GGML/Testament/Combos

From Dustloop Wiki
 Testament
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 1.06x 0.87x 0.81x 0.75x 0.56x 0.43x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x

Combo Routes

Typical Starter, no superWithout traps set up to add hitstun and/or ruin the combo
Easy


c.S(2-3) > f.S(2) > 5H(2) > 236S
An issue arises with notating any Testament combo because their buttons are largely comprised of inconsistent multi-hits. Normals generally get their "maximum" amount of hits on standing, tall, and preferably wide characters like  Justice. Inversely, it's very difficult to get anything good at all on tiny characters like  Baldhead.

In the corner, 5H can hit up to four times on tall characters. You're probably going to have to lab how many hits you can consistently do against most any character, standing or crouching, as multi-hit normals are Testament's biggest damage contributor without traps.

You can also use Dimension Scythe (214K) as a combo ender which connects more often on short/crouching characters, it combos from H normals, but it's finnicky, has a blind spot point blank, and it's Dimension Scythe, so there's pros & cons to each.


Same Thing But With Nightmare CircularWow, you're almost dealing damage!
Slightly Harder


c.S(2) > 5H(1) > 236236H
Leads to much more damage due to poison, but only combos when it feels like it, really. As with your other enders, this only connects from H normals if you do an immediate cancel off of one, and Nightmare Circular has a close hitbox which activates before the farther hitbox(es), and only the close one combos, so you need to typically cut your strings short in order to use this.

There're more damage-optimal routes, but this is one of the more practical ways to actually connect this in a match. EXE beast and Dimension Scythe make things more consistent, as the opponent's pulled to you with EXE as hitstun & confirm time is added, and Scythe keeps the opponent still and nullifies pushback, so getting pushed out too far becomes less of an issue. However, getting those traps set up in a combo-friendly manner is... questionable.

Navigation

 Testament
Systems Pages