GGACR/Testament

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GGACR Testament Nameplate.png
GGAC Testament Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
default P
default K
default S
default H
default D
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
ex P
ex K
ex S
ex H
ex 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
slash P
slash K
slash S
slash H
slash 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
reload P
reload K
reload S
reload H
reload D
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

Overview[edit]

+R's resident Trap Laying powerhouse, Testament is a very strong character with a variety of hazards for screen pollution and oppressive offense.

Defined by his multitude of stationary trap tools in conjunction with his large scythe normals, Testament is an extremely oppressive character once he gains momentum. He has three different traps. Nets(Zeinest) are invisible until it is activated and stays on stage even if Testament gets hit. Trees(HITOMI) remove OTG state on hit and cause poison. Skulls cause curse on hit, allowing Testament to attack in conjunction with his Succubus familiar (explained more in depth below). He also has EXE Beast as a very oppressive "projectile", teleports, and a counter which also causes poison on hit. If this weren't overwhelming enough, Testament can also buff all of these traps if he has a doll stocked, and he also has some of the most disjointed hitboxes in the game, many of which are basically uncontestable without moves that have invincibility.

To offset this, Testament has a very weak close range game, and requires excessive cognizance to keep track of everything he pollutes the screen with. It is very easy to drop a confirm if you are unaware of your trap placement, and forget to consider this on top of opponent weight and height. Furthermore, he has no reversals outside of Nightmare Circular, which can be beaten on reaction with a low profile or another reversal. Put in the work though, and you'll have one of Guilty Gear's most oppressive characters at your fingertips. After all, you have to be top tier to have the Bible named after you.

Playstyle
GGACR Testament Icon.png Testament excels at trap setting and playing a spacing game with very strong hitboxes.
Pros Cons
  • Very strong zoning game
  • Some of the best hitboxes in the game with excessive reach
  • Very effective mixup game
  • Traps which force the opponent to approach and will drain mental resources to keep track of
  • Poison setups which can do Testament's work for him while he stays away
  • Generally slower buttons and weaker close range game
  • Some hitboxes have deadzones
  • Requires awareness and keeping track of trap placement to play effectively
  • Damage is on the average/low side without meter or a big counterhit
  • Lacks a reliable reversal without 50% tension

Unique Mechanics[edit]


Curses[edit]

Testament has a move which is 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 below), 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.

Guilty Bits Character Intro

Normals[edit]

[edit]
5P
GGAC Testament 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
9 Mid CSJR 6 3 7 0

Slower than average jab.

  • Very slightly disjointed above the hand.
  • Makes for a decent anti-air if need be.
  • Otherwise easily low profiled, and might whiff on crouchers.
[edit]
5K
GGAC Testament 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 Mid SJR 7 4 12 -2

Decent poke.

  • A bit faster than f.S, but less range.
  • Moderately disjointed at the foot. Good.
[edit]
c.S
GGAC Testament cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24 Mid SJR 5 3 18 -7

Staple in blockstrings and combos.

  • Moderately disjointed, fairly average size for a close slash.
  • Tied with 2P for Testaments fastest buttons.
  • Chains to 6P/5D for overheads, or 2D for a low.
[edit]
f.S
GGAC Testament fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SR 11 6 13 -5

Disgustingly disjointed mid-range button. Testament's primary ranged poke.

  • Good range, chains into 6K/3H for pressure/hit conversion.
  • Has higher than average hitstun, for better combos.
  • Incontestable at range.
  • Can be low profiled, but it has so much range, that this needs to be called out.
  • One of Testament's most frequent buttons.

Additional Frame Data: Untechable for 15F.

[edit]
5H
GGAC Testament 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Mid SR 10 4 18 -3

Moderately sized, safe HS. Has some unique perks

  • Disjointed, relatively fast for a HS, only -3.
  • Vacuums on air hit for easier conversions.
  • Staggers on counter hit.
  • Excellent as a frame trap button or occasional poke.

Additional Frame Data: Staggers opponent on CH (max 47F). Pulls in the opponent on air hit (untechable for 18F).

[edit]
6P
GGAC Testament 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24 High SR 17 3 26 -15

Testament's main mixup tool, a deceptive looking overhead.

  • 17F startup makes this one of *the* fastest overheads in the game.
  • Forces crouchings tate on hit, for easier conversions.
  • Chains into/out of many of Testament's normals, making it excellent to throw out during pressure.
  • Has universal upper body invul, occasionally works as Anti-air.

Additional Frame Data: Upper body invincible 1~5F. Above knees invincible 6~19F. Initial prorate 85%. Forces opponent into crouching state on ground hit.

[edit]
6K
GGAC Testament 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SR 15 6 23 -15

Combo filler and anti-jump out button.

  • Testament lunges forward, covering a moderate arc in front of him.
  • Has a deadzone in front of Testament, don't use this point blank unless you're calling out a backdash/jump.
  • Chains to 5H, combos to 6P or 6H on counter hit, crouching, or air hit.

Additional Frame Data: Untechable for 17F.

[edit]
6H
GGAC Testament 6H.png
Almost a disjoint. Almost
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
55 Mid RF 15 6 28 -15

Big, slow, ranged button with a very large deadzone in front of Testament.

  • Mainly used in combos or as anti-jump/air dash.
  • Knocks down grounded opponents, as well as airborne ones on counterhit.
  • Unsafe if not FRC'd. FRC can be used for further extensions (e.g. IAD j.S)

Additional Frame Data: Knocks down opponent on ground hit. Untechable for 32F. High floats opponent and fully untechable on CH. FRC timing 17~21F.

[edit]
3H
GGACR Testament 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
15x4 Mid SR 14 2,2,(2),2,2 17 -5

Sparingly used multi-hit ranged tool.

  • Longer range than f.S, but with a subpar hitbox/hurtbox.
  • Only the first 2 hits are special cancellable. (Note, the
  • Occasional use as a multi-hit confirm.

Additional Frame Data: Staggers opponent on ground hit (max 31F). Only the first two hits are special cancelable.

[edit]
5D
GGAC Testament 5D.png
A GG classic; the overhead from below.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
15 High F 31 6 18 +3

Strong Dust Attack, despite being the slowest in the game.

  • Large attack in front of Testament which simply has to be avoided, as it can't be contested.
  • Situational Anti-Air, converts on counter hit.
  • Guaranteed to come out past frame 25.
  • Testament leans back during the animation, causing some moves to whiff.
  • Plus on block.
  • Has an FRC well before going active, for an overhead feint.
  • Works especially well with an FB Skull setup, forcing the opponent to block the skull lest they take the hit.

Additional Frame Data: Testament is in CH state from 1~24F. Attack will activate even if Tetament gets hit after 25F. Fully untechable on air CH. FRC timing 17~18F.

[edit]
2P
GGAC Testament 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Mid CSR 5 4 12 -6

Typical 2P.

  • Used to mash out if there are gaps in someone's pressure.
  • Tied with c.S for Testament's fastest button.

Additional Frame Data: Initial prorate 90%.

[edit]
2K
GGAC Testament 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 L SR 6 4 11 -5

Standard Low poke.

  • Used in conjunction with 2D as Testament's low options.
  • Comes with a typical 70% prorate.

Additional Frame Data: Initial prorate 70%.

[edit]
2S
GGAC Testament 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Mid SR 10 6 16 -8

Extremely strong Anti-Air tool.

  • Has a large, disjointed hitbox which will beat 90% of jump in attempts.
  • Converts to decent damage on hit.
[edit]
2H
GGAC Testament 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Mid SRF 16 3 20 -4

Disjointed slide attack with a bit of low profile.

  • Has some invincibility midway through the move. Can be used to go through certain attacks.
  • Cancels to 5D and 2D for conversions.
  • Has an FRC right before going active to get in or go for a throw.

Additional Frame Data: Strike invincible 6~12F. FRC timing 14~15F.

[edit]
2D
GGAC Testament 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Low SR 14 3 30 -16

Average sweep.

  • Mainly used to get a knockdown or float in combos.
  • Higher than average range, decent hitbox but large hurtbox.
[edit]
j.P
GGAC Testament jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 High, Air CSR 5 6 12 -

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.
[edit]
j.K
GGAC Testament jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 High, Air SR 6 5 12 -

Passable air-to-air.

  • Faster than j.S but with a much weaker hitbox.
  • Easier to confirm from.
[edit]
j.S
GGAC Testament jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High, Air SJR 8 3 16 -

Amazing air to air tool.

  • Horribly disjointed hitbox. Night uncontestable.
  • Chains to j.H or j.P for confirms.
  • Jump cancellable for conversions and safety.
[edit]
j.H
GGAC Testament jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
34 High, Air SR 13 5 15 -

Most appropriate jump-in but easily stuffed.

  • Testament should generally avoid the air-to-ground.
  • His 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.
[edit]
j.D
GGAC Testament jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
44 High, Air SR 10 6 20+5 after landing -

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]

[edit]
Ground Throw
GGAC Testament throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 45 pixels - - - - -

Can be combo'd out of. Knocks down.

[edit]
Air Throw
GGAC Testament airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -

Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.

[edit]
Dead Angle Attack
GGAC Testament 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 All R 13 3 18 -7

Average DAA.


Specials[edit]

[edit]
Phantom Soul
236P/K
GGAC Testament 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
P 5 All - 30 120 total 58 +2
K 5 All - 31 150 total 47 -

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 below), 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.

The patterns are as follows (K extensions noted in parentheses):

1- Middle Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle (Middle Tackle, Transformation Attack, Transformation Attack)

2- Feathers, Transformation Attack, Middle Tackle, High Tackle, High Tackle (Middle Tackle, Transformation Attack, Feathers)

3- High Tackle, Feathers, Middle Tackle, Transformation Attack, Feathers (Transformation Attack, High Tackle, Middle Tackle)

4- Transformation Attack, Transformation Attack, High Tackle, Feathers, Feathers (Middle Tackle, High Tackle, High Tackle)

[edit]
Crow Attacks
automatic after curse
GGAC Testament crowAttacks.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
High Tackle 20 All - 35 24 16 -

Crow dashes straight ahead.

Middle Tackle 20 All - 35 32 16 -

Crow dashes down-forward at a 45 degree angle.

Feathers 5x3 All - 26 51 total 42 -

Shoots several projectiles down-forward.

Transformation Attack 30 High, Air - (1~47)+29 8 14 -

Transforms into a succubus and does a scythe attack. Hits high, can be used for unblockable setups.

[edit]
Badlands
214P air OK
GGAC Testament 214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 26x2 All R 17 3(6)2 13+15 after landing -13

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.

Additional Frame Data: Testament is airborne from 9~29F. 1st hit floats opponent on hit (untechable for 48F). 2nd hit floats and pulls in opponent on hit (untechable for 52F). Testament is in CH state until landing. 1st hit has hitstop 6F.

Air 24x2 All R 12 3(6)2 12 after landing -7

Generally preferred to over the grounded version.

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

Additional Frame Data: 1st hit floats opponent on hit (untechable for 58F). 2nd hit floats and pulls in opponent on hit (untechable for 52F). Testament is in CH state until landing. Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F). 2nd hit has hitstop 6F.

[edit]
EXE Beast
41236S/H
GGAC Testament 41236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 36 All F 22~81+6 20 total 42 +12

Main ranged oki/pressure tool.

  • Appears behind the opponent, works well if they'v 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.

Additional Frame Data: Floats and pulls in opponent on hit (untechable for 16F, on CH for 26F). Pushes the opponent in the same direction the EXE Beast is moving. Hold button to delay attack for up to 82F; Attack starts up 6F after button release. If Testament is hit during the Beast attack startup, the Beast disappears. Testament is in CH state from 1~30F. Listed Frame Adv is when S EXE Beast is performed as fast as possible (startup 22+6F). FRC timing 13~15F.

H 30 All F 23~82+6 16 total 40 +13

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 H 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.

Additional Frame Data: Floats opponent on hit (untechable for 18F, on CH for 32F). Pushes the opponent in the same direction the EXE Beast is moving. Hold button to delay attack for up to 82F; Attack starts up 6F after button release. If Testament is hit during the Beast attack startup, the Beast disappears. Testament is in CH state from 1~24F. Listed Frame Adv is when H EXE Beast is performed as fast as possible (startup 23+6F). FRC timing 2~9F.

[edit]
Warrant
214K
GGAC Testament 214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 Mid RF 24 15 19 -20

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.

Additional Frame Data: Counters any blockable attack 2~19F. Counter animation 52F total. Counterattack animation is strike invincible 1~32F. Blows back opponent and fully untechable on hit. FRC timing 33~35F of the counterattack animation. Poisons opponent on hit. When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack. Level 1 and 2: 12F, 3: 13F, 4:14F, 5: 15F.

[edit]
Lucht Warrant
22P/K
GGAC Testament 22P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.

[edit]
HITOMI
214S
GGAC Testament 214S.png
Has a subtle planting animation which is easy to miss
GGAC Testament tree.png
Not the kind of tree
you want to hug
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 30 Mid F See notes 4 total 27 -

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.

Additional Frame Data: Strike invincible 1~2F. Floats opponent on hit (untechable for 38F). Testament is in CH state during move. Initial prorate 90%. Trees disappear if Testament gets hit. Tree startup is 17F after opponent passes nearby. Removes OTG state on hit. After 16F, Tree will attack even if Testament gets hit. Tree is planted on 26F. Level 1 attack on block. FRC timing 16~18F. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.

Powered Up

Powered up version of the 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.

Additional Frame Data: Strike invincible 1~2F. Floats and poisons opponent on hit, fully untechable. Testament is in CH state during move. Initial prorate 90%. Tree startup is 13F after opponent passes nearby. Uses one MoP stock on 1F. Tree is planted on 21F. Removes OTG state on hit. Tree will not disappear even if Testament gets hit. FRC timing 16~18F. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.

[edit]
Zeinest
214H air OK
GGAC Testament 214H.png
GGAC Testament web.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground, Normal 10 All - 11 601 total 31 +2
Air, Normal 10 All - 10 601 total 28 -

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.

Additional Frame Data: Traps opponent on hit (traps for 48F, Frame Adv on hit is +30). Trapped opponent is in airborne state, floats opponent 6F after end of trap. If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame. Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.
Air Version: Traps opponent on hit (traps for 48F, Frame Adv on hit is +33). Landing cancels recovery animation.

Ground, Powered Up
Air, Powered Up

Powered web. 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.

Additional Frame Data: Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F). Trapped opponent is in airborne state, floats opponent 6F before end of trap. Opponent remains trapped even if hit (Hit stop frames also counts for the trap duration). If opponent attacks net, they lose 1 active frame, and cannot move for 9F. Uses a MoP stock on frame 1.
Air Version: Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F).


Force Breaks[edit]

[edit]
Grave Digger
214D air OK
GGAC Testament 214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 58 All R 14 6 16+3 after landing -8

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.

Additional Frame Data: Fully invincible 3~11F. Testament is airborne from 3F onwards. Wall bounces opponent on hit (untechable for 55F). Testament is in CH state until landing.

Air 58 All R 12 6 3 after landing -9

Air version which 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.

Additional Frame Data: Fully invincible 1~9F. Wall bounces opponent on hit (untechable for 55F). Testament is in CH state until landing. TK Air Grave Digger has startup 16F, total 36F.

[edit]
FB Phantom Soul
236D
GGACR Testament 236D.png
Oppression Personified
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5 - - 80 180 total 35 -

Will absolutely FORCE opponents to sit down.

  • Summons a skull that homes in on the opponent and hovers over their head, and curses on blocked.
  • Can only be avoided by getting out of the way, or crouching under it.
  • As it must crouched to be avoided, it is possible to force an opponent to take the curse by attacking with an overhead.
  • This move can be a serious game-changer in some matchups/situations; it can halt an opponent's offense entirely for fear of curse, generating some breathing room or an opportunity to start attacking.
  • This version uses the K Skull crow patterns.

Additional Frame Data: Goes through other projectiles. Disappears if it goes off-screen; Tracks opponent. Disappears if Testament is hit. Testament is in CH state from 1~23F.


Overdrives[edit]

[edit]
Nightmare Circular
632146S/H
GGAC Testament 632146H.png
The Poison Bandit
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
H 60 All - 8+5 16 9 +9

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.

Additional Frame Data: Fully invincible 1~8F. Poisons opponent on hit. Knocks down opponent on ground hit. Goes through other projectiles.

S 60 All - 0+226 16 total 21 -

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.

Additional Frame Data: Fully invincible 1~9F. Poisons opponent on hit. Knocks down opponent on ground hit. Goes through other projectiles.

[edit]
Master of Puppets
236236H
GGAC Testament 236236H.png
Unlock the BS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x2 Mid RF 7+4 6(12)2 41 -24

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
in IK Mode: 236236H
GGAC Testament IK1.png
GGAC Testament IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal Mid - 28+4 3 60 -44


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Keisuke 90px Japan Mikado - Active The current +R god. Not uncontested, but very difficult to surmount. Hotta's Channel
Yuuta 90px Japan Mikado - Retired - Link
Shonen 90px Japan Mikado - Retired Dead Gods Rise. Old School AC Testament GOAT. Long gone, but plenty to glean from. AC Footage
Machaboo 90px Japan Mikado - Retired The man himself. Made his mark. AC Footage

Roadmap[edit]

Dustloop Wiki:Roadmap/GGACR

Navigation[edit]


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