament is hit.

Additional Frame Data: Floats and pulls in opponent on hit (untechable for 16F, on CH for 26F). Pushes the opponent in the same direction the EXE Beast is moving. Hold button to delay attack for up to 82F; Attack starts up 6F after button release. If Testament is hit during the Beast attack startup, the Beast disappears. Testament is in CH state from 1~30F. Listed Frame Adv is when S EXE Beast is performed as fast as possible (startup 22+6F). FRC timing 13~15F.

H


41236H
H EXE Beast
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 All 23~82+6 16 Total 40 +22 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 F 18 Launch 18 15 2~9F
GGAC Testament 41236S.png
S tracks, H is stationary
GGACR Testament 41236H Hitbox.png
•Untechable on CH for 32F
•Pushes the opponent in the same direction the EXE Beast is moving
•Hold button to delay attack for up to 82F
•Attack starts up 6F after button release
•If Testament is hit during the Beast attack startup, the Beast disappears
•Testament is in CH state from 1~24F
•Listed Frame Adv is when H EXE Beast is performed as fast as possible (startup 23+6F)

Similar use to the S version, but comes with its own quirks.

  • Appears in front of the opponent, good for closer ranged pressure or if traps are behind them already.
  • Slightly slower than the H version, but one frame more advantageous.
  • Has an extremely wide FRC window on frames 2-9 for immediately allowing Testament to take another action.
    • Using this FRC ASAP can allow Testament to throw it out during a gap in an opponent's pressure.
  • Can be summoned alongside the S version, allowing both to be on screen simultaneously.

Additional Frame Data: Floats opponent on hit (untechable for 18F, on CH for 32F). Pushes the opponent in the same direction the EXE Beast is moving. Hold button to delay attack for up to 82F; Attack starts up 6F after button release. If Testament is hit during the Beast attack startup, the Beast disappears. Testament is in CH state from 1~24F. Listed Frame Adv is when H EXE Beast is performed as fast as possible (startup 23+6F). FRC timing 2~9F.

Warrant
214K
GGAC Testament 214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Warrant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 52
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/- 2~19F Guard Strike RF
GGAC Testament 214K.png
Also doubles as a free taunt if they don't hit you
GGACR Testament 214K Hitbox 1.png
Counter
•When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack
•Level 1 and 2: 12F, 3: 13F, 4: 14F, 5: 15F


Counter which crosses up, poisons and knocks down on hit.

  • Frame 2 counter which calls out any mistimed meaty attempts or obvious frame traps.
  • The counter window is active for 18 frames and be difficult to punish.
  • Generally must be safejumped; OS attempts that result in another button won't work as the counterattack animation is strike invuln.
  • Counters anything except throws and some unblockables.
  • Horribly unsafe on block, but can be RC/FRC'd for safety or combo followups.

Additional Frame Data: Counters any blockable attack 2~19F. Counter animation 52F total. Counterattack animation is strike invincible 1~32F. Blows back opponent and fully untechable on hit. FRC timing 33~35F of the counterattack animation. Poisons opponent on hit. When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack. Level 1 and 2: 12F, 3: 13F, 4:14F, 5: 15F.

Lucht Warrant
22P/K
GGAC Testament 22P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22P/K
Lucht Warrant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 42
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- 15~16F Lower Body
GGAC Testament 22P.png
•Testament teleports on 13F
•Testament is in CH state from 1~12F


Tracking teleport. P teleports in front of opponent, K teleports behind. A lot of recovery, so generally should not be used by itself. Good for crossup setups in conjunction with Exe Beast.

HITOMI
214S
GGAC Testament 214S.png
Has a subtle planting animation which is easy to miss
GGAC Testament tree.png
Not the kind of tree
you want to hug
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


214S
HITOMI
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid See notes 4 Total 27 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% 1~2F Strike F 9 Launch 38 13 16~18F
GGAC Testament 214S.pngGGAC Testament tree.png
Has a subtle planting animation which is easy to miss • Not the kind of tree you want to hug
GGACR Testament 214S Hitbox.png
Normal
•Testament is in CH state during move
•Trees disappear if Testament gets hit
•Tree startup is 17F after opponent passes nearby
•After 16F, Tree will attack even if Testament gets hit
•Tree is planted on 26F
•Level 1 attack on block
•See note ※1

Testament plants a tree at his current location.

  • Trees pop up when the opponent passes over them. If it connects, it launches them and allows for combo followups.
  • Forces the opponent to mindful when they have Testament blocking.
  • Removes OTG state on hit, allowing Testament to perform some very unusual combos.
  • Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
  • Knocks down on counter hit.
  • Can have a max of 2 trees planted at any time.
  • Trees will disappear if Testament is hit, but can still activate and hit within 16 frames of Testament being hit.

Additional Frame Data: Strike invincible 1~2F. Floats opponent on hit (untechable for 38F). Testament is in CH state during move. Initial prorate 90%. Trees disappear if Testament gets hit. Tree startup is 17F after opponent passes nearby. Removes OTG state on hit. After 16F, Tree will attack even if Testament gets hit. Tree is planted on 26F. Level 1 attack on block. FRC timing 16~18F. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.

Powered Up


214S Powered Up
HITOMI (Powered Up)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid See notes 3 Total 24 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% 1~2F Strike F 13 Launch Down 13 16~18F
GGAC Testament 214S.pngGGAC Testament tree.png
GGACR Testament 214SDoll Hitbox.png
Enchanced
•Testament is in CH state during move
•Tree startup is 13F after opponent passes nearby
•Uses one Doll on 1F
•Tree is planted on 21F
•Tree will not disappear even if Testament gets hit
•See note ※1

Powered up version of the tree. Comes with significant buffs on top of every other strong point of normal trees:

  • Substantially larger tree, which poisons on hit.
  • Launches even higher than normal trees, and are fully untechable, for easier confirms and longer combos and poison time.
  • Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
  • Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.
  • Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.

Additional Frame Data: Strike invincible 1~2F. Floats and poisons opponent on hit, fully untechable. Testament is in CH state during move. Initial prorate 90%. Tree startup is 13F after opponent passes nearby. Uses one MoP stock on 1F. Tree is planted on 21F. Removes OTG state on hit. Tree will not disappear even if Testament gets hit. FRC timing 16~18F. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.

Zeinest
214H air OK
GGAC Testament 214H.png
GGAC Testament web.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground, Normal


214H
Zeinest
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 11 601 Total 29 +2 1 0 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 9 Launch 48 11
GGAC Testament 214H.pngGGAC Testament j214H.pngGGAC Testament web.png
GGACR Testament 214H Hitbox.png
•Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
•Trapped opponent is in airborne state, floats opponent 6F before end of trap
•If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
•See note ※1
Air, Normal


j.214H
Air Zeinest
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 10 601 Total 28 1 0 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 9 Launch 48 11
GGAC Testament web.png
GGACR Testament 214H Hitbox.png
•Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
•Trapped opponent is in airborne state, floats opponent 6F before end of trap
•If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
•See note ※1

Sets a web/net trap. Will activate immediately if the opponent is in the activation space.

  • On hit, freezes the opponent in place for some time.
  • Nets do not deactivate when Testament is hit, so they can act as a deterrent and force the opponent to keep cognizant and adjust their combos to avoid getting hit while hitting Testament.
  • Commonly used to keep them stationary and set up for a Badlands conversion. Will release their hold when Testament hits the opponent with anything else.
  • Can work as an Anti-air.
  • Can have a max of 2 at one time.
  • Nets can be removed by attacking or blocking them. When attacked, causes the opponent's attack to lose 1 active frame.

Additional Frame Data: Traps opponent on hit (traps for 48F, Frame Adv on hit is +30). Trapped opponent is in airborne state, floats opponent 6F after end of trap. If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.
Air Version: Traps opponent on hit (traps for 48F, Frame Adv on hit is +33). Landing cancels recovery animation.

Ground, Powered Up


214H Powered Up
Zeinest (Powered Up)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 11 421 Total 29 +12 4 14 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 90% 16 Launch 128 14
GGAC Testament web.png
GGACR Testament 214H Hitbox.png
•Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
•Trapped opponent is in airborne state, floats opponent 6F after end of trap
•Opponent remains trapped even if hit (hitstop frames also counts for the trap duration)
•If opponent attacks net, they lose 1 active frame, and cannot move for 9F
•Uses one Doll on 1F
Air, Powered Up


j.214H Powered Up
Air Zeinest (Powered Up)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 8 421 Total 26 4 14 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 90% 16 Launch 128 14
GGAC Testament web.png
GGACR Testament 214H Hitbox.png
The web itself is invisible
•Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F)
•Trapped opponent is in airborne state, floats opponent 6F before end of trap
•Opponent remains trapped even if hit (hitstop frames also counts for the trap duration)
•If opponent attacks net, they lose 1 active frame, and cannot move for 9F
•Uses one Doll on 1F

Powered web. Indicated by the purple skeleton on hit.

  • Holds opponent in place for MUCH longer than normal nets.
  • Does not break when Testament hits the opponent, which allows for some interesting combos.
  • While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
  • It is possible to have 2 normal webs and 2 powered up ones on the field, for a maximum of 4.

Additional Frame Data: Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F). Trapped opponent is in airborne state, floats opponent 6F before end of trap. Opponent remains trapped even if hit (Hit stop frames also counts for the trap duration). If opponent attacks net, they lose 1 active frame, and cannot move for 9F. Uses a MoP stock on frame 1.
Air Version: Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F).


Force Breaks

Grave Digger
214D air OK
GGAC Testament 214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214D
Grave Digger
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
58 All 14 6 16+3 after landing -8 4 14 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3~11F Strike R 16 Launch 55 + WBounce 14
GGAC Testament 214D.png
GGACR Testament 214D Hitbox 1.pngGGACR Testament 214D Hitbox 2.png
Active frames 1-3 • Active frames 4-6
•Testament is airborne from 3F onwards
•Testament is in CH state until landing

Combo filler and occasional YOLO move.

  • Massive hitbox and good travel.
  • Brief invincibility while airborne, before startup
  • Wallbounces and combos on hit.
  • Fairly unsafe on block, but properly spaced, it may end up unscathed.

Additional Frame Data: Fully invincible 3~11F. Testament is airborne from 3F onwards. Wall bounces opponent on hit (untechable for 55F). Testament is in CH state until landing.

Air


j.214D
Air Grave Digger
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
58 All 12 6 Until landing+3 -9 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F Strike R 18 Launch 55 + WBounce 15
GGAC Testament 214D.png
GGACR Testament 214D Hitbox 1.pngGGACR Testament 214D Hitbox 2.png
Active frames 1-3 • Active frames 4-6
•Testament is in CH state until landing
•TK Air Grave Digger has startup 16F, total 36F

Air version which is invincible on frame one.

  • Slightly slower than regular Grave Digger if TK'd.
  • Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.

Additional Frame Data: Fully invincible 1~9F. Wall bounces opponent on hit (untechable for 55F). Testament is in CH state until landing. TK Air Grave Digger has startup 16F, total 36F.

FB Phantom Soul
236D
GGACR Testament 236D.png
Oppression Personified
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
FB Phantom Soul
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5 80 180 Total 35 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
11 12 12 12
GGACR Testament 236D.png
"Dread it, run from it... Destiny arrives all the same."
GGACR Testament 236P Hitbox.png
•Goes through other projectiles
•Disappears if it goes off-screen
•Tracks opponent
•Disappears if Testament is hit
•Testament is in CH state from 1~23F


Will absolutely FORCE opponents to sit down.

  • Summons a skull that homes in on the opponent and hovers over their head, and curses on blocked.
  • Can only be avoided by getting out of the way, or crouching under it.
  • As it must crouched to be avoided, it is possible to force an opponent to take the curse by attacking with an overhead.
  • This move can be a serious game-changer in some matchups/situations; it can halt an opponent's offense entirely for fear of curse, generating some breathing room or an opportunity to start attacking.
  • This version uses the K Skull crow patterns.

Additional Frame Data: Goes through other projectiles. Disappears if it goes off-screen; Tracks opponent. Disappears if Testament is hit. Testament is in CH state from 1~23F.


Overdrives

Nightmare Circular
632146S/H
GGAC Testament 632146H.png
The Poison Bandit
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
H


632146H
H Nightmare Circular
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 8+5 16 9 +9 5 20 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F All 18 Down 18 15
GGAC Testament 632146H.png
GGACR Testament 632146H Hitbox 1.pngGGACR Testament 632146H Hitbox 2.pngGGACR Testament 632146H Hitbox 3.pngGGACR Testament 632146H Hitbox 4.pngGGACR Testament 632146H Hitbox 5.png
Active frames 1-3 • Active frames 4-6 • Active frames 7-9 • Active frames 10-12 • Active frames 13-16
•Poisons opponent on hit
•Goes through other projectiles

Testament's only reversal, except it's not invincible after the flash (which may actually work in your favor)

  • Massive Hitbox and Safe on block. Poisons and knocks down on hit.
  • Converts on Counter Hit.
  • Due to the lack of full startup invul, this move can be thrown right before it starts if the opponent is close enough.
  • The hit can also be low profiled or reversal'd through.
  • However, if the move *trades* and Testament is not knocked down, you may be able to capitalize and continue the hit into a combo.

Additional Frame Data: Fully invincible 1~8F. Poisons opponent on hit. Knocks down opponent on ground hit. Goes through other projectiles.

S


632146S
S Nightmare Circular
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 0+226 16 Total 21 5 20 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F All 18 Down 18 15
GGAC Testament 632146H.png
GGACR Testament 632146H Hitbox 1.pngGGACR Testament 632146H Hitbox 2.pngGGACR Testament 632146H Hitbox 3.pngGGACR Testament 632146H Hitbox 4.pngGGACR Testament 632146H Hitbox 5.png
Active frames 1-3 • Active frames 4-6 • Active frames 7-9 • Active frames 10-12 • Active frames 13-16
•Poisons opponent on hit
•Goes through other projectiles

A delayed version, acting more as a trap and deterrent.

  • Comes out several seconds later, but the hit acts essentially the same as the H version
  • Will not go away if Testament is hit. Can save you if you get tagged.
  • Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
  • Can still end up getting you tagged, use sparingly.
  • The super flash is immediate, which can give away your intentions to the eagle-eyed.

Additional Frame Data: Fully invincible 1~9F. Poisons opponent on hit. Knocks down opponent on ground hit. Goes through other projectiles.

Master of Puppets
236236H
GGAC Testament 236236H.png
Unlock the BS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236H
Master of Puppet
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 Mid 7+4 6(12)2 41 -24 1, 5 3, 20 8, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 90% 7~12F Strike RF 9, 18 Stagger 85, Launch Down 11, 15 17~21F
GGAC Testament 236236H.png
Unlock the BS
GGACR Testament 236236H Hitbox 1.pngGGACR Testament 236236H Hitbox 2.pngGGACR Testament 236236H Hitbox 3.pngGGACR Testament 236236H Hitbox 4.pngGGACR Testament 236236H Hitbox 5.pngGGACR Testament 236236H Hitbox 6.pngGGACR Testament 236236H Hitbox 7.png
1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 1st hit (Frame 14) • 1st hit (Frame 15) • 1st hit (Frame 16) • 2nd hit (Frames 29-30)
•Gives Dolls on hit (1st hit gives 2, 2nd gives 1)
•Testament can hold a maximum of 4 Dolls


Super which scores knockdown and allows Testament to buff his traps.

  • Primarily a combo ender due to the knockdown and extended time for setup.
  • Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
  • Can be FRC'd after the first hit to allow for combos.

Additional Frame Data: Strike invincible 7~12F. 1st hit staggers opponent on ground hit (max 85F). 1st hit blows back opponent and fully untechable on air hit. 2nd hit knocks down opponent on hit. Forced prorate 90%. FRC timing 17~21F. Gives MoP stocks on hit(1st hit gives 2, 2nd gives 1). Testament can hold a maximum of 4 stocks.


Instant Kill

Seventh Sign
in IK Mode: 236236H
GGAC Testament IK1.png
GGAC Testament IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Keisuke enter Japan Mikado - Active The current +R god. Not uncontested, but very difficult to surmount. Hotta's Channel
Yuuta enter Japan Mikado - Retired - Link
Shonen enter Japan Mikado - Retired Dead Gods Rise. Old School AC Testament GOAT. Long gone, but plenty to glean from. AC Footage
Machaboo enter Japan Mikado - Retired The man himself. Made his mark. AC Footage

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Testament/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.