GGST/Testament

From Dustloop Wiki

Overview

Overview

Boasting long range, crafty tricks and elegance in spades, Testament, the reawakened Gear, finally returns! Equipped with a massive crimson scythe, Testament controls the battlefield like no other.

Armed with impressive hitboxes on many moves, Testament is a strong contender in the midrange. f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 and 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 are particularly strong for grounded space control, with 5H adding a disjoint at the cost of safety. 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 is a bit slow, but reaches far both horizontally and vertically. For air control, j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) and j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- excel at contesting foes. Spicing up Testament’s space control is the Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 projectile. Both the grounded and aerial versions can be angled straight or diagonally with the S or H variants. It can also be powered up by partially or fully charging it, resulting in twelve different versions total.

After Grave Reaper has travelled its full distance, the projectile transforms into a Succubus that stays in place for a few seconds. The Succubus can be teleported to with PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- for a unique movement option. Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 fires Testament’s crow like a projectile, which tracks to the position of the Succubus. NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 is a unique Overdrive that locks the opponent down under a barrage of attacks, allowing Testament to close the gap and enforce mix-ups. If Unholy Diver or Nostrovia make contact, the opponent is inflicted with Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage-. This opens up some new mix-ups and combo routes, such as converting off of uncharged 5DGGST Testament 5D.pngGuardHighStartup20Recovery26Advantage-15. You’ll need a good understanding of both the Succubus and Stain State to make the most of Testament’s unorthodox offense.

While Testament’s range is excellent, the same cannot be said for their frame data. Many moves are sluggish to start up or have long recovery. As such, wild swinging renders Testament vulnerable to Counter Hits and punishment. To mitigate this danger, remain calm and calculated. Wait for the right moment to strike.

If you’re looking for a character with excellent range and tricky mix-ups, then this glamorous Grim Reaper is a perfect match.
Testament
GGST Testament Portrait.png
Damage Received Mod
×1.05
Guts Rating
1
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Possession
Fastest Attack
2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 (5F)
Reversals
Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 (15F)
 Testament is a midrange zoner, capable of controlling the pace of a match with their succubi and various projectiles.
Pick if you like Avoid if you dislike
  • Huge attacks and full-screen projectiles covering large swaths of the screen at a time.
  • A fundamentals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.
  • Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.
  • Slow movement without much alternative for traversal.
  • A read-based offense reliant on stagger pressure needs you to make predictions to keep pressure.
  • Many manual timings and microdashes in combos and offense.


Unique Mechanic: Stain State

Testament's Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 projectile and NostroviaGGST Testament 236236P.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 Overdrive put the opponent into Stain State on contact. Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit. Hitting an opponent in Stain State with any of Testament's normals, Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12, or the scythe slash of Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 causes an automatic follow-up StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- attack that can be used to extend combos on hit or maintain pressure on block. A full list of Stain State frame data is available to read here.


Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 6 3 9 -2
Total: 17

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 7 4 11 -3
Total: 21

Useful in neutral where f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 would be too slow and in combos when you cannot do c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1. Get used to this normal as Testament relies on it a lot against characters that can contest them at f.S range. At waist height and above, 5K will combo into 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 on airborne opponents which adds good damage to combos. Deceptively strong button at round start, its large hitbox paired with its speed can stop a lot of pokes.

  • Good range, fast, and safe on block.
  • Only a true blockstring into 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, otherwise leaving a throwable gap.
  • Links into 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 on Counter Hit.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 All 8 6 10 +1
Total: 23

An important combo and pressure starter in Testament's kit, this move is vital to their game plan. While it is slower than many other c.S's, its long active frames and varied gatling options (the most out of Testament's kit) lead to strong pressure if blocked and combos if hit. Without dash momentum, blocked c.S will leave Testament just outside throw range but just close enough to still be in c.S's activation range for a potent, automatic throw bait.

  • Causes floating crumple on ground hit, allowing a 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 > 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 followup.
  • Combos into 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19/2H on Counter Hit or against airborne opponents.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 All 12 3 18 -7
Total: 32

Very long range, great for checking the opponent's position. Use with care, however, as this move is a bit slower than most other character's f.S normals which is made up for by added range and disjoint.

  • Combos into 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 and Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 on Counter Hit.
  • Excellent normal to hit confirm into Wild AssaultGGST Testament 236D.pngGuardAllStartup16~28Recovery20Advantage-4 on normal or Counter Hit since at long range Testament's gatling options and special cancels can whiff and be punished.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 All 13 2 25 -8
Total: 39

Primarily used in blockstrings or to challenge buttons at ranges where f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 may lose or trade. This is a good blockstring option with its ability to cancel into Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4, but at certain spacings its high pushback will cause Grave Reaper to whiff, leaving a punishable gap.

  • Launches and tumbles on hit, combos into S Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12, Grave Reaper, or low to the ground Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1. Counter Hit combos into standard height Unholy Diver.
  • Less reach than f.S.
  • Fairly disjointed but often in range to still get hit or clash with an opponent's 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7.
  • Hits low enough to beat some low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves such as all low profile 2K and  Jack-O's 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 but whiffs even lower moves such as 6P and  Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14].

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 3 26 -15 none
Charged 56 High 28 3 26 -10 none
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust Attack

As this is Testaments fastest grounded overhead, 5D is needed to threaten the opponent with grounded high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Unique to Testament, Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- also gives them a combo from uncharged 5D and leaves them +5 on block, allowing safe resets and powerful frametrap followups. Can gatling from 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3, 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3, or c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 for a mix-up.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

Charged Dust Attack

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.

  • Launches opponent on hit if combo'd into.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid ±0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on hit: 16F
  • Floating crumple: Total 28F (can block 19-28F)
  • Wall damage if opponent touches the wall: 900
  • OTG damage: 60%


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage if opponent touches the wall: 900
  • OTG damage: 60%

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 3 10 -3
Total: 17

Useful almost exclusively as a way to challenge pressure. It's fast enough to challenge and establish tick throws, but connecting more than two 2Ps launches opponents too far for 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 to combo.

  • Testament's fastest abare An attack during the opponent's pressure, intended to interrupt it. button.
  • Susceptible to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks such as 6Ps and  Giovanna's Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15.
  • Links into 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 on Counter Hit.

Gatling Options: 5P, 2P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Low 6 2 13 -3 4-20F Low Profile
Total: 20

Only true blockstrings into 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as 2K > 2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 will catch even 3f buttons.

Beware characters with invincible reversals or reversal Overdrives, they can punish the 2K > 2D gap.

  • Testament's fastest low.
  • Excellent low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..
  • Links into itself on Counter Hit.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 3 18 -7
Total: 30

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
49 All 23 9 12 -2
Total: 43

2H fills an interesting niche in Testament's moveset. Its primary use cases are to reset pressure and confirm off of Counter Hits such as c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 or mid-range f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7.

It launches on hit and has great scaling, at the cost of having high startup. The vacuum effect can be used to ensure that both hits of H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2 connect, leaving Testament slightly plus.

2H is best suited towards the beginning of combos or after Wild AssaultGGST Testament 236D.pngGuardAllStartup16~28Recovery20Advantage-4, as its launch height is heavily affected by gravity scaling. 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 is often a better alternative that also deals more damage later in scaled combos.

  • Launches on hit.
  • Vacuum effect on hit or block.
  • Combos from c.S on air hit.
  • Combos from c.S, f.S, and 2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 on Counter Hit.
  • Combos into 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 after fully charged Wild Assault.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Low 14 3 22 -8
Total: 38

Testament's sweep makes for a great combo starter, as 2D > H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2 allows for links after. It's also a great low in pressure. Its only downfall is its speed, as it does not true blockstring from Testament's 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 or 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 and is too slow to effectively poke with.

  • 2K > 2D has a tendency to whiff at close to max 2K range.
  • Gatlings from 5K and 2K have a throwable gap.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 All 11 6 15 -7 1-3 Upper Body
4-17 Above knees
Total: 31
  • Upper-body invulnerable, blanket anti-air for almost any situation.
  • Excellent and rewarding counter-poke, especially with Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- applied.
  • Testament's only true blockstring from their 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 and 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3.
  • Frame traps from 5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 and 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3.
  • Hard knockdown on Counter Hit.

The infamous. Everything you would want from a 6P and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat 6P, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a 6P mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
61 All 23 6 32 -19
Total: 60

Testament swings their scythe over their head. Slow, but covers a decently large space. Mostly useful to add damage, to end combos and start okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. from its hard knockdown effect, and to extend a combo into NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63, but can also catch people trying to jump out of the corner.

  • Has a large, Counter Hit hurtbox that extends before the hitbox.
  • Ground bounces on hit, allowing a combo into charged H Grave Reaper.
  • Hard knockdown on hit which serves as the foundation for Testament's oki after combos.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19 High 6 4 10 +1 (IAD j.PP)
Total: 19

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 High 8 2 12 -3 (IAD)
Total: 21

A niche air-to-air and pressure button, j.K has very specific uses. It is suited to combating air-to-air buttons, especially ones that come from beneath Testament. When combined with Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage-, usually after triggering Stain with 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3, it can lead into frame traps with aerial H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2, as well as niche Safe Jump setups with PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage-.

The move's small vertical range and poor frontal hitbox relegate it to these very specific use cases, with j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) and j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- more useful as general purpose air-to-airs.

  • Testament's only crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. normal, as none of their other jumping buttons have a hitbox behind them.
  • Confirms into 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 > 2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 for a combo.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 High 9 3 19 0 (IAD)
Total: 30

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 13 5 16 +5 (IAD)
Total: 33

Main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its longer startup than j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) and likelihood to whiff if the opponent is at the attack's blind spot, causing you to drop a confirm. Of note, the actual hitbox on the end of the scythe is not disjointed, so be mindful of an anti-air if you telegraph this.

  • Has a blind spot right at the hilt of the scythe.
  • Testament's ideal Safe Jump button.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 High 12 6 22
Total: 39

Mainly used after j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) to extend air combos or push for a wall stick in the corner. It can be also used as a retreating or air-to-air button, though keep in mind its vertical range is short. You can air dash after the move ends and it is special cancelable, allowing you to continue pressure with H Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4, though this can be a bit finicky.

  • Pauses Testament's air momentum and pushes them slightly backwards.
  • Can hit crouching opponents but the timing is difficult.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42

Synergizes well with the rest of Testament's moveset. Testament is free to set up an S Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 afterwards anywhere on the screen, and microdash S Grave Reaper in the corner will hit meaty enough to true blockstring into c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 to continue pressure.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

Though Testament can usually cover jump-in attacks with 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 or H Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2, their air throw still makes for a reliable anti-air when there isn't enough time to apply a better option, scoring a knockdown and an opportunity to apply okizeme. In the corner, it can be used to keep opponents from escaping or trading with slower moves like j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) that won't come out fast enough to cleanly intercept.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +53 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+48 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does 2 hits of 10 damage, then does one final hit for 60 damage

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast, advancing swipe used for combos and pressure extension at the cost of 50% Burst. The fully charged version can allow for full combos off of Counter Hit pokes such as f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 and 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19. Useful after wall stick as an alternative to Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 to cause HKDHard Knockdown on wall break against characters that Testament can Safe Jump against.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Stain

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All
Total: 30

An automatic follow-up attack that triggers when hitting an opponent in Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- with any of Testament's normals, Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12, or the scythe slash of Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4. The explosion it causes can be used to extend combos on hit or maintain pressure on block.

See Testament's Stain Frame Data table for more specific information on their frame advantage when triggered after particular moves.

  • Testament's Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 projectile and NostroviaGGST Testament 236236P.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 Overdrive put the opponent into Stain State on contact.
  • Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit.

Grave Reaper

236S/H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 43, 31 All 16~22 4, (5), 30 27 -4
236H 43, 31 All 13~19 4, (5), 30 21 +2
236{S} 48, 36 All 23~29 4, (5), 70 22 +3
236{H} 48, 36 All 20~26 4, (5), 70 16 +9
236[S] 53, 41 All 30~36 4, (5), 110 19 +10
236[H] 53, 41 All 27~33 4, (5), 110 13 +16

(S and H inputs in the table above represent uncharged version, {S} and {H} inputs correspond to partial charge, and [S] and [H] to full charge)

One of the most important tools in Testament's kit, Grave Reaper is incredibly versatile, being a key zoning tool, okizeme tool, and pressure ender. Proper use of Grave Reaper is a necessity, as it places a Succubus on screen for use with PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- and Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1.

With four versions and three levels of charge, there is a Grave Reaper for nearly every situation. Providing good control over timing, somewhat ambiguous animations, and air momentum changes, Grave Reaper can cover both ground and air as an effective zoning tool. Once the projectile is launched, the move can immediately be used again, while also giving Unholy Diver much more accuracy for even more zoning potential. Take care when performing the air version as it puts Testament into Counter Hit recovery, and it is in recovery until landing.

As a pressure ender, Grave Reaper leaves Testament plus with any charge and has huge pushback on block while setting up a Succubus, allowing Testament to threaten approaches with Unholy Diver, switch sides with with Possession, or approach with Possession.

The projectile can be used to hit meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after combos even at long range, leaving Testament extremely plus if it can be charged while setting up a Succubus. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." Grave Reaper is also useful after many knockdowns. This forms the foundation of Testament's okizeme which can be detailed here.

  • The S version projectile travels horizontally forwards. The H version projectile travels diagonally (upwards for 236H and downwards for j.236H).
  • Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed.
  • All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
  • The scythe slash triggers StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- on contact, but the projectile does not.
  • Heavily stalls air momentum. Stalls for longer the more it is charged.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S 90%, 80% 3, 1 Mid, Very Small KD +39 1000, 200 2000, 1000 700, 300 80% 25%, 12% 150
236H 90%, 80% 3, 1 Mid, Very Small KD +50 1000, 200 2000, 1000 700, 300 60% [100%] 25%, 12% 150
236{S} 90%, 80% 3, 2 Mid, Very Small KD +44 1000, 200 2000, 1000 700, 300 80% 25%, 12% 150
236{H} 90%, 80% 3, 2 Mid, Very Small KD +55 1000, 200 2000, 1000 700, 300 60% [100%] 25%, 12% 150
236[S] 90%, 80% 3, 3 Mid, Very Small KD +65 1000, 200 2000, 1000 700, 300 80% 25%, 12% 150
236[H] 90%, 80% 3, 3 Mid, Very Small KD +85 1000, 200 2000, 1000 700, 300 60% [100%] 25%, 12% 150

236S:

  • Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
  • Clash Level: 2 (initial strike), 1 (projectile)
  • Clash Hits: 1 (for each hit).
  • Initial strike and the projectile can both clash with projectiles.
  • If Grave Reaper clashes with another projectile of the same or lower level, the Succubus will be left behind. If the projectile is of a higher level the Succubus will not be left behind.
  • Cannot be used if a Grave Reaper projectile is still active.
  • Recovery is from after initial active frames, and not inclusive of the projectile.
  • Projectile has a fixed 6 hitstop on all versions except fully charged. One less than full charge.
  • If Unholy Diver or Possession is used while the Grave Reaper projectile is active, the Grave Reaper projectile automatically ends.


236H:

  • Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
  • Clash Level: 2 (initial strike), 1 (projectile)
  • Clash Hits: 1 (for each hit).
  • Initial strike and the projectile can both clash with projectiles.
  • If Grave Reaper clashes with another projectile of the same or lower level, the Succubus will be left behind. If the projectile is of a higher level the Succubus will not be left behind.
  • OTG Ratio is 60% on grounded, 100% in air.
  • Grounded versions may whiff the projectile on block if the opponent is crouching, giving on-block of -5, +0, and +2 respectively.


236[S]:

  • Projectile has a fixed 7 hitstop on both fully charged versions (one more than lower charges).

Unholy Diver

214P (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23 All 21 Total 39 +1
Total: 39
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A projectile that's vital for setting up safe pressure, and a powerful zoning tool after Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4.

Testament's only method for applying Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- without spending Tension on NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63, you should aim to hit opponents with it as often as possible to make use of StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- for Testament's most powerful pressure and combos. It is commonly used during pressure after S Grave Reaper, acting as a ground-targeting projectile that is very plus on block, it enables completely safe pressure options and tricky mix-ups to take advantage of Stain. It is also a good combo ender, despite its low damage, as it usually sets up for powerful okizeme that utilizes Stain.

A situational anti-air from long range, its long active frames and fullscreen range are excellent at covering air dashes and it covers an angle that cannot be easily covered by Grave Reaper.

If whiffed, the crow will return at a lower height briefly, allowing it to hit most grounded opponents, which gives the move more viable use in neutral. After a short period, the crow will return to its normal position above and behind Testament.

  • Applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break.
  • When used raw, the projectile will travel in a straight path from the crow's starting position, but if an active Succubus is present it will fly towards that instead. Holding P will force the crow to always fly straight.
  • Cannot hit most opponents on the ground at its default height, except for  Faust and  Potemkin when standing.
  • When targeting a Succubus, the hitbox of Unholy Diver and Succubus meeting is active for 12 frames with Unholy Diver in recovery for 66 frames after.

The Crow

This projectile is unique in that its starting position is variable. In neutral, Testament is followed by a crow that normally idles above and behind Testament. Depending on its start and end points, it may hit on different timings and travel at different angles. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, Grave Reaper, Nostrovia, or when Testament moves. These situations cause the crow to have a lower idle position for a small window of time. This allows Unholy Diver to hit standing opponents to continue pressure by applying Stain State.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 2 Very Small +4 500 100 300 80% 12% 100
  • Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • If Grave Reaper is active when Unholy Diver is activated, the projectile automatically ends and will be targeted by Unholy Diver.
  • Testament moving, jumping, or turning around will cause the crow to slowly trail behind.
  • After Unholy Diver's normal trajectory, the crow will curve back towards its default position to a limited degree. From its default height, it will curve downwards.
  • If Unholy Diver is sent towards an active Succubus, or Nostrovia is used, the crow teleports back in front of Testament at a slightly lowered position.
  • If Possession is activated and moves to another location, the Crow will trail towards Testament at a slight downward arc.
  • If Roman Cancelled after activation, the Succubus can be used by Possession before the crow reaches its location.

Possession

214K (Air OK) (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Total 35 16-25F Full
Total: 35

A potent mobility tool, mix-up tool, and neutral tool. Due to Testament's poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mix-ups and some pressure resets. Drifting to the left or the right after teleporting with (214K(4) or 214K(6)) makes these mixups even more potent. Possession in neutral can be used to force large grounded approaches to whiff or bait an anti-air while approaching from the ground. With a placed Succubus, it can also be used to side switch, particularly for escaping the corner. If the distance between Testament and the Succubus is very large, opponents cannot cover both areas at once, giving Testament more ways to contest their coverage of neutral.

One of the biggest weaknesses of Possession is the slow startup. Despite its late telegraph it is reactable and unsafe, especially if Testament needs to move anywhere before beginning an attack. Using 214[K] to remain in place can circumvent this and can cause the opponent to whiff their punish or throw tech. When used unpredictably, this turns it into a mix-up which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes. This weakness can be mitigated in large part due to the ability to drift forwards and backwards with Possession.

Without a placed Succubus, this move loses most of its utility. It remains useful for stalling Testament's movement very suddenly, and can be used as a last-resort bet for avoiding anti-airs after double jumping or air dashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait.

  • Teleports Testament to the location of an active Succubus. An active Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 will also end early, causing Testament to teleport to its position.
  • If no Succubus is present, Testament will disappear and reappear on the spot. Holding K will cause Testament to always stay in place.
  • Inputting 4 or 6 during Possession will cause Testament to drift backwards or forwards upon teleportation.
  • Completely halts air momentum for duration of move.
  • Counter Hit state on both startup and recovery.

Arbiter Sign

214S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 63 Low 24 3 26 -12
214H 63 High 28 3 26 -12
S Arbiter Sign (Low)
Total: 52
H Arbiter Sign (High)
Total: 56

Despite its ambiguous animation, the overhead is still reactable. Additionally, due to the 4 frame gap between both hits, more savvy opponents will be able to Fuzzy Guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. both versions. Combined with weak combo potential, and leaving a large gap in pressure, this makes it an objectively bad mix-up tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the H version some utility in the corner with Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage-, though still a weak option overall.

The S version is a good anti-zoning tool, due to its massive tracking range that does not interact with projectiles. However, it is poor as a poke in neutral as it has a tendency to whiff moving opponents, and the H version—despite appearance—is unable to hit jumps. It can still be used as a risky option in neutral against low-health opponents to close out rounds.

It can also be used as a high-damage combo ender by sacrificing all other okizeme opportunities from Grave ReaperGGST Testament 236S.pngGuardAllStartup16~22Recovery27Advantage-4 or Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1, primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or NostroviaGGST Testament 236236P.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 to enforce a basic mix-up on a blocking opponent, but this hinges on the opponent not jumping either projectile, after which Arbiter Sign will whiff and likely be punished by.

On a close range hit, the launch provides Testament with enough frame advantage to be able to safely jump in, something Testament can struggle with in neutral. The increased launch height also allows for combos into charged H Grave Reaper under certain situations, which can allow for good extensions. However, these options are quite niche, and as such players should not be fish for them in neutral.

  • S version is a low and H version is an overhead.
  • Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen.
  • Triggers StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- on contact, becoming +11 on block.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214S 90% 3 Very Small KD +36 1500 1000 300 60% 25% 150
214H 80% 3 Very Small KD +38 1500 1000 300 100% 25% 150

214H:

  • Not a projectile, despite appearance. Can be parried, Red Roman Cancelled, and applies hitstop to Testament.
  • Minor tracking properties, with the sigil spawning on frame 5 at the opponent's location but not moving afterwards.
  • Both versions share an identical animation for frames 1~4. Sigil visually appears on frame 6.

Overdrives

Nostrovia

236236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2, 57 All 11+19 6, (20), 6, (24), 4 Total 53 +63
Nostrovia
Total: 89
Testament during Nostrovia
Total: 53
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A fantastic combo extender and ender, due to its huge corner carry and applying Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- on wall break. With its hard knockdown and Stain State applied, Testament's follow-up okizeme becomes extremely strong. In combos, you can always input one last 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 or Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 before Nostrovia wall breaks to optimize damage without losing the Stain State or knockdown on wall break.

Nostrovia excels as a corner pressure reset while the opponent is in Stain State. When cancelling or linking from a normal, opponents are unable to jump out even from substantial range due to the StainGGST Testament Stain Hit.pngGuardAllStartupRecoveryAdvantage- explosion. This forces easy frametraps or mix-ups and resets into more Stain State pressure. In the corner, using 5DGGST Testament 5D.pngGuardHighStartup20Recovery26Advantage-15 or 2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 during Nostrovia results in a fast High-Low mix-up that immediately wall breaks on hit, remains advantageous on the low, and reapplies Stain State on block, allowing you continue pressure for even longer.

However, this move is very flawed in neutral. At mid range it can be punished on reaction with any Instant Air Dash jump-in. From farther out it is safer as Testament can either block in time or 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 attempts to get over Nostrovia's second hit that can anti-air with its larger hitbox. Unfortunately, at this range Testament is unable to reach the opponent in time to force a mix-up before Nostrovia is finished. While Testament is still at advantage afterwards, using an attack that can reach from that range expends Stain State. Because of its nature as a projectile, Nostrovia will destroy all other projectiles it passes through, giving it a niche usage for breaking through troublesome setups.

  • Last hit applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wall break.
  • Projectile will remain active even if Testament gets hit.
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 cannot be used while Nostrovia is active.
  • Will not incur a Tension gain penalty if it is canceled before the super freeze.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% 3 Very Small HKD +134 100×3 1000 0 80%, 60% 12%
  • Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 5
  • Clash Hits: -
  • Testament moves backwards on activation, which can cause the projectile to whiff opponents at point-blank range if they move forwards after the cinematic.
  • Crow returns to Testament at a lower height, similar to after whiffing Unholy Diver.
  • Stain is applied only on the final hit.

Calamity One

236236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
123 All 11+4 5 67 -38 1-19F Full
Total: 86
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like P normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to Safe Jumps. It also suffers from only targeting forwards and not very high, making it prone to cross-ups and some airborne attacks with large vertical range.

As compensation, its slow startup makes it very good for invincible Purple Roman Cancels, in which by PRCing the move's startup Testament spends only 50% Tension to receive its full startup invulnerability, allowing them to whiff punish many moves, even very active ones, and easily check for mix-ups or if the opponent is blocking out of caution. This is not flawless and tends to be weaker against projectile okizeme and delayed/highly active meaty options, making it important to consider both uses. As RC startup is not invulnerable, Testament can also get hit out of PRC if done too early. However, because neither Calamity One nor PRC had time to complete, no Tension will be lost in that situation.

As a combo ender, it is able to confirm off even lighter attacks like 5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 without Counter Hit or Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage-. It also works as an alternative to NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 but still does less damage than Nostrovia + any other move and doesn't apply Stain State after the wall break. An otherwise inferior option in the majority of combos.

Colors

GGST Testament color 1.png
GGST Testament color 2.png
GGST Testament color 3.png
GGST Testament color 4.png
GGST Testament color 5.png
GGST Testament color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Testament color 7.png
GGST Testament color 8.png
GGST Testament color 9.png
GGST Testament color 10.png
GGST Testament color 11.png
GGST Testament color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Testament color 13.png
GGST Testament color 14.png
GGST Testament color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Testament/Data.
Systems Pages