GGST/Testament/Strategy

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Testament


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General Gameplan

Succubus

Succubus is naturally set up as Testament spaces opponents out with Grave Reaper, a core part of their gameplan. If their neutral is better than their opponent, they should prioritize Crow over Teleport or a meaty as they will most likely be able to leverage the Stain State that Crow inflicts. Otherwise it's better to take the knockdown and meaty by teleporting or dashing in depending on the distance. The Succubus will likely still be set up for a little while after Testament gets there, allowing them to threaten with Crow (and therefore Stain State application) up close.

Stain State

Stain State is Testament's win condition. It alleviates their framedata issues and lets them run safe pressure and mixups. Testament wants this applied anytime that they are close or can get close to the opponent within the next 5 seconds. It cannot be overstated how important managing Stain is to playing Testament.

Neutral

Mid Range / Footsies

Testament is a strong contender in the mid range due to possessing many long poke attacks. Special note must go to f.S, which is great for checking the opponent’s position. While very long for a f.S, it is a bit slower than most characters’ f.S normals. Similar to f.S is 5H, which trades a bit of range for a disjointed hitbox. It’s also slower to recover, so don’t swing too wildly. For a more reserved poke, 2S is always an option. It’s smaller than the previous two, but it’s faster to start up and recover, and it doesn’t extend Testament’s hurtbox as much as f.S does. Both f.S and 2S can gatling into 5H for a frametrap, unless f.S hits at tip range, as 5H won’t reach in that scenario. If you need a faster option, 5K is a good choice. It has shorter range, but it’s fast, relatively safe, and rewarding enough.

A counter strategy against mid-ranged pokes is to position oneself to make them whiff before approaching or contesting them with 6P. Testament’s f.S is quite vulnerable to both 6P and whiff punishment. 5H is better against 6P due to its disjoint, but gives the opponent even more time to whiff punish. 2S hits low enough to contest 6P and is the safest overall, but you still need to exercise caution. If your opponent successfully plays around these moves, vary your timing, positioning and move choices more to throw them off. Stay sharp!

If you need normals that lean even more towards the large and beefy side, 6H is a good choice. While fairly slow, 6H has great range both horizontally and vertically thanks to its circular arc. It can be used preemptively if you expect an approach from the air or the ground. Just keep in mind that it lacks a disjoint and suffers from long recovery, making it vulnerable to whiff punishment should you space it incorrectly. This can make it sound like a poor move choice… But if you’re constantly whiffing a move larger than Potemkin’s shoulder width, it says as much about your spacing as it does about the move. Use it against a cornered opponent and space it at tip range. That way, they won't be able to move backwards to evade it, and you might catch them trying to jump out of the corner. Just don’t get predictable enough to get counter hit during its start-up, and you’ll be fine. Probably...

A bit on the safer side is 2H, which is both disjointed and faster to recover. It’s a tad faster, but it’s nowhere near as large as 6H. Both of these moves are quite rewarding, as they launch the opponent for a combo, even on normal hit. These combos are especially powerful in the corner. Lastly, Testament’s 2D is a useful poke, as most are. Its range is quite impressive, though its speed is somewhat lacking. It’s also quite rewarding, as it combos into 236H, which in turn launches for further combo extensions.

Testament complements the aforementioned mid range tools with the Grave Reaper (236S/H) projectile, which is a good special cancel option. The S and H versions have different angles, and both have partially charged and fully charged variants. Charging increases frame advantage, but also makes them slower to start up, leaving Testament more vulnerable to counter hits. The risk of the charged versions means that they should only be used if you’re certain the opponent will play patient. Arbiter Sign (214S/H) is a mid-ranged mix-up option, usable either raw or as a special cancel. The S and H versions hit low and overhead respectively, and both versions knock the opponent down on normal hit. However, they are both sluggish enough to be evaded during their start-up frames or punished if blocked. Use them predictably and you’re likely to get punished. What Arbiter Sign can be used for to great effect in neutral however, is counter zoning. Several projectile attacks leave the opponent standing still long enough for you to use this move and check them for a little bit of damage, forcing them to be more aware of Arbiter Sign and move in a way that avoids it, either pushing them closer to the corner, getting them in range of your other neutral tools, or putting them in a position where they can be anti-aired. If you wish to go on the offensive, Testament can close the gap with Possession (214K), granted that the succubus from Grave Reaper is in place. Just keep in mind that there’s a brief moment of vulnerability after Testament reappears.

If you cycle Testament's mid-ranged moves well, your opponent might try to play around them by approaching from the air. Should this happen, be prepared to use Testament’s anti-airs or air-to-airs to fend them off.

Long Range / Zoning

Testament has never been a stranger to zoning, and this time around is no different. The versatile Grave Reaper (236S/H) projectile allows Testament to threaten the opponent from anywhere. It has a lot of pushback on block, allowing Testament to maintain optimal spacing. It can also be charged for plus frames, which is a relatively safe option from full screen. Due to their long active frames, the charged S and H versions also effectively cover the ground space or air space in front of Testament, respectively. This is an excellent way to limit the opponent’s movement options, making them more predictable and easier to keep at bay. Grave Reaper is at its best when the player properly mixes the various versions with other tools.

The versatility provided by the aerial versions of Grave Reaper should not be underestimated. The horizontal aerial Grave Reaper (j.236S) is useful for stopping an approach from the air, should they try to jump over the grounded ones. The diagonal aerial Grave Reaper (j.236H) can be used after an air dash to fake out an aerial approach and punish them if they use an anti-air. It can also be used from a backward jump to intercept ground approaches or for strategic succubus placement.

With the succubus left by Grave Reaper out on the field, Unholy Diver (214P) becomes an excellent choice for zoning. It travels quickly, tracks to the position of the succubus, is advantageous on block and applies Stain State on contact. This makes it effective at setting up extended pressure sequences. Without the succubus, 214P travels straight horizontally at a high altitude, which can be used to catch air approaches if you have the right read.

Even at long range, you shouldn’t form predictable patterns in your attacks, as this will allow a sharp opponent to easily play around them. Remember to study your opponents habits to figure out the best way to intercept their approach. In addition to using Grave Reaper to lock down sections of the screen, use mid-ranged tools to intercept the opponent if they start to close the gap. Testament has plenty of strong counter pokes and anti-airs, make sure you're ready to use them. Don’t forget to surprise the opponent with the occasional aggressive Possession (214K). If you still have a succubus out from recent Grave Reaper usage - and let’s be honest: that’s always going to be the case - then 214K can throw your opponent for a loop, especially if you warp behind them. Mixing in this option will add to the mental burden of the opponent, increasing the likelihood that they will make mistakes, even when you go back to just throwing Grave Reapers at the wall until something sticks.

Close Range / Brawling

Testament is by no means a close range specialist. If you find yourself in this range without being in an advantageous state such as okizeme, mistakes have been made. The goal at this range is to find a way back out to optimal spacing, or press an advantage if you have one. Some decent “get off me” tools include 2P and 2K. They are similar enough in application, being quick, short-ranged moves. 2P is the fastest, but 2K is more rewarding and works better against low-profile moves. Try to combo into a knockdown, or push the opponent back on block. Grave Reaper (236S) has a fair amount of pushback even uncharged, making it a useful blockstring ender.

If you’re in a position to pressure the opponent, some great options are c.S and 5K. Versatility is the name of the game for c.S, as it can gatling into S, H, D and command normals. It’s as good as pressure starters get for Testament, but you do need to be fairly close. If c.S won’t reach, 5K is a good alternative. Its gatlings are more limited and it’s more minus on block, but it’s a frame faster and still rewarding enough. It's a good idea to stagger fast buttons and mix in throws for a strike/throw mix-up. If you're feeling bold, 5[D] is a risky but very rewarding mix-up option. It is reactable, but if you condition your opponent to fear other options 5[D] can catch them by surprise.

While these tools are all decent, Testament ideally pressures with Stain State active, as their close-ranged tools only get better during Stain State. These moves become advantageous on block, and new combo routes become possible, such as converting off of uncharged 5D. This means that mix-up options that otherwise would have been relatively unrewarding and/or risky become much stronger and safer. Make sure to utilise Stain State well.

When up close, you should acknowledge any discrepancy in durability between Testament and the opponent's character. If you’re up against a durable, highly damaging character, then pressuring from close range might not be worth the risk of eating a reversal Overdrive and getting knocked down into a mix-up, even if you have some type of advantage. Consider making use of your advantage state by retreating to the mid range and pressuring with safer moves, especially against characters that struggle to close the gap.

Defensive Aerials

Testament possesses several useful aerial attacks. The utilisation of aerials can be divided into two broad categories: Air-to-air and air-to-ground. Both of these can be used either defensively in order to retreat, or for aggressive purposes. This section will cover both defensive air-to-air and defensive air-to-ground, as they function similarly. The same options and moves work for both purposes, they just require different timing and positioning.

IAD Back > j.S / j.236S/H - Useful against grounded foes. The backwards movement of an instant air backdash combined with the range of these moves makes for a strong preventive option. If the opponent likes to close space when Testament is in minus frames, such as after an uncharged 236S is blocked, this option can stop them and force them to either play more patiently or to attack more preemptively, which is less threatening. 236S/H are slower options than j.S, but they allow for strategic succubus placement.

j.D - Useful from a neutral jump or a backward jump against aerial foes. It has long horizontal range and is disjointed. Keep in mind that its hitbox is rather high, making it best suited for intercepting air approaches. It also briefly pauses Testament’s air momentum and pushes them backwards, making it easy to stay at a safe distance when using this move. Just make sure not to push yourself into a corner.

Air-to-Air

This section covers air-to-air for aggressive purposes, either from a forward jump or an air dash.

j.P - Testament's fastest aerial attack. Its ability to gatling into itself makes it a safe air-to-air, and allows it to force an opponent down to the ground. Useful when you need a quick option, but not very rewarding.

j.S - Combines a large hitbox with good start-up speed for its size. It lacks the disjoint of j.D, though. Excellent for contesting opponents and becomes rather rewarding when cancelled into moves such as j.H, j.D or Grave Reaper.

j.D - Excellent range and is disjointed. It also briefly pauses Testament’s air momentum and pushes them backwards, making it a relatively non-committal option. Consistently combos into Grave Reaper. If it hits an opponent high up, airdash afterwards for an extended air combo.

Jump-In

Jump-in refers to aggressive air-to-ground options, used to initiate pressure or as an okizeme mix-up.

j.H - A good jump-in due to its long range, both in front of and beneath Testament. Leads to solid conversions, such as c.S and 5K.

j.K - Testament’s dedicated Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them. aerial. The vertical range is too short for it to be a reliable tool from an air dash. However, if you use Possession (214K) to teleport to a succubus placed directly above the opponent, Testament will fall faster than normal. This makes it hit the opponent and convert into combos more reliably.

Defense

Defensive System Mechanics

Faultless Defense (FD), Psych Burst and Yellow Roman Cancel (YRC) are cornerstones of defense in Guilty Gear, as they are quite handy for breaking out of pressure. Utilising them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

Faultless Defense


Powerful defensive option, but drains Tension as you use it!
Hold any two buttons except D (or the FD Button if one was set) while blocking to perform Faultless Defense (FD). As long as the direction and buttons are held down (and the Tension Gauge isn't empty), you will continue to perform Faultless Defense.

A unique type of guard that gradually depletes Tension when used. Faultless Defense augments your block by giving it several special properties. Firstly, it increases pushback on block, making it useful to make space between you and the opponent. By using Faultless Defense early in the opponent's blockstring, the opponent will be pushed back enough that later attacks will miss, allowing you to punish the opponent's whiffed attack or disengage. When in use, Faultless Defense also prevents the R.I.S.C Level from increasing and nullifies chip damage. This is essential for survival in situations where chip damage runs the risk of finishing you off.

Keep in mind that you don't have to hold two buttons for a long time in order to use Faultless Defense effectively. It's also possible to press the buttons briefly - slightly longer than a tap - just before the opponent's hit connects. By doing this, you can let go of Faultless Defense in between the hits of an opponent's blockstring, allowing you to save some Tension. This requires some precision though, so it will require practice.


Yellow Roman Cancel


It's just like Xrd, but not at all!
Press any three attack buttons (except D) simultaneously while in blockstun to perform a Yellow Roman Cancel (YRC). Costs 50% Tension.

Yellow Roman Cancels can be used when blocking at the cost of 50% Tension, for the purpose of stopping an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed when your character is in a Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.

However, Yellow Roman Cancel is -16 on block and leaves your character in Counter Hit state during its recovery frames. Sharp opponents can block it on prediction and punish it heavily. Make sure to vary when you go for a Yellow Roman Cancel to avoid becoming predictable. In addition, the hefty 50% Tension cost must always be taken into consideration. Said Tension could be used for Overdrives or extending combos or blockstrings with other types of Roman Cancels. Practice utilizing all of your defensive options so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.


Psych Burst


Press D + any other attack button to perform a Psych Burst. Costs a full Burst Gauge.

A powerful defensive option that can be used in a variety of situations at the cost of a full Burst Gauge. Upon activation, your character releases an invincible shockwave that knocks opponents away. Bursts can be used at almost any point in the match, including when you’re in blockstun or hitstun. This allows Bursts to function as both a combo breaker and as a way to challenge the opponent’s pressure. The Burst Gauge refills very slowly over time, so it can be a good idea to use it early in a match to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, making it more likely to have another opportunity to use it again later in the match.

While Bursts are very powerful, they are far from infallible. The activation shockwave is not instant, so sharp players can predict incoming Bursts and punish them heavily. A common method of doing so is canceling attacks with jump cancels or Roman Cancels, then blocking the Burst and punishing the recovery. Because of the risk associated with it, you should vary the timing of when you go for Burst to avoid becoming predictable. In addition, the activation shockwave's range is limited. Characters with long ranged attacks, such as Nagoriyuki and Ramlethal, have access to Burst-safe combos and blockstrings that allow them to punish Burst if you go for it or continue their offense if you don’t. Against players that employ these tactics, you will need strong match-up knowledge to survive. Lastly, keep in mind that Burst cannot be performed while your character is stuck to the wall, being thrown, or being hit by an Overdrive.


Counter Pokes

Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. By placing hitboxes in front of your character, the opponent runs the risk of being hit out of their forward movement or being counter hit out of their attacks. Counter pokes are key for playing a preventive playstyle, which is useful against aggression. The best counter pokes are typically long-ranged, highly active, quick to recover, protected by invulnerability of some kind, or a combination of these traits.

Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna's TrovãoGGST Giovanna Trovao.pngGuard:
All
Startup:
27
Recovery:
15
Advantage:
+4
and May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
25
Recovery:
11 (20 OH)
Advantage:
+5
, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuard:
Mid
Startup:
16
Recovery:
28
Advantage:
-17
and Leo's f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

f.S - Thanks to its long range, f.S works well for interrupting an opponent’s forward movement. It also has good cancel options, Grave Reaper (236S) in particular pushes the opponent far, even on block.

5H - An excellent mid-ranged counter poke. Compared to f.S, it’s a bit shorter and slower to recover, but it has a large disjoint. Use it from ranges where 6P won't reach.

Anti-Airs

Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Testament has five effective anti-airs: 6P, 5P, 6H, Grave Reaper (236H), and air throws.

6P - A safe and reliable option due to its upper body invulnerability. It can combo into Grave Reaper (236S/H) for a knockdown and succubus placement. It leads to especially powerful combos during Stain State, and the conversions allow Stain State to be reapplied. A useful option in many instances.

5P - Faster than 6P but lacks upper body invulnerability. It can catch opponents trying to jump during close range brawling.

6H - Not useful as a reactive tool due to being very slow and lacking invulnerability, but it is strong when used preemptively against a cornered opponent to prevent them from jumping out.

Grave Reaper (236H) - Not an anti-air in the conventional sense, but it is excellent for controlling the air . When charged, the hitbox stays active for a long time, allowing it to cover the air space in front of Testament. This limits the opponent’s movement options, making them more predictable. It doesn’t actually have to hit the opponent to be effective, though they might make a mistake and jump into it.

Air Throw - A useful anti-air for all characters, especially against opponents that like to jump into block.

Abare

Abare means to attack during an opponent’s frame advantage with the intention of interrupting their pressure. Naturally, fast moves work best for this task.

2P - At 5F, this is Testament's fastest abare option. The hitbox is rather high, making it vulnerable to certain low-profile moves such as 6P. It isn’t very rewarding on hit either, as it can’t combo into a knockdown unless you spend Tension. No one said that Testament’s mash options are particularly good…

2K - Slightly slower at 7F, but it has low-profile properties and has a lower hitbox. It’s also more rewarding, as it can lead to okizeme setups due to its ability to combo into 2D.

Testament's reversal can also be used for abare due to its invulnerability. Just keep in mind that it has risks of its own.

Reversals

Invincible Reversals are moves used to steal your turn back by force. They can be used during holes in an opponent's blockstrings or during your wake-up to punish sloppy oki. Testament only has one reversal: Calamity One (236236K).

Calamity One (236236K) - An Overdrive with frame 1 invulnerability against both strikes and throws. It’s a tad slow for an Overdrive, making it susceptible to being beaten by safe-jump set-ups, fast jabs, and the like. Its vertical range isn’t very impressive, either.

On the other hand, its long start-up makes it especially useful for the invincible PRC technique. This is done by inputting the move and then cancelling it with PRC during its start-up. This will make the user benefit from the invincibility of the Overdrive until it is cancelled without having to spend Tension on the Overdrive itself, as it will be cancelled before it burns Tension. As a result, you’re effectively using 100% Tension at the cost of only 50% Tension. Thanks to the slowdown of the PRC, it’s easy to confirm a whiff from the opponent and punish them, should they attack into your invincibility. If they don’t, you’ll stay safe. The drawback is that this can make you more vulnerable to options such as projectile okizeme set-ups and delayed frame traps. Video Example

If you want more information on the technique, check out rooflemonger’s video tutorial on the topic.[1]

Pressure

Testament’s pressure is quite unique, as it’s beneficially modified by Stain State and the succubus. You’ll need understanding of when to use Grave Reaper (236S/H) and Unholy Diver (214P) to ensure that these modifiers are often in play. However, both of the aforementioned special moves can be interrupted if you use them carelessly. Compared to other characters, Testament benefits from keeping a bit more of a safe distance to the opponent when pressuring them. Close space and dish out pain when the modifiers are active or when in an otherwise advantageous situation.

Pressure Resets

Testament has plenty of options for pressure resets, but the way they do it is somewhat unorthodox. They rely on a variety of unique tactics and tools, such as Grave Reaper mind games and Stain State.

Grave Reaper Mind Games - Partially charged or fully charged Grave Reaper (236{S}/[S]) are good options for resetting pressure due to their long range and plus frames. If the opponent plays passively, use charged Grave Reapers to enforce plus frames. They are a bit slow to start up though, making them vulnerable to counter hits. If the opponent has a habit of swinging, fire Grave Reaper early to score a counter hit. Grave Reaper mind games form the basis for much of Testament’s pressure. Getting a feeling for it is essential for pressuring opponents effectively.

Stain State - Stain State is an excellent tool for resetting pressure, as it will make Testament’s normals plus on block thanks to the explosion. For example, try going for a 2K. If it hits, the Stain State explosion will allow you to confirm into a combo. If it’s blocked, you get plus frames to work with.

Succubus and Stain State Mix-Ups

The succubus and Stain State are both useful on their own, but especially so if they are used in tandem, as it will allow for a variety of tricky mix-ups. For example, if the succubus is near the opponent, try going for a space control move such as f.S or 5H into 214K. If the initial move connects, Testament will warp into position for a combo. On block, the plus frames of the Stain State explosion provides Testament with a safe teleport into a strike/throw mix-up. A left/right mix-up is possible as well if the position of the succubus is close enough to the opponent to make it unclear which side Testament will warp to. Another option is to go for 214K immediately and then go for a normal from there, which will provide Testament with the usual Stain State benefits.

Sample Blockstrings

The following are some basic, useful blockstrings. If you're new to Testament, these will help you get your gameplan started.

  • f.S (dl) (5H) > 236S

f.S is a great poke, and it can frame trap into 5H if delayed. If f.S hits at tip range, 5H won’t reach, so go straight into 236S for the usual mind games. Do note that 5H whiffs if 2S hits at tip range. In this situation, skip the 5H and go straight for specials.

  • c.S (dl) f.S (dl) 5H > (Special)

A basic blockstring from close range. The second and third hits are gapless if done as quickly as possible, and can be delayed for frame traps. c.S can be staggered for resets. Due to the combined pushback of the three attacks, 236S is a safe way to end the string and place a succubus. If you notice that the opponent tends to sit still, you can mix in 214S and 214H for a cheeky high/low.

  • 2P > 6P > 236S

This blockstring starts from Testament's fastest move, making it useful during scramble situations. An uncharged 236S will counter hit all but reversals and 3 frame buttons. 2P can also be staggered for a tick throw.

  • 5K / 2K > 2D > 236S

Starts from Testament’s best pokes, with the 2K route being their only double low sequence. 2D is too slow for K buttons to string into it gapless, making Testament vulnerable to reversals. If the normals connect, you can hit confirm into 236S/H for succubus placement. K buttons also work well for tick throws.

  • 5K / 2K > 6P > 236S

A variation of the previous string. 6P hits fast enough to connect gapless, making it useful when you want to build space. It allows for the usual Grave Reaper mind games and succubus placement.

Corner Pressure

Testament is even scarier than normal against cornered opponents. Notably, 6H becomes a great tool for checking the opponent’s movement. Its vulnerability to being whiff punished isn’t a problem when the foe can’t escape it by moving backwards. Its high hitbox means that the air isn’t an escape route either. In addition, 6H can lead to powerful corner combos. Cranking up Testament's damage output increases the mental burden on your opponent, potentially leading to them performing worse.

Corner Blockstrings

The following is a list of blockstrings that are useful specifically in the corner. Testament is by no means restricted to these in the corner, as all blockstrings shown in the previous section will also work.

  • 6H > 236S, 214P

This is a nasty route that will be difficult for the opponent to fend off. Both 6H and 236S have excellent range, and 214P will apply Stain State for even more dangerous pressure. If the opponent predicts 214P, they can interrupt it with fast, long-ranged moves, such as Nagoriyuki's KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
(214H). If you notice that they have a habit of trying this, charge 236S for more plus frames and frame trap them.

Corner Footsies

Okizeme

Universal Options

236S as a combo-ender allows for a MeatyHitting 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. Unholy Diver (214P) if both hits connect. Sets Testament up to continue their offense from a safe distance but loses out on the damage from ending with Arbiter Sign (214S/214H).

From Throw, delay IAD j.H hits meaty & safejumps with a built-in Low/Throw mix-up. When not delayed, IAD j.H will land before the opponent becomes vulnerable again. From a blocked IAD j.H, you can:

  • ...j.D > j.236H: Double overhead option that sets up for Meaty 214P/214H.
  • ...2K > 236S: Low option that sets up for Meaty 214P.
  • ...Throw: Throw loop that leads into the usual Throw Oki options.

A meaty 236[S] can be set up reliably off of a 2D knockdown with an OTG. You can then run up and continue pressure with any of your H normals. On block, you can mix up with either 214P or a 214K into a cross-up due to where the succubi end up after both hits of the projectile.

Corner Options

From either a throw or a 2D knockdown, Testament gets access to some of their strongest okizeme setups.

Immediate 236S will OTG on the first hit, hit meaty on the second, and push Testament back to a safe distance to set up Stain.

Dash up 236S hits meaty on the second hit & can be followed up with 5H. Another 236S or 236H after are both true blockstrings that are either unpunishable or very plus, allowing you to continue offense.

214P after has a 3f gap, but also sets up for a very strong pressure situation as you are able to 5K into more pressure after. This is generally the baseline for how you convert okizeme into your corner pressure.

236H Safejumps

Testament gets access to 2 very strong okizeme setups when ending your combo with 236H. These only work at up close ranges, so that both hits of 236H connect.

From any string into 2D > 236H, you link 214K then delay a falling j.H. Because of the invincible startup of DPs or reversal supers, the j.H doesn't connect and you are able to cancel the landing into a block and punish. Make sure to hold back, or buffer and FD input so that you don't end up getting hit. The amount of delay depends on what gatling you used to go into 2D, with 2K having the least amount, and c.S having the most. This setup is also possible from 5K, but it is also much more inconsistent and there are other alternatives that will be described further.

This setup is also makes the j.H hit meaty, beating wake-up buttons, and also catching jump start-up allowing for a easy conversion into j.D. On block, you can do a high-low mix up by using 2K instead. This has a small gap, but not enough to be punished by anything except moves with invincible startup. Opting to use j.D results in a true blockstring. The counter-play is wakeup backdash, but if you want to hard call it out you can instead use j.236H to catch it.

As strong as this setup is, it can be a bit inconsistent, as you need to be either point blank or having dash momentum to be sure that you will be able to execute it right. 2K is easily the most stable starter, and using this setup instead of an OTG 236S has its tradeoffs that you should consider depending on the situation.

From a Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led 236H, you get access to a much more consistent similar setup off of 5K and c.S. Instead of delaying the j.H, do it instantly out of the 214K. This beats everything stated above, but because of how deep it hits, you are plus enough to lead into a true blockstring with c.S. You are about +3 after the j.H, so you can frame-trap with options like 2S.

Fighting Testament

They keep hitting me with Arbiter Sign, what can I do about it?

Arbiter Sign has both a high and a low version, signified by the beast coming from above or below you. There is a four-frame difference, so blocking low then blocking high will safely defend both versions. The "Testament Match-up Tutorial 2" Mission in the 5 Star area in Mission Mode is a tutorial for blocking Arbiter Sign that may help. Both moves are -12 on Block, making them punishable at close ranges for some characters. However, Stain State can make both versions +4 on block. They are also quite slow to the point that all characters can jump out of a cancel from f.S, and characters with fast dashes or quickly advancing moves can even run and evade Arbiter Sign's tracking entirely. However, Testament has other moves that cover options that evade Arbiter such as delayed 5H, 214P or 236S.

Is there anything I can do about Nostrovia?

Nostrovia is very slow and has a lot of startup after the super flash. Most characters can IAD on reaction to hop over the first hit and punish Testament. However, cancelling into Nostrovia after a normal that applies Stain State will be completely gapless.

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