+R's resident Trap Laying powerhouse, Testament pollutes the screen with traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where they can begin applying their oppressive offense and okizeme.
Testament has two traps which persist on stage as invisible hazards. They can place ZeinestGuard:
+2, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. HITOMIGuard:
-, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combo extensions.
Testament's other defining feature is Exe BeastGuard:
+16. Exe Beast is a projectile that travels along the ground—one version moves forwards from Testament and the other travels from behind the opponent towards Testament. One of each version of Exe Beast can be active at a time, and the projectile's timing can be manually adjusted by holding and releasing the attack button. Beast allows Testament to contest even the most threatening zoning and Beast, especially when paired with FRC, allows them to convert into powerful combos. With their powers combined, Testament is able to perform some of the scariest looping okizeme and pressure in the game.
To supplement EXE Beast and their traps, Testament has Phantom SoulGuard:
+2. Phantom Soul, known commonly as Skull, is a projectile which applies a curse status to the opponent on hit. The force break version is especially noteworthy because it applies the curse status on block as well as on hit. The curse status, covered in detail below, causes Testament's crow to autonomously attack the opponent. Curse opens up even more flexibility in pressure and screen control, and even makes new routes possible, including unblockables.
In addition to their core traps and projectiles Testament also boasts a diverse toolkit featuring teleports, and a counter which applies a poison damage over time effect on hit, as well as a unique resource in the form of dolls which are described in detail in the section of the same name below. They do a lot very well, and have very few weak points, which helps make the character accessible for new players. Testament's fundamentals may be approachable, but they also have an incredibly high skill ceiling as well. They provide their player with numerous ways to approach a given match and a plethora of character specific, weight specific, and circumstance specific combos, setups, and confirms. Players who are diligent in training mode and are able to think critically about the match in real time will be rewarded handsomely for their effort.After all, you have to be top tier to have the Bible named after you.
|"I'm quite used to being treated like a monster, but I didn't expect it from you..."|
|Lore:||Testament was adopted by Kliff during the crusade against humanity lead by Justice.|
Eager to help their adoptive father, they became a soldier and subjected themselves to an experiment turning them into a gear. The gear transformation cost them all control over themselves to the commander gear, Justice.
After Justice's defeat, Testament adopts the peaceful nature of Justice's daughter, Dizzy, and devotes their life to protecting her in the seclusion of nature's groves.
With their new appearance is Guilty Gear Strive, Testament now uses they/them pronouns. Previously, they were referred to by he/him, so this will show up in any documentation we cannot edit.
|Testament excels at dictating the pace of a match with their traps, curses, and strong hitboxes.|
Testament's Phantom Soul (Skull) special applies a curse to the opponent on hit which causes their pet crow to automatically attack the opponent independent of Testament themselves. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull patterns. Using any version of Phantom Soul while the opponent is cursed will immediately end their current curse.
Curse patterns (K extensions noted in parentheses):
- Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle (Middle Tackle, Transformation Attack, Transformation Attack)
- Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle (Middle Tackle, Transformation Attack, Feathers)
- High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers (Transformation Attack, High Tackle, Middle Tackle)
- Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)
Whenever Testament air throws an opponent or hits them with Master of Puppets, Testament gains between one and three dolls (up to maximum of 4). Whenever Testament places a net or a tree while in possession of one or more dolls, a doll will be consumed and an enhanced version of the trap will be created instead of the default version.
Guilty Bits Character Intro
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe 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|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
Useful as an anti-air and abare tool due to it's size and high hitbox.
- Used after forcing the opponent to block S BeastGuard:
+16 due to its ability to hit specific hurtboxes while recovering in time to bait burst.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Alternative to f.S for situations in which speed matters more than range.
This move commonly sees use in OkiwazaFrom Japanese "置き技", meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space or to hit an opponent's extended hurtbox during their move's startup. situations outside of 5P range when f.S would be too slow.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
Staple filler move for blocktrings and combos due to its expansive cancel and gatling options.
- In pressure usually followed by 6P and 5D for an overhead, or 2D for a low.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 3H, 5D, 2D
One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup.
- On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
- Successful hits can be confirmed into 3H, or 6K if they're crouching.
- Has extra untech time making it especially good for juggles.
- Can be low profiled.
Gatling Options: 6K, 2S, 5H, 2H, 6H, 2D
Additional Frame Data: Untechable for 15F.
Great tool for frame traps because it is disjointed, safe on block, and staggers the opponent on counter hit.
- Also sees use as a high damage combo filler attack due to the lengthy hitstun and ability to be special canceled.
- VacuumTo pull the opponent towards the attacker, usually on hit or on block.s on air hit.
- Staggers on counter hit, leading to an S EXE Beast launch for a combo.
Additional Frame Data: Staggers on counter hit (max 47F).
This move is a slightly abnormal 5D. Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.
- This move is not a projectile, but has some attributes that resemble a projectile. The attack's hitboxes are guaranteed to come out after 25F even if Testament gets hit.
- The attack is very disjointed and has an FRC point before the move becomes active which allows the user to feint it.
Additional Frame Data: Fully untechable on air CH. Restands the opponent on hit. In CH state 1~24F. FRC timing 17~18F.
Testament's 6P does not fill the same role as most 6Ps in Guilty Gear. Although it is upper body invulnerable, its main use is as a mixup tool instead of an anti-air.
This attack is one of the fastest overheads in the game, and can be gatlinged into from any of Testament's close range buttons.
6P becomes especially potent when paired with FB Phantom Soul (FB Skull) or EXE Beast. FB Skull can force most opposing characters to crouch which gives Testament a free curse or combo, and EXE Beast can be used to catch the opponent attempting to escape or punish 6P.
Gatling Options: c.S, f.S, 2S, 5H, 6H, 5D
Additional Frame Data: Forces crouching state on hit. Initial prorate 85%.
This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.
- As combo filler enables badlands loops, counter hit and crouching hit confirms off of f.S/2S, and more.
- As a pressure tool, its very long delay cancel window enables frametraps into 5H with very high reward.
- As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament, and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them.
- It is also particularly useful to catch opponents who attempt to jump out of EXE Beast pressure.
Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen). There are also no gatlings into this normal that do not leave a gap outside of crouching hitstun, and as such it is susceptible to reversals or slashbacks. The gatling options also leave much to be desired -- the only potentially gapless/safe option off of 6K on block is 5H, which can whiff at max range
Gatling Options: 6P, 5H, 6H, 5D
Additional Frame Data: Untechable for 17F.
It may look like a poke, but this move is actually a combo ender and extender.
- The hitbox does not cover the space between Testament and the head of the scythe which makes it very prone to whiffing if used as a poke.
- Requires meter in order to be safe. It is also important to note that on hit it must be FRC'ed after hitstop.
Because of these properties players should avoid using 6H in neutral without careful consideration.
Additional Frame Data: Untechable for 32F. Floats on air hit. Knocks down on grounded hit. Floats and is fully untechable on CH. FRC timing 17~21F.
This move is primarily used in order to confirm f.S into a combo.
- Because only the first 2 hits are special cancellable and because the move has knockback on each hit of the attack it should be cancelled into a special before the third hit.
- It is Testament's longest range normal and as such sees additional fringe use as last resort method to force the opponent to block.
- The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter poking.
Additional Frame Data: Staggers on ground hit (max 31F). Restands the opponent on hit.
Typical jab which is used as an abare tool and to quickly make the opponent block.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 90%.
Standard low attack.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
Additional Frame Data: Initial prorate 70%.
This move is a strong Anti-Air with good reward, but is punishing to miss due to the lengthy recovery on whiff.
Gatling Options: 6K, 5H, 2H, 5D, 2D
Moves Testament forward roughly 1/3 of a screen and minimizes their hurtbox in the middle of the move.
- Can be used as a tricky movement option.
- Filler in Badlands Loops
- Has an FRC right before going active to get in or go for a throw.
Gatling Options: 5D, 2D
Additional Frame Data: FRC timing 14~15F.
- This is your easiest way to access your strongest Okizeme, usually double EXE Beast, or combo into P Phantom Soul.
- In certain matchups, this can lead to a full launch by cancelling into Zeinest (hurtbox dependent) or Badlands (lightweights/super lightweights only).
- Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.
- Don't be afraid to end your ground chains in this to keep the pressure going.
Testament's fastest air poke.
- Strongest right above Testament.
- Gatlings to all of Testament's air normals, including itself, especially for dragging blocking opponents to the ground.
- Horizontal hitbox is somewhat lacking.
Gatling Options: j.P, j.K, j.S, j.H, j.D
- Faster than j.S but with a much weaker hitbox.
- Easier to confirm from.
Gatling Options: j.P, j.S, j.D
Amazing air to air tool.
- Horribly disjointed hitbox. Nigh uncontestable.
- Jump cancellable for conversions and safety.
Gatling Options: j.P, j.H
Most appropriate jump-in but easily stuffed.
- Testament should generally avoid the air-to-ground.
- Their slowest air normal, which can be useful as an air frame trap or to bait an Instant Block at range.
- Has a large hurtbox extension.
Gatling Options: j.D
Moderate speed, big air-to-air button.
- Complements j.S as being equally disjointed but with farther reach.
- Fully untechable on Counter Hit for big confirms or trap setup.
- Works well as a retreating button, or out of an airdash if you expect them to jump back.
Additional Frame Data: Fully extended on 13F. Knocks down opponent on ground hit. Floats opponent and fully untechable on CH.
Switches sides and allows a combo afterwards, usually with either f.S midscreen, or c.S in the corner. The availability of combos out of throw depend on the opponent character. If a character cannot be combo'ed from throw, due to hurtbox/resources, then OTG 236P or EXE Beast okizeme is usually a good fallback. See the OTG Skull Quick Reference to see how to hit each character with 236P.
Midscreen throw does not reward a combo on Venom.
Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.
236P or 236K
A skull that slowly moves forward. If it hits, the opponent is marked with a "curse", that causes the crow accompanying Testament to begin attacking.
- The crow has 4 different attacks (noted under Curse Attacks), which it will use in 4 different patterns.
- Note that the K skull patterns are longer than the P skull ones.
- The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.
- Disappears if it goes offscreen, or if Testament is hit. The former can lead to P Phantom Soul OTGs whiffing if Testament is too close to the corner.
Automatic after curse
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
|Crow High Tackle||20||All||35||24||16||-||-||3|
|Crow Middle Tackle||20||All||35||32||16||-||-||3|
|Crow Feathers||5×3||All||26||51||Total 42||-||-||1|
|Crow Transformation Attack||30||High/Air||(1~47)+29||8||14||-||-||5|
The crow can attack in any of the following patterns (K extensions noted in parentheses):
- Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle, (Middle Tackle, Transformation Attack, Transformation Attack)
- Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle, (Middle Tackle, Transformation Attack, Feathers)
- High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers, (Transformation Attack, High Tackle, Middle Tackle)
- Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)
High Tackle sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.
Middle Tackle is pretty much the same as High Tackle, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.
Feathers fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.
Transformation Attack is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with 2K or 2D for unblockables.
214P (Air OK)
Predominantly Combo filler.
- Two hit move which knocks the opponent behind Testament.
- Floats on hit, meant to start/set up a combo. Pickups depend on spacing and opponent's weight or hurtbox, usually f.S or 6K.
- Commonly used to knock an opponent into a net or tree.
The air version is generally preferred to over the grounded version.
- Starts a bit faster than grounded Badlands.
- The first hit significantly more untechable time, and the second hit launches at a sharper angle behind Testament. Much more likely overall to knock down.
- Spacing yourself to only connect with the first hit allows you to extend combos, or set up your best Okizeme options.
Main ranged oki/pressure tool.
- Appears behind the opponent, works well if they've been pushed out.
- +16 on block, active for 20, extremely difficult for opponents to avoid if properly spaced and timed.
- Can be held to delay the move's activation.
- Comes with an FRC about halfway into its startup for safety or for going in while the move is out.
- Will force the opponent to Dead Angle in the wrong direction if they attempt it.
- Can be used in conjunction with Lucht Warrant for some dirty crossup setups.
- Goes away if Testament is hit before it is released.
H is similar use to the S version, but comes with its own quirks.
- Appears in front of Testament, good for closer ranged pressure or if traps are behind them already.
- Slightly slower than the S version, but is more advantageous and has more untech time.
- Has an extremely wide FRC window on frames 2-9 for immediately allowing Testament to take another action.
- Using this FRC ASAP can allow Testament to throw it out during a gap in an opponent's pressure, or bait attempts to challenge their pressure.
- Can be summoned alongside the S version, allowing both to be on screen simultaneously.
Counter which crosses up, poisons and knocks down on hit.
- Frame 2 counter which calls out any mistimed meaty attempts or obvious frame traps.
- The counter window is active for 18 frames and can be difficult to punish if they aren't ready for it.
- Generally must be safejumped; OS attempts that result in another button won't work as the counterattack animation is strike invuln.
- Counters anything except throws and some unblockables.
- Horribly unsafe on block, but can be RC/FRC'd for safety or combo followups.
- Be warned that attacks with enough forward momentum can result in the followup whiffing completely.
22P or 22K
Tracking teleport. P teleports in front of opponent, K teleports behind. A lot of recovery, so generally should not be used by itself. Good for crossup setups in conjunction with EXE Beast.
Testament plants a tree at their current location. Entire animation is counterhit state, so any mindful punish is going to hurt.
- Trees pop up when the opponent passes over them. If it connects, it launches them and allows for combo followups.
- Forces the opponent to mindful when they have Testament blocking.
- Removes OTG state on hit, allowing Testament to perform some very unusual combos.
- Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
- Knocks down on counter hit.
- Can have a max of 2 trees planted at any time.
- Trees must be FD blocked in the air.
Powered up tree comes with significant buffs on top of every other strong point of normal trees:
- Substantially larger tree, which poisons on hit.
- Launches even higher than normal trees, and have far greater untech time, for easier confirms and longer combos and poison time.
- Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
- Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.
- Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
214H (Air OK)
Sets a web/net trap. Will activate immediately if the opponent is in the activation space.
- On hit, freezes the opponent in place for some time.
- Nets do not deactivate when Testament is hit, so they can act as a deterrent and force the opponent to keep cognizant and adjust their combos to avoid getting hit while hitting Testament.
- Commonly used to keep them stationary and set up for a Badlands conversion. Will release their hold when Testament hits the opponent with anything else.
- Can work as an Anti-air.
- Can have a max of 2 at one time.
- Nets can be removed by attacking or blocking them. When attacked, causes the opponent's attack to lose 1 active frame.
Powered web is indicated by the purple skeleton on hit.
- Holds opponent in place for MUCH longer than normal nets.
- Does not break when Testament hits the opponent, which allows for some interesting combos.
- While these can be destroyed the same way as the normal ones, when an opponent attacks one, they will be stuck in hitstop for 9F in addition to losing an active frame.
- It is possible to have 2 normal webs and 2 powered up ones on the field, for a maximum of 4.
214D (Air OK)
Combo filler and occasional YOLO move.
- Massive hitbox and good travel.
- Brief invincibility while airborne, before startup.
- Wallbounces on hit for combos, though if too deep in the corner you can't pick up with anything.
- Fairly unsafe on block, but properly spaced, it may end up unscathed.
Air version is invincible on frame one.
- Slightly slower than regular Grave Digger if TK'd.
- Overall slightly faster than the ground version and earlier invincibility window, but otherwise identical to the grounded version.
FB Phantom Soul
An enhanced Phantom Soul, which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed their animation. When the skull is active, it will have an aura surrounding it.
FB Skull will move downwards to a minimum height shortly after becoming active (pictured to the right).
This move is a great options in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently.
- Applies the cursed status on hit and on block.
- Uses extended curse patterns from K Skull on hit, and shorter patterns from P Skull on block.
- Goes through or deletes other projectiles.
- Disappears if Testament is hit.
Testament's only reversal, except it's not invincible after the flash (which may actually work in your favor)
- Massive Hitbox and Safe on block. Poisons and knocks down on hit.
- Converts on Counter Hit.
- Due to the lack of full startup invul, this move can be thrown right before it starts if the opponent is close enough.
- The hit can also be low profiled or reversal'd through.
- However, if the move *trades* and Testament is not knocked down, you may be able to capitalize and continue the hit into a combo.
S version is delayed, acting more as a trap and deterrent.
- Comes out several seconds later, but the hit acts essentially the same as the H version
- Will not go away if Testament is hit. Can save you if you get tagged.
- Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
- Can still end up getting you tagged, use sparingly.
- The super flash is immediate, which can give away your intentions to the eagle-eyed.
Master of Puppets
Super which scores knockdown and allows Testament to buff their traps.
- Primarily a combo ender due to the knockdown and extended time for setup.
- Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
- Can be FRC'd after the first hit to allow for combos.
- This is actually Testament's longest range attack, excluding S EXE Beast. If needed, you can use it as a nearly full-screen whiff/startup punish.
Additional Frame Data: 1st hit staggers opponent on ground hit (max 85F). 1st hit blows back opponent and fully untechable on air hit. 2nd hit knocks down opponent on hit. Forced prorate 90%. FRC timing 17~21F.
During IK Mode: 236236H
|To edit frame data, edit values in GGACR/Testament/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data