GGACR/Testament

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Overview[edit]
Overview

+R's resident Trap Laying powerhouse, Testament pollutes the screen with static traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where Testament can then apply oppressive pressure to them.

Testament has three different types of traps. Zeinest (Net) is a trap that Testament can place wherever his upper body is which remains invisible until activated and stays on stage even if Testament gets hit. HITOMI (Tree) is trap which Testament can plant at his feet and remains invisible until it is activated. Phantom Soul (Skull) is a moving trap which applies a curse to the opponent on contact.

Testament's other core feature is EXE Beast, an oppressive projectile which travels along the ground and can be delayed by Testament's inputs. Testament can have up to two EXE beasts active at a given time which allows for some of Testament's most powerful setups.
In addition to his 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.

Testament's strong tools and short list of comparatively minor weaknesses makes him relatively easy to pick up for beginners. Testament's fundamentals may be approachable, but this does not mean his skill ceiling is to be underestimated. Testament provides his 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 by this character.

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 his adoptive father, he became a soldier and subjected himself to an experiment turning him into a gear. The gear transformation cost him all control over himself to the commander gear, Justice.
After Justice's defeat, Testament adopts the peaceful nature of Justice's daughter, Dizzy, and devotes his life to protecting her in the seclusion of nature's groves.
Voice:Katsuaki Kobayashi
Playstyle
GGACR Testament Icon.png Testament excels at dictating the pace of a match with his traps, curses, and strong hitboxes.
Pros Cons
  • Consistency & Flexibility: Testament is very stable thanks to the nature of how his combos work, and even his random element has consistent branching choices. The character offers not only tools that deal with most situations, but also has combo routes which can let you pick your knockdown, curse status, and screen position freely.
  • Meter Mania: Testament gains meter very easily, and has numerous good options to spend meter including but not limited to FB Skull, Grave Digger, Master of Puppets, and good FRC points.
  • Strong Zoning Tools: Testament's disjointed hitboxes, K Skull, Nets, and EXE Beasts are all potent options for keeping the opponent at bay.
  • Defines the Match's Pace: Because opponents are forced to hit nets to remove them, block or slashback skulls, and avoid trees Testament is able to establish a firm control over the pace of the match.
  • Potent Mixups: With access to left-right mixups from EXE Beasts, unreactable overheads from 6P, unblockable setups with curses, and a safe-on-block 5D, Testament has some of the best mixup options in the entire game.
  • Projectile Okizeme: Because Testament can Delay EXE Beast's activation, skull will sit in front of an enemy and activate proximity guard, and traps can be placed in an advantageous position, Testament can set up some of the most oppressive oki situations in the game.
  • Death By Poison: With the use of powered up traps, Testament can kill characters outright before they can get their burst back thanks to Poison Damage's interaction with scaling.
  • Throw Combos: Testament's throw gives him access to all of the strengths of his combos. He can score decent damage, meter, and either knockdown or curse from a throw, and even pick which side the opponent ends up on after the combo.
  • Frame Advantage: None of Testament's normals provide frame advantage, and all of his special cancel options are frame disadvantaged on block. As a result, Testament may be forced to use meter to gain space to run his game.
  • Weak Air-to-Ground Options: Testament's only real air-to-ground button is j.H which is unimpressive. If the opponent forces Testament to jump away from them, he will be forced to evade and defend.
  • Tricky Defense: Testament's defensive options are non-traditional and must be used carefully. His slow buttons mean he must be mindful of spacing and the opponent's options when mashing out of pressure and his only "true" reversal option costs 50 meter, can be thrown on reaction, and has short invulnerability (though it is advantageous in a trade).
Note: Testament's defensive options are non-traditional and require creativity to utilize properly. They are not explicitly bad, but they often cannot be used in the places many beginners are taught to look for. H EXE Beast FRC into blocking is one of Testament's strongest abareAn attack during the opponent's pressure, intended to interrupt it. options. Testament's buttons, being as disjointed as they are, can be used to counter poke out of pressure, but their slow startup means they must be used at points in the opponent's offense when you have sufficient spacing to leverage hitbox/hurtbox interactions. Additionally Nightmare Circular can be advantageous when it trades with the opponent's offense.
Curses
Testament's Phantom Soul (Skull) special applies a curse to the opponent on hit which causes his pet crow to automatically attack the opponent independ of Testament himself. 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)
Dolls
Whenever Testament air throws an opponent or hits them with Master of Puppets, Testament gains between one and three dolls. 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.
GGACR Testament Doll.pngGGACR Testament Doll.pngGGACR Testament Doll.png
Guilty Bits Character Intro

Normal Moves[edit]

Ground Normals[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
28 Mid 11 6 13 -5 -

[edit]

f.S is one of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup.
Successful hits can be confirmed into 6K or 3H, and blocked hits can be canceled into a variety of specials, especially HITOMI, to make it even safer than it already is.

  • Has extra hitstun making it especially good for confirming hits.
  • Can be low profiled.

Gatling Options: 6K, 2S, 5H, 2H, 6H, 2D

Additional Frame Data:
Untechable for 15F.

5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
36 Mid 10 4 18 -3 -

[edit]

5H is a great tool for frame traps because it is disjointed, safe on block, and staggers the opponent on counter hit.
5H also sees use as a high damage combo filler attack due to the lengthy hitstun and ability to be special canceled.

  • Vacuums on air hit.
  • Staggers on counter hit.

Gatling Options: none

Additional Frame Data:
Staggers on counter hit(max 47F). VacuumTo pull the opponent towards the attacker, usually on hit or on block.s on air hit (untechable for 18F).

6P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
24 High 17 3 26 -15 1~5F Upper Body
6~19F Above Knees

[edit]

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.

  • Forces crouching state on hit.
  • Initial prorate 85%.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D

Additional Frame Data:
Upper body invulnerable 1~>5F. Above the knees invulnerable 6~>19F.

6K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
28 Mid 15 6 23 -15 -

[edit]

This attack is primarily combo filler because it is slow, unsafe, and has limited gatlings, and can whiff opponents directly in front of Testament. As filler, though, it is exceptional.
6K enables badlands loops, counter hit and crouching hit confirms, and more.
In addition to its role as combo filler, 6K also sees some use as a way to catch opponents who attempt to jump out of EXE Beast pressure or go over/under his 5H and 2S.

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

Additional Frame Data:
Untechable for 17F.

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
55 Mid 15 6 28 -15 -

[edit]

6H may look like a poke, but it 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. Additionally the move requires meter in order to be safe. Because of these properties players should avoid using 6H in neutral without careful consideration. It is also important to note that on hit, 6H must be FRC'ed after hitstop.

As a combo ender 6H has many desirable properties as listed below.

  • Fully untechable on CH.
  • Floats on air hit.
  • Knocks down on grounded hit and on air counter hit.

Gatling Options: none

Additional Frame Data:
Untechable for 32F. FRC timing 17~21F.

3H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
15x4 Mid 14 2,2,(2),2,2 17 -5 -

[edit]

This move is primarily used in order to confirm f.S into a combo. Because the move cannot be special canceled after the first 2 hits and because the move has knockback on each hit of the attack players should cancel this move into a special before the third hit.
3H 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.

  • Only the first 2 hits are special cancellable.

Gatling Options: none

Additional Frame Data:
Staggers on ground hit (max 31F).


5D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
15 High 31 6 18 +3 -

[edit]

This move is a slightly abnormal 5D. Testament leans backwards, moving his hurtbox with him, 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 gauranteed to come out after f25 even if Testament gets hit. The attack is also very disjointed and has an FRC point before the move becomes active which allows the user to feint it.

  • Fully untechable on air CH.

Gatling Options: none

Additional Frame Data:
CH state from 1~>24F. FRC timing 17~>18F.


2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

Air Normals[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
44 High/Air 10 6 20+5 after landing - -

[edit]

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.


Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]


Special Moves[edit]

Phantom Soul (Skull)[edit]

236P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
P 5 All 30 120 total 58 +2 -
K 5 All 31 150 total 47 - -

[edit]

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.


Curse Attacks[edit]

Automatic after curse

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
High Tackle 20 All 35 24 16 - -
Middle Tackle 20 All 35 32 16 - -
Feathers 5x3 All 26 51 total 42 - -
Transformation Attack 30 High/Air (1~47)+29 8 14 - -

[edit]

The crow can will attack in 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)


Badlands[edit]

214P (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Ground 26x2 All 17 3(6)2 13+15 after landing -13 -
Air 24x2 All 12 3(6)2 12 after landing -7 -

[edit]

Predominantly Combo filler.

  • Two hit move which knocks the opponent behind Testament.
  • Floats on hit, meant to start/set up a combo.
  • Commonly used to knock an opponent into a net.

The air version is generally preferred to over the grounded version.

  • Starts a bit faster than grounded Badlands.
  • Has significantly more untechable time.


EXE Beast[edit]

41236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
S 36 All 22~81+6 20 total 42 +12 -
H 30 All 23~82+6 16 total 40 +13 -

[edit]

Main ranged oki/pressure tool.

  • Appears behind the opponent, works well if they've been pushed out.
  • +12 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.

H is similar use to the S version, but comes with its own quirks.

  • Appears in front of the opponent, good for closer ranged pressure or if traps are behind them already.
  • Slightly slower than the S version, but one frame more advantageous.
  • 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.
  • Can be summoned alongside the S version, allowing both to be on screen simultaneously.

Warrant[edit]

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
10 Mid 24 15 19 -20 2~19F Guard Strike

[edit]

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 be difficult to punish.
  • 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.

Lucht Warrant[edit]

22P/K

HITOMI[edit]

214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Normal 30 Mid See notes 4 total 27 - 1~2F Strike
Powered Up 10 Mid See notes 3 total 24 - 1~2F Strike

[edit]

Testament plants a tree at his current location.

  • 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 will disappear if Testament is hit, but can still activate and hit within 16 frames of Testament being hit.
  • 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 are fully untechable, 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.

Zeinest[edit]

214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Ground Normal 10 All 11 601 total 31 +2 -
Air Normal 10 All 10 601 total 28 - -
Ground Powered Up 10 All 13 421 total 31 +12 -
Air Powered Up 10 All 10 421 total 28 - -

[edit]

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.


Force Breaks[edit]

Grave Digger[edit]

214D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Ground 58 All 14 6 16+3 after landing -8 3~11F All
Air 58 All 12 6 3 after landing -9 1~9F All

[edit]

Combo filler and occasional YOLO move.

  • Massive hitbox and good travel.
  • Brief invincibility while airborne, before startup
  • Wallbounces and combos on hit.
  • 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[edit]

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
5 - 80 180 total 35 - -

[edit]

D Skull Minimum Height

An enhanced version of K skull which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed his animation. The player can see when the skull is inactive or active based on aura around the skull. If the skull has an aura, it is active.
FB Skull will move downwards to an opponent, but only to a minimum height (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 the curse patterns from K Phantom Soul.
  • Goes through other projectiles.
  • Disappears if the skull goes off screen or if Testament is hit.

Overdrives[edit]

Nightmare Circular[edit]

632146S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
H 60 All 8+5 16 9 +9 1~8F
S 60 All 0+226 16 total 21 - 1~9F All

[edit]

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.

632146S is a delayed version, 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[edit]

236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
30x2 Mid 7+4 6(12)2 41 -24 7~12F Strike

[edit]

Super which scores knockdown and allows Testament to buff his 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.

Additional Frame Data: Strike invincible 7~12F. 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. Gives MoP stocks on hit(1st hit gives 2, 2nd gives 1). Testament can hold a maximum of 4 stocks.


Instant Kill[edit]

Seventh Sign[edit]

During IK Mode: 236236H


Colors[edit]

GGACR Testament normal p.png
GGACR Testament normal k.png
GGACR Testament normal s.png
GGACR Testament normal h.png
GGACR Testament normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Testament ex p.png
GGACR Testament ex k.png
GGACR Testament ex s.png
GGACR Testament ex h.png
GGACR Testament ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Testament slash p.png
GGACR Testament slash k.png
GGACR Testament slash s.png
GGACR Testament slash h.png
GGACR Testament slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Testament reload p.png
GGACR Testament reload k.png
GGACR Testament reload s.png
GGACR Testament reload h.png
GGACR Testament reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Testament normal h.png
AC Testament normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Kesuke enter Japan Mikado/GGPO Twitter Active The current +R god. Not uncontested, but very difficult to surmount. Join his lobby Hotta's Channel Twitch Kesuke's Channel
Yuuta enter Japan Mikado - Retired - Link
Shonen enter Japan Mikado - Retired Dead Gods Rise. Old School AC Testament GOAT. Long gone, but plenty to glean from. AC Footage
Machaboo enter Japan Mikado Twitter Retired The man himself. Made his mark. AC Footage
JacobPat84 enter USA GGPO - Active Link
Lottelion enter Russia GGPO Twitter Active in both +R and Xrd Also plays Potemkin. Twitch, Tournament Match vs Aerisu's Millia
ALF enter Russia GGPO - Active You wish you had this guy's combos. Tournament Match vs Gearuz' Chipp
Fiestament enter USA-SoCal GGPO Twitter Active Twitch

NOTE: These tables are still WIP[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Testament/Data.