GGReload/Testament

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Testament
GGXXR Testament portrait.jpg

Defense Modifier: x1.00

Guts Rating: 1

Weight: Medium (x1.00)

Stun Resistance: 65

Jump Startup: 4F

Backdash Time: 16F / Invul: 1~9F

Wake-Up (Face Up/Down): 38F / 34F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Testament P.png
GGReload Testament K.png
GGReload Testament S.png
GGReload Testament H.png
GGReload Testament D.png
GGReload Testament Start.png
SP
GGReload Testament P(Sp).png
GGReload Testament K(Sp).png
GGReload Testament S(Sp).png
GGReload Testament H(Sp).png
GGReload Testament D(Sp).png
GGReload Testament Start(Sp).png

Overview

Testament is a powerhouse of zoning, and is one of the best at controlling the flow of combat and forces opponents to play a completely different game against them, with Testament's rules in place. As a trap based character, they excel at controlling segments of the screen, and their full-screen EXE Beast that comes from behind the opponent ensures they draw ever-closer to their traps. Unfortunately, Testament's greatest strength is also their greatest weakness, as while they want to draw people closer to them (and their traps), they also have some of the worst normal moves in the game, meaning that without optimized pressure, they find themself completely out-gunned at close range by most of the rest of the cast. On top of this, their only means of escaping pressure are their counter (which they can't use as a reversal), a super (which can be traded with, as it isn't invulnerable when it becomes active), or careful blocking and back dashing. Despite this major flaw, they reward careful planning and positioning with some of the most damaging extended combos in the game, and their unusual play-style means that they remain viable for taking advantage of predictable patterns. Plant trees, save your life.

Strengths and Weaknesses


Strengths Weaknesses
  • Strong zoning game
  • Long range normals with good hitboxes
  • Effective mixup game
  • Has the best counter in the game
  • Normals are somewhat slow
  • Damage is on the average/low side without meter or Grave Digger wall loops
  • Lacks any reliable reversal.
  • Lacks any moves with upper-body invulnerability for anti-air, or lower body invulnerability for beating sweeps.


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. The Skull itself is good for zoning, but only pre-emptively as it has quite a bit of startup; K Skull in particular can help cover directly above Testament, which they otherwise can't defend as they lack any viable close range anti-air.

Poison

Testament has three moves which apply a poison Damage over Time (DoT) effect: Warrant, Nightmare Circular, and HITOMI (Powered Up). The poison does more damage the higher the opponent's health, and is removed after Testament is hit, or when a certain amount of time has passed. It is extremely useful to poison opponents during/before combos, as it will greatly increase their damage.


Normals

5P
GGAC Testament 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
9 Mid CSJR 6 3 7 ±0

Standard jab, nothing special. A decent anti-air if need be.

5K
GGAC Testament 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid SJR 7 4 12 -2

Decent poke. One frame faster than f.S, but significantly less range. Generally useless outside blockstrings or as combo filler.

c.S
GGAC Testament cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SJR 5 3 18 -7

A staple in blockstrings and combos. Comes out in 5F, tied for being their fastest normal with 2P. Chains to 6P/5D for overheads, or 2D for a low.

f.S
GGAC Testament fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 11 6 13 -5

This is Testament's primary poke at mid-range. Some characters might be able to go under it (ex, Sol w/ Grand Viper), but that's fairly rare. Expect to use this A LOT.

5H
GGAC Testament 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Mid SR 10 4 18 -3

Standard HS. Relatively safe on block, with only 3F recovery. Staggers on counter hit (max 47F). Not bad to throw out as a poke once in a while, as it doesn't prorate and on CH can lead into massive damage.

6P
GGAC Testament 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 High SR 15 3 26 -15

Deceptive looking overhead. 15F startup makes this one of *the* fastest overheads in the game, and it chains into and out of many of Testament's normals, making it excellent to throw out during pressure. Unlike almost every other 6P in the game, however, this 6P has no upper body invulnerability and is thus useless outside pressure. Prorates 85%.

6K
GGAC Testament 6K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 7 6 20 -12

A forward lunging slash. Mostly combo filler, but due to it's range almost equaling f.S and it's startup being 4F faster than f.S with comparable range, you can use it to remind people that Testament can still interrupt them in mid-range quickly. Chains to 6P. On counterhit or crouching, also combos into 6H.

6H
GGAC Testament 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Mid RF 13 6 28 -15

This attack is very unsafe as it doesn't hit the area directly in front of Testament, and it can come out with a whiffed grab meaning that it is extremely dangerous to miss a grounded throw as Testament. Main use is in combos or as anti-jump/air dash, with an FRC point allowing for combos afterwards. Knocks down airborne opponents, as well as grounded ones on CH. Unsafe if not FRC'd.

5D
GGAC Testament 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15 High - 29 6 18 +3

One of the better Dust Attacks. Testament leans back during the animation, which can cause some moves to whiff; this makes it good for start of the round or as one of their few situational anti-air, one which can lead to a combo on counterhit. Positive 3F on block, so no real risk in throwing it out during pressure. Additionally, late in the animation (25F), the attack is guaranteed to come out similar to EXE Beast or their Nightmare Circular super. Its only drawback is that it's extremely slow, twice the startup of 6P, but that's hardly a detriment considering everything else.

2P
GGAC Testament 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSR 5 4 12 -6

An ok 2P with very short range, tied as their fastest normal. Can be used to mash out if there are gaps in someone's pressure. Prorates 90%.

2K
GGAC Testament 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 6 4 11 -5

Low poke. This and 2D are Testament's only low options. Prorate is a bit harsh at 70%, so don't expect much damage out of this.

2S
GGAC Testament 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SR 10 6 16 -8

Rather strong poke, with comparable range to f.S. Generally used in gatling combos.

2H
GGAC Testament 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid SR 16 3 20 -4

Slides forward while stabbing. Has some invincibility midway through the move, just before it becomes active. Can be used to go through certain attacks, but definitely not something to be spammed. Gatlings into 2D.

7-12f strike invul.

2D
GGAC Testament 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Low SR 14 3 30 -16

Average sweep with long range. Mainly used to get a knockdown in combos, or as a far-reaching low attack.

j.P
GGAC Testament jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High, Air CSJR 5 6 12 -

Fastest air poke at 5F, but the hitbox is somewhat lacking.

j.K
GGAC Testament jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 High, Air SR 6 5 12 -

This, alongside j.S, are the go-to air to air attacks. A bit faster than j.S and easier to confirm from, but the hitbox isn't as good. Only hits directly in front of Testament.

j.S
GGAC Testament jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air SJR 8 3 16 -

Amazing air to air tool. Great hitbox, hitting both higher than Testament's hurtbox, though lacking a hitbox below and in front of them. Chains to j.H for confirms. Jump cancellable. A lot of moves will flat out lose to this.

j.H
GGAC Testament jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 High, Air SR 13 2 18 -

Best jump-in attack, but that isn't saying much. A number of characters can easily stuff this, and Testament generally won't be jumping in on people anyway.

j.D
GGAC Testament jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High, Air SR 10 6 20 -

Longest, slowest, and by far furthest air poke. Knocks down opponent on ground hit, and floats and knocks down on CH, can lead to huge damage. Generally used as an airborne zoning tool.


Universal Mechanics

Ground Throw
GGAC Testament throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 45 Pixels - - - - -

Can be combo'd out of against certain characters with long horizontal airborne hurtboxes, and leads to full combos if it wallbounces in the corner. Knocks down.

Air Throw
GGAC Testament airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

Knocks down, and leaves the opponent close making it good for oki. At very specific heights in the corner, can lead into full combos.

Dead Angle Attack
GGAC Testament 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 13 3 18 -7

Average DAA. 1-18 Full invul. 19-30 Throw invul. Wall bounces opponent on hit. Prorates 50%. One of their only tools to escape pressure, but generally a bad idea to use as they need their tension for damage / safety.


Specials

Phantom Soul
236P/K
GGAC Testament 236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P 5 All - 37 100 Total 58 -
K 5 All - 31 100 Total 47 -

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 mark appears on the opponent 12F after getting hit, and lasts for 720F/until Testament gets hit. Generally makes up for their otherwise lacking normals, and forces opponents to play defensively due to the crow interrupting things and going through projectiles.

The crow has 4 different attacks (noted below), which it will use in 4 different patterns. The attacks are guaranteed to come out after 1f, even if the mark disappears. 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:

  • Middle Tackle, High Tackle, Middle Tackle, Feathers, Feathers, Feathers
  • High Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle
  • Feathers, High Tackle, Middle Tackle, Transformation Attack, High Tackle
  • Transformation Attack, Transformation Attack, Middle Tackle, Feathers, Middle Tackle
Crow Attacks
automatic after curse
GGAC Testament crowAttacks.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Crow High Tackle 20 All - 35 - - -

Crow dashes straight ahead.

Crow Middle Tackle 20 All - 35 - - -

Crow dashes down-forward at a 45 degree angle. Wall bounces opponent on hit.

Crow Feathers 5*3 All - 25 - - -

Shoots several projectiles down-forward. Startup listed is for the first feather.

Crow Transformation Attack 30 High, Air - See notes 8 - -

Transforms into a succubus, which starts moving on 1F and does a scythe attack. Hits high, can be used for unblockable setups.

Grave Digger
214P air OK
GGAC Testament 214D.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 45 Mid R 17 6 19+5L -13

Almost exclusively combo filler. Extremely unsafe on block, generally a better idea to tiger-knee it instead for yomi purposes. Wall bounces on hit; will combo meterlessly with 2P>5H, or gatling combo->2D on lights. Knocks down on ground hit. Testament is airborne from 6F onward, and is in CH state while falling. The hitbox is quite far in front of Testament's hurtbox, so at far ranges it is hard for your opponent to punish and will beat out most other moves.

Air 40 All R 12 6 Until L+5 -

Combo filler, same as above, other than being significantly safer on block / having less recovery (5F + landing from air) and doing slightly less damage. Also useful for staying airborne to avoid things, along with net.

EXE Beast
41236S
GGReload Testament 41236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 All F 20 19 Total 48 -

Main oki/pressure tool. Summons a beast that travels along the ground, spawning at a distance behind the opponent. Can be FRC'd to extend pressure, as a combo tool, to make it safe, or to allow for mixups. An extremely versatile move.

Warrant
214K
GGAC Testament 214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid RF 24 15 15 -20

The best counter move in the game, catching all moves that can be blocked. The animation lasts 42F, and catches attacks that hit from 5-19F. When triggered, Testament becomes 1-32F Strike invul, warps behind the opponent and attacks, poisoning + knocking them down. Rather unsafe on block, but good for escaping the corner as you will be behind the opponent. Can be RC/FRC'd for safety or combo followups, leading into Testament's highest damage as the combo will start with poison.

HITOMI
214S
GGAC Testament 214S.png
GGAC Testament tree.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 30 Mid - 23+17 4 Total 28 -

Testament plants a tree at their location. When the opponent passes over it, the tree pops up, launching them and allowing for combo followups. Can have a max of 2 trees planted at any time. Knocks down on counterhit. If Testament is hit, the trees will disappear, but any tree that was triggered at least 1F before Testament was struck will still be active. 1-2F Strike invul. Testament is in CH state during the move. Always plant trees when it is safe to do so. Trees save Testament's life.

Powered Up 10 Mid - 23+13 3 全体24 -

Powered version of the tree, requires 1 doll to use. Similar to the normal tree, except it is much bigger, causes a long float and hard knockdown, poisons opponent on hit, and does not go away even if Testament is hit, meaning the opponent has to be a bit more careful on offense or risk eating a tree and possibly losing the round. 1-2F Strike invul. Testament is in CH state during the move. Given the hard knockdown of the tree, it's massive hitbox, and the poison DoT it gives, it can lead into whatever high damage combo Testament feels like doing.

Zeinest
214H air OK
GGAC Testament 214H.png
GGAC Testament web.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 10 All - 13 600 Total 31 +2
Air 10 All - 10 600 Total 28 -

Sets a web trap. On hit, freezes the opponent for 46F. Also used in combos. Can have a max of 2 at one time. They can be destroyed by the opponent attacking them. When attacked, causes the opponent's attack to lose 1 active frame. Extremely positive on block, and very useful as oki/zoning. Can also be used to delay Testament's falling, as their airspeed is halted while the move is active.


Overdrives

Nightmare Circular
632146H
GGAC Testament 632146H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 All - 8+4 16 9 +9

Fairly good reversal. 1~7F Full invul, 8F Strike invul. Safe on block, poisons and knocks down on hit. Can combo after counter-hit, if it hits an airborne opponent, or if they are close enough. Two caveats: Testament is not invulnerable for four frames before the move becomes active, and thus can be hit or thrown. While in these cases the super still comes out, if Testament is thrown or the opponent uses a move that has invulnerability longer than the super's active frames they can go through it. Secondly, if the opponent is too close or pushing Testament back by running into them while they do it, the super will whiff.

Master of Puppets
236236H
GGAC Testament 236236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid RF 7+4 3 38 -22

Grants Testament 3 "dolls" (can hold up to 4 dolls). 7~14F Strike invul. Allows Testament to use a powered up version of HITOMI. This is useful as a combo ender, especially in the corner, as you can then plant powered up HITOMI to keep the opponent locked in the corner. Knocks down on hit. Can be FRC'd to allow for Testament's highest damage combos.


Instant Kill

Seventh Sign
in IK Mode: 236236H
GGAC Testament IK1.png
GGAC Testament IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY Mid - 28+4 3 60 -44

Yngwie Malmsteen would be proud.


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