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*'''Meter Mania''': Testament gains meter very easily, and has numerous good options to spend meter including but not limited to [[{{PAGENAME}}#FB Phantom Soul|FB Skull]], [[{{PAGENAME}}#Grave Digger|Grave Digger]], [[{{PAGENAME}}#Master of Puppets|Master of Puppets]], and good FRC points. | *'''Meter Mania''': Testament gains meter very easily, and has numerous good options to spend meter including but not limited to [[{{PAGENAME}}#FB Phantom Soul|FB Skull]], [[{{PAGENAME}}#Grave Digger|Grave Digger]], [[{{PAGENAME}}#Master of Puppets|Master of Puppets]], and good FRC points. | ||
* '''Defines the Match's Pace''': Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. 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. | * '''Defines the Match's Pace''': Testament's disjointed hitboxes, Skulls, Nets, and EXE Beasts are all potent options for keeping the opponent at bay. 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. | ||
* ''' | * '''Smothering Okizeme''': With access to left-right mixups from EXE Beasts, fast overheads from {{clr|1|6P}}, unblockable setups with curses, and a safe-on-block {{clr|5|5D}}, Testament has a decent amount of mixup potential if he gets set up. Furthermore, he can extend his pressure for long periods of time with little risk if he spends tension for FRCs. | ||
*'''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. | *'''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. | ||
*'''Benefits from Blocking''': Because his traps act autonomously, Testament is able to gain advantage against the opponent while blocking if he had time to use a special before hand. | *'''Benefits from Blocking''': Because his traps act autonomously, Testament is able to gain advantage against the opponent while blocking if he had time to use a special before hand. Phantom Soul's Curses, Hitomi, and EXE Beast can bail Testament out while he is blocking. [[{{PAGENAME}}#Nightmare Circular|Delayed Nightmare Circular]] can steal his turn back. | ||
*'''"He needs it"''': Testament's | *'''"He needs it"''': Testament's specials have unintuitive properties which make them very tricky to deal with, notably: EXE Beast, once released, persists if Testament gets hit. Hitomi cannot be blocked in the air without FD. Enhanced Hitomi don't go away when Testament is hit. Net removes 1 active frame from moves, effectively removing some low-active-frame moves from existence. Poison can deal unscaled damage during moments of non-interaction. | ||
|cons= | |cons= | ||
* '''Frame Advantage''': None of Testament's normals provide frame advantage, and all of his special cancel options are frame disadvantaged or avoidable. As a result, Testament may be forced to use meter to enforce pressure outside of okizeme situations. | * '''Frame Advantage''': None of Testament's normals provide frame advantage, and all of his special cancel options are frame disadvantaged or avoidable. As a result, Testament may be forced to use meter to enforce pressure outside of okizeme situations. |
Revision as of 22:41, 24 September 2021
Please understand while we verify them.
Normal Moves
Ground Normals
5P
Although slower than most 5Ps, Testament's 5P is still useful as an anti-air and abare tool due to it's size and high hitbox.
5P's high hitbox limits its utility against grounded opponents because it can be low profiled by numerous moves.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
5K is an alternative to f.S for situations in which speed matters more than range.
This move commonly sees use in okiwaza From Japanese "置き技", meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into. 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
c.S
c.S is a staple filler move for blocktrings and combos due to its expansive cancel and gatling options.
Common followups from c.S in blockstrings are 6P and 5D , or 2D for a low.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 3H, 5D, 2D
f.S
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 3H, or 6K if they're crouching. If blocked, Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
- 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.
5H
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
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
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
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
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.
- Restands the opponent on hit.
Gatling Options: none
Additional Frame Data:
Staggers on ground hit (max 31F).
5D
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
Typical 2P which is used as an abare tool and to quickly make the opponent block.
- Initial prorate 90%.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
2K
Standard Low attack.
- Initial prorate 70%.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
2S
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
2H
2H moves Testament forward roughly 1/3 of a screen and minimizes his hurtbox in the middle of the move. This move is commonly used as a filler in Badlands Loops and as a tricky movement option.
- Has an FRC right before going active to get in or go for a throw.
Gatling Options: 5D, 2D
Additional Frame Data:
Strike invulnerable 6~>12F. FRC timing 14~>15F.
2D
Standard sweep that is mainly used to get a knockdown or float in combos.
Gatling Options: none
Air Normals
j.P
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.
j.K
Passable air-to-air.
- Faster than j.S but with a much weaker hitbox.
- Easier to confirm from.
j.S
Amazing air to air tool.
- Horribly disjointed hitbox. Nigh uncontestable.
- Chains to j.H or j.P for confirms.
- Jump cancellable for conversions and safety.
j.H
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.
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.
Universal Mechanics
Ground Throw
Can be combo'd out of into P skull or f.S mainly. Knocks down.
Air Throw
Knocks down, and leaves the opponent close making it good for oki. Grants Testament 1 doll.
Dead Angle Attack
Average DAA.
Special Moves
Phantom Soul (Skull)
236P/K
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.
Curse Attacks
Automatic after curse
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)
Badlands
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.
- Has significantly more untechable time, and launches at a sharper angle behind Testament.
- Spacing yourself to only connect with the first hit allows you to extend combos, or set up your best Okizeme options.
EXE Beast
41236S/H
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 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 his pressure.
- Can be summoned alongside the S version, allowing both to be on screen simultaneously.
Warrant
214K
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.
Lucht Warrant
22P/K
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.
HITOMI
214S
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
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.
Force Breaks
Grave Digger
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
236D
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 Testament is hit.
Overdrives
Nightmare Circular
632146S/H
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
236236H
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
Seventh Sign
During IK Mode: 236236H
Colors
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.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
- 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
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •