+R's resident Trap Laying powerhouse, Testament pollutes the screen with traps, projectiles, and disjointed hitboxes in order to force the opponent into a disadvantageous position where they can begin applying their oppressive offense and okizeme.
Testament has two traps which persist on stage as invisible hazards. They can place ZeinestGuardAllStartup11RecoveryTotal 29Advantage+2, also known as Web or Net, wherever their upper body is and it will stun and ensnare opponents which touch it. HITOMIGuardMidStartupSee notesRecoveryTotal 27Advantage-, or Tree, is trap planted at their feet which launches opponents and removes OTG state for combos.
Testament's other defining feature is EXE BeastGuardAllStartup22~81+6RecoveryTotal 38Advantage+16. EXE Beast is a projectile that travels along the ground— Beast travels forwards from Testament whereas Beast travels from behind the opponent towards Testament. One of each version of EXE Beast can be active at a time, and their timings can be manually adjusted by holding and releasing the attack button. With their powers combined, Testament can enforce one of the scariest advantage states in the game.
To supplement EXE Beast and their traps, Testament has Phantom SoulGuardAllStartup30RecoveryTotal 58Advantage+2—commonly as Skull. Skull is a projectile which applies a curse status effect to the opponent on hit. The force break version is especially noteworthy because it applies the curse status on block as well as on hit. The curse status, causes Testament's crow to autonomously attack the opponent. Curse opens up even more flexibility in pressure and screen control, and even makes new routes possible, including unblockables.
In addition to their core traps and projectiles Testament also boasts a diverse toolkit featuring teleports, and a counter which applies a poison damage over time effect on hit, as well as a unique resource in the form of dolls. They do a lot very well, and have very few weak points, which helps make the character accessible for new players, and their high skill ceiling handsomely rewards players who are diligent in training mode.
After all, you have to be top tier to have the Bible named after you.
Testament Testament excels at dictating the pace of a match with their traps, curses, and strong hitboxes.
- Consistency & Flexibility: Testament is very stable thanks to the nature of how their combos work, and even their 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 SkullGuardStartup80RecoveryTotal 35Advantage-, Grave DiggerGuardAllStartup14Recovery16+3 after landingAdvantage-8, Master of PuppetsGuardMidStartup7+4Recovery41Advantage-24, 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 can establish a firm control over the pace of the match.
- Smothering Okizeme: With access to left-right mixups from EXE Beasts, fast overheads from 6P, and unblockable setups with curses, Testament has a decent amount of mix-up potential if they get set up. Furthermore, they can extend their pressure for long periods of time with little risk if they spend tension for FRCs.
- Master of Puppets: It's difficult to understate how valuable MoP is. Building the meter and situation to access this super defines the modern meta for Testament play. The access to knockdowns and Dolls it provides is invaluable.
- Throw Reward: From a ground throw, Testament gets access to either curse or a strong follow-up combo. Testament's air throw instead rewards with a doll. These factors make throw a very rewarding option.
- Benefits from Patience: Because their traps act autonomously, Testament is able to gain advantage against the opponent while blocking. Phantom Soul's Curses, HITOMI, and EXE Beast can bail Testament out while they are blocking. Delayed Nightmare CircularGuardAllStartup0+226RecoveryTotal 21Advantage- can steal their turn back both while blocking and mid combo.
- "They need 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.
- Air to Ground Options: Testament does not like to be in the air unless its on their own terms. They lose access to most of the tools which make them terrifying, and they are left with a set of normals which have great horizontal reach, but do not hit below them by a significant amount. Forcing Testament into the air can disrupt their game plan and allow the opponent to gain an advantage.
- Big target: They have big hurtboxes, making them susceptible to fuzzies, extended combos and makes escaping the corner via movement or evading in general difficult in certain matchups.
Testament's Phantom Soul (Skull) special applies a curse to the opponent on hit which causes their pet crow to automatically attack the opponent independent of Testament themselves. The crow has 4 different attacks (noted below), which it will use in 4 different patterns. Note that the K skull patterns are longer than the P skull patterns. Using any version of Phantom Soul while the opponent is cursed will immediately end their current curse.
Curse patterns (K extensions noted in parentheses):
- Dive, Dive, Overhead, Feathers, Tackle (Dive, Overhead, Overhead)
- Feathers, Overhead, Dive, Tackle, Tackle (Dive, Overhead, Feathers)
- Tackle, Feathers, Dive, Overhead, Feathers (Overhead, Tackle, Dive)
- Overhead, Overhead, Tackle, Feathers, Feathers (Dive, Tackle, Tackle)
Damage Received Mod | |
×1 | |
Guts Rating | |
0/5 | |
Gravity Mod | |
×1 | |
Stun Resistance | |
65 | |
Prejump | |
4F | |
Backdash | |
16F (1~9F Strike Invuln) | |
Wakeup Timing | |
27F (Face Up)/ 23F (Face Down) | |
Number of Jumps: | |
2 | |
Number of Air Dashes: | |
1 | |
Unique Movement Options | |
Lucht Warrant | |
Fastest Attack | |
Reversals | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2P (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 632146H (16F) |
Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
9 | Mid | 6 | 3 | 7 | 0 |
Quick anti-air and decent abare tool due to it's size and high hitbox.
Good pressure starter.
- Can whiff on some crouching opponents.
- Used after forcing the opponent to block S BeastGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 due to its ability to hit specific hurtboxes while recovering in time to bait burst.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18 | Mid | 7 | 4 | 12 | -2 |
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
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24 | Mid | 5 | 6 | 15 | -7 |
Staple filler move for blocktrings and combos due to its expansive cancel and gatling options.
In pressure usually followed by 6P and 5D for an overhead, or 2D for a low.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 11 | 6 | 13 | -5 |
One of Testament's best normals to control space due to its disjointed hitbox, lengthy active frames, and relatively quick startup.
On block Testament has a lot of good cancel options to potentially catch reckless approaches, or possibly set up a trap if you're greedy.
- Successful hits can be confirmed into 3H, or 6K if they're crouching.
- Has extra untech time making it especially good for juggles.
Gatling Options: 6K, 2S, 5H, 2H, 3H, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
36 | Mid | 10 | 4 | 18 | -3 |
Strong midrange poke that hits deep and has high reward on counter-hit. Can hit some lowprofiling moves.
Great tool for frametraps, safe on block and staggers the opponent on counter-hit.
Great for resetting pressure with H beast FRC.
- Successful hits can be comboed into badlands. On counter-hit you can combo into EXE beast.
- Has a huge delay cancel window.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Staggers on CH (max 35F)
- Pulls in the opponent on air hit
- Can cancel during recovery
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
15 | High | 31 | 6 | 18 | +3 |
Testament leans backwards, moving their hurtbox with them, before becoming the slowest universal overhead in the game.
Evasiveness of this move coupled with disjointed hitboxes allow it to be used as preemptive anti-air or a counterpoke. Its ability to bait various defensive options like Dead Angles, Burst, or even some DPs in addition to being plus on block makes it decent in blockstrings.
Has projectile-like properites, despite not being one. Guaranteed to go active even if Testament is hit and cannot be RCed.
- Has a FRC point before the move becomes active which allows the user to feint it.
- Evasiveness of the move increases when your back is against the corner, Testament's upper body hurtboxes disappear into the wall.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
17~18F | 8 | 7 | 3 |
- Testament is in CH state from 1~24F
- Attack is guaranteed after 25F
- Fully untechable on air CH
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24 | High | 17 | 3 | 26 | -15 | 1~5F Upper Body 6~19F Above Knees |
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.
- Thanks to the lowprofile and strong hitbox it can be a good counterpoke and situational anti air. Example: It can beat Sol's Bandit Bringer and Riot Stamp easily. It can beat Order Sol's Rock It consistently.
- 6PH throw option select can be effective as a wakeup option. 6P will lowprofile some airdashes, and if they land too closely when doing the low mixup they can get grabbed.
Gatling Options: c.S, f.S, 2S, 5H, 6H, 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 85% | 8 | 7 | 3 |
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 15 | 6 | 23 | -15 |
This attack serves multiple purposes, primarily as combo fodder, a pressure tool, and a preemptive anti-air snipe.
As combo filler enables badlands loops, counter hit and crouching hit confirms off of f.S/2S, and more.
As a pressure tool, its very long delay cancel window enables frametraps into 5H with very high reward. You can use this button to reset pressure with S beast meterlessly when you conditioned them with frametraps. Cancelling into 6H is particularly nice at catching them trying to jump.
As an anti-air, it covers a surprisingly high area diagonally up and in front of Testament, and the cancel options allow combos afterwards, but the forward step means it isn't as effective if they're closer to them. It is also particularly useful to catch opponents who attempt to jump out of EXE Beast pressure.
- Cancelling into 6P is another sneaky pressure reset and frametrap, hits them overhead and can be an unexpected reset. You don't have a low option, unless you spend meter to cancel with H beast FRC.
- Be warned that this attack is fairly slow, easy to counter-hit, has a blind spot, and is unsafe if uncancelled (and sometimes when cancelled, depending on the option chosen).
- The only gapless/safe option off of 6K on block is 5H, but it may whiff at max range.
Gatling Options: 6P, 5H, 6H, 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
- Testament is airborne 5~14F
- Late cancellable up to 39F
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
55 | Mid | 15 | 6 | 28 | -15 |
Strong poke that covers a lot of space horizontally and vertically. Grants a knockdown on ground hit and lower air heights.
Good at catching people jumping away from your pressure or frametrapping.
Cannot gatling into buttons or cancel into specials, but it has a FRC point. It is important to note that on hit it must be FRC'ed after hitstop.
- It extends a big hurtbox in startup, however the hurtbox during recovery frames is small.
- How unsafe it is depends on match up, their tools to punish and your spacing. It can be hard to punish on block with the pushback and the move should not be whiffed with how huge it is. Requires meter in order to be safe generally.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
17~21F | 20 | 6 | 5 |
- Floats higher on CH
3H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
15×4 | Mid | 14 | 2,2,(2),2,2 | 17 | -5 |
Long range multihit poke that controls a lot of space horizontally and vertically. Also used to confirm f.S into a combo.
Only first 2 hits are special cancellable.
Good frametrap and pretty safe on block.
- You convert from the stagger with badlands. Opponents might struggle wiggling out of the stagger and you can combo or reset from it with EXE beast.
- The multihits shine in some matchups, for example: against Potemkin for breaking his armor or vs Dizzy for destroying the fish while hitting her.
- The hurtbox extends significantly throughout the duration of the move which makes this move particularly prone to counter poking.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10×4 | 5×4 | 3 |
- Only the first two hits are special cancellable
- All hits stagger for a max of 31F
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Mid | 5 | 4 | 12 | -6 |
Typical jab which is used as an abare tool and to quickly make the opponent block.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 3 | 8 | 1 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 6 | 4 | 11 | -5 |
Standard low attack.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 70% | 3 | 8 | 1 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | Mid | 10 | 6 | 16 | -8 |
Strong grounded poke that can double as an anti air.
It tends to whiff if they're directly above you, be careful with how you use it. It is strong at anti airing when they're in front of you and it lowprofiles decently.
Can be a decent frametrap.
- Very comfy button that can cover multiple approaches. In the I-No mu for example, you can use it to beat her air approach and her ground approach with the lowprofile slide.
Gatling Options: 6K, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
38 | Mid | 16 | 3 | 20 | -4 | 6~12F Strike |
Strong long range poke with a disjointed hitbox and invulnerable frames.
Effective vs moves with few active frames.
Good frametrap and combos into 5D or EXE beast on counter-hit.
- Thanks to the invulnerable frames you can use it to beat deadangles, Baiken guard cancel attacks, or even some DPs if timed properly.
- Strong for resetting pressure with H beast FRC.
- Has a FRC right before going active to get in or go for a throw.
Gatling Options: 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
14~15F | 20 | 6 | 5 |
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
38 | Low | 14 | 3 | 30 | -16 |
This is your easiest way to access your strongest Okizeme, usually double EXE Beast, or combo into P Phantom Soul.
Unsafe on block if left uncancelled, and greedy summons can be punished if your opponent makes the right call as well.
- In certain matchups, this can lead to a full launch by cancelling into Zeinest (hurtbox dependent) or Badlands (lightweights/super lightweights only).
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 11 | 6 | 4 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | High/Air | 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.
Gatling Options: j.P, j.K, j.S, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18 | High/Air | 6 | 5 | 12 |
Passable air-to-air. Faster than j.S and easier to confirm, but with a much weaker hitbox.
Gatling Options: j.P, j.S, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 8 | 3 | 16 |
Amazing air-to-air with a huge disjointed hitbox.
Jump cancellable for conversions and safety.
Gatling Options: j.P, j.H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
34 | High/Air | 13 | 5 | 15 |
Serviceable jump in button with a good deep hitting hitbox.
Slow speed and extends hurtbox, don't be too careless with it.
- Generally be tricky with mixing up your air options. Besides regular air options you can also use Net.
Gatling Options: j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
44 | High/Air | 10 | 6 | 20+5 after landing |
Amazing air-to-air with high reward potential.
Good for counterpoking and is fully untechable on Counter Hit. Works well as a retreating button, or out of an airdash if you expect them to jump back.
- Can be used air-to-ground for punishing extended hurtboxes or as a jump in, but can whiff on some crouching characters.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
- Floats on CH (untechable for 100F)
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 45 pixels |
Switches sides and allows a combo afterwards, usually with either f.S midscreen, or c.S in the corner.
The availability of combos out of throw depend on the opponent character. If a character cannot be combo'ed from throw, due to hurtbox/resources, then OTG 236P or EXE Beast okizeme is usually a good fallback. See the OTG Skull Quick Reference to see how to hit each character with 236P.
- Midscreen throw does not reward a combo on Venom.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 50% | 6 |
- Sends opponent on opposite side of throw direction
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
Knocks down, and leaves the opponent close making it good for oki.
Grants Testament 1 doll.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 50% | 6 |
- Gains 1 Doll on hit
Dead Angle Attack
Special Moves
Phantom Soul
236P or 236K
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236P | 5 | All | 30 | 120 | Total 58 | +2 | |
236K | 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 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236P | N/A | 0 | 7 | 2 | |
236K | N/A | 0 | 7 | 2 |
236P:
- Opponent is marked 12F after hit
- Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
- Mark disappears in 16F if Testament uses another Phantom Soul
- Mark disappears immediately if Testament is hit
- Otherwise mark lasts for 591F
236K:
- Opponent is marked 12F after hit
- Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
- Mark disappears in 16F if Testament uses another Phantom Soul
- Mark disappears immediately if Testament is hit
- Otherwise mark lasts for 1011F
Curse Attacks
Automatic after curse
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
Tackle | 20 | All | 35 | 24 | 16 | ||
Dive | 20 | All | 35 | 32 | 16 | ||
Feathers | 5×3 | All | 26 | 51 | Total 42 | ||
Overhead | 30 | High/Air | (1~47)+29 | 8 | 14 |
The crow can attack in any of the following patterns (K/D extensions noted in parentheses):
- Dive, Dive, Overhead, Feathers, Tackle, (Dive, Overhead, Overhead)
- Feathers, Overhead, Dive, Tackle, Tackle, (Dive, Overhead, Feathers)
- Tackle, Feathers, Dive, Overhead, Feathers, (Overhead, Tackle, Dive)
- Overhead, Overhead, Tackle, Feathers, Feathers (Dive, Tackle, Tackle)
Tackle sends the crow flying forward, aiming above where the opponent is. This can cover jump outs, and oftentimes will chase techs for you, such as after OTG Phantom Soul.
Dive is pretty much the same as Tackle, but the crow aims directly at the opponent. Serves as a neutral annoyance, as well as filling gaps in pressure.
Feathers fires a spray of three feathers in an outwards fan pattern. The actual projectiles are slower than the tackles, but it covers more space and offers better lockdown on connect.
Overhead is a delayed overhead, where the crow homes in on the opponent's location within a certain radius and swipes downwards with a scythe. The attack has insanely long untech time, all but guaranteeing a knockdown, and can be combined with 2K or 2D for unblockables.
Note that the the difference in the P skull and the K/D skull's patterns is done by the two having a different duration for the curse, the P skull lasts for 600 frames (10 seconds) and K/D lasts for 1020 frames (17 seconds). this also means that in rare circumstances it's possible to get extra curse attacks because some of the curse attacks finished faster than intended
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
Tackle | N/A | 0 | 7 | 3 | |
Dive | N/A | 0 | 7 | 3 | |
Feathers | N/A | 0 | 8×3 | 1 | |
Overhead | N/A | 75% | 0 | 6 | 5 |
Tackle:
- Crow immediately starts return animation on hit or block
- Crow guranteed to attack after 1F, even if mark disappears
- See note ※2
Dive:
- Crow immediately starts return animation on hit or block
- Crow has hitstop 1F
- Crow guranteed to attack after 1F, even if mark disappears
- See note ※2
Feathers:
- Crow guranteed to attack after 1F, even if mark disappears
- See note ※2
Overhead:
- Crow guranteed to attack after 1F, even if mark disappears
- Crow flies towards opponent's position for a maximum of 47F
- Crow performs once he reaches opponent or after 47F, attack has startup of 29F
- See note ※2
Badlands
214P (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214P | 26×2 | All | 17 | 3(6)2 | 13+15 after landing | -13 | |
j.214P | 24×2 | All | 12 | 3(6)2 | Until landing+12 | -7 |
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 over the grounded version.
The 1st hit has significantly more untechable time, and if the 2nd hit whiffs it allows you to extend combos, or set up your best okizeme options.
Effective in neutral when TKed. It has a strong disjointed hitbox that controls a lot of space on the ground and in the air.
- Can jump over many moves and easily beat them.
- It is difficult to punish, unless they IB or SB 2nd hit. If they can't punish you can RPS with: warrant, backdash, NC, mash, etc.
- Becomes a powerful combo starter if you have traps placed behind you.
- Can be used in synergy with summons to stay advantageous after landing, such as EXE beast or FB skull.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214P | N/A | 14×2 | 10×2 | 4 | |
j.214P | N/A | 14×2 | 10×2 | 4 |
214P:
- Testament is airborne from 9~29F
- 2nd hit pulls in opponent on hit
- Testament is in CH state until landing
j.214P:
- 2nd hit pulls in opponent on hit
- Testament is in CH state until landing
- Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F)
EXE Beast
41236S or 41236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
41236S | 36 | All | 22~81+6 | 20 | Total 38 | +16 | |
41236H | 30 | All | 23~82+6 | 16 | Total 40 | +22 |
Main ranged oki/pressure tool.
- Appears behind the opponent, works well if they've been pushed out.
- +16 on block, active for 20, extremely difficult for opponents to avoid if properly spaced and timed.
- Can be held to delay the move's activation.
- Comes with an FRC about halfway into its startup for safety or for going in while the move is out.
- Will force the opponent to Dead Angle in the wrong direction if they attempt it.
- Can be used in conjunction with Lucht Warrant for some dirty crossup setups.
- Goes away if Testament is hit before it is released.
H is similar use to the S version, but comes with its own quirks.
- Appears in front of Testament, good for closer ranged pressure or if traps are behind them already.
- Slightly slower than the S version, but is more advantageous and has more untech time.
- Has an extremely wide FRC window on frames 2-9 for immediately allowing Testament to take another action.
- Using this FRC ASAP can allow Testament to throw it out during a gap in an opponent's pressure, or bait attempts to challenge their pressure.
- Can be summoned alongside the S version, allowing both to be on screen simultaneously.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
41236S | 13~15F | 0 | 7 | 3 | |
41236H | 2~9F | 0 | 6 | 5 |
41236S:
- Pulls in opponent on hit
- Untechable 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)
41236H:
- Untechable 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)
Warrant
214K
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214K | Total 52 | 2~19F Guard Strike | |||||
214K Attack | 10 | Mid | 24 | 15 | 19 | -20 | 1~32F Strike |
Counter which crosses up, poisons and knocks down on hit.
- Frame 2 counter which calls out any mistimed meaty attempts or obvious frame traps.
- The counter window is active for 18 frames and can be difficult to punish if they aren't ready for it.
- Generally must be safejumped; OS attempts that result in another button won't work as the counterattack animation is strike invuln.
- Counters anything except throws and some unblockables.
- Horribly unsafe on block, but can be RC/FRC'd for safety or combo followups.
- Be warned that attacks with enough forward momentum can result in the followup whiffing completely.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214K | N/A | ||||
214K Attack | 33~35F | 10 | 7 | 3 |
214K:
- 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
214K Attack:
- Blows back opponent on hit
- Poisons opponent on hit
Lucht Warrant
22P or 22K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 42 | 15~16F Lower Body |
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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Testament teleports on 13F
- Testament is in CH state from 1~12F
HITOMI
214S
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214S | 30 | Mid | See notes | 4 | Total 27 | 1~2F Strike | |
214S Powered Up | 10 | Mid | See notes | 3 | Total 24 | 1~2F Strike |
Testament plants a tree at their current location. Entire animation is counterhit state, so any mindful punish is going to hurt.
- Trees pop up when the opponent passes over them. If it connects, it launches them and allows for combo followups.
- Forces the opponent to mindful when they have Testament blocking.
- Removes OTG state on hit, allowing Testament to perform some very unusual combos.
- Comes with an FRC to make the planting animation much safer and potentially bait a punish attempt.
- Knocks down on counter hit.
- Can have a max of 2 trees planted at any time.
- Trees must be FD blocked in the air.
Powered up tree comes with significant buffs on top of every other strong point of normal trees:
- Substantially larger tree, which poisons on hit.
- Launches even higher than normal trees, and have far greater untech time, for easier confirms and longer combos and poison time.
- Does not go away even if Testament is hit, forcing the opponent to remain even more aware than before.
- Still removes OTG on hit, which, in conjunction with poison, only makes tree combos even more dangerous.
- Additionally, it is possible to have 2 normal trees and 2 powered up ones on the field, for a maximum of 4.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214S | 16~18F | 90% | 0 | 7 | 3 |
214S Powered Up | 16~18F | 90% | 10 | 7 | 3 |
214S:
- Testament is in CH state during move
- Trees disappear if Testament gets hit
- Tree startup is 17F after opponent passes nearby
- After 16F, Tree will attack even if Testament gets hit
- Tree is planted on 26F
- Level 1 attack on block
- See note ※1
214S Powered Up:
- Testament is in CH state during move
- Tree startup is 13F after opponent passes nearby
- Uses one Doll on 1F
- Tree is planted on 21F
- Tree will not disappear even if Testament gets hit
- See note ※1
Zeinest
214H (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214H | 10 | All | 11 | 601 | Total 29 | +2 | |
j.214H | 10 | All | 10 | 601 | Total 28 | ||
214H Powered Up | 10 | All | 11 | 421 | Total 29 | +12 | |
j.214H Powered Up | 10 | All | 8 | 421 | Total 26 |
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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214H | N/A | 0 | 15 | 1 | |
j.214H | N/A | 0 | 15 | 1 | |
214H Powered Up | N/A | 90% | 14 | 15 | 4 |
j.214H Powered Up | N/A | 90% | 14 | 15 | 4 |
214H:
- Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
- Trapped opponent is in airborne state, floats opponent 6F before end of trap
- If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
- See note ※1
j.214H:
- Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
- Trapped opponent is in airborne state, floats opponent 6F before end of trap
- If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
- See note ※1
214H Powered Up:
- Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
- Trapped opponent is in airborne state, floats opponent 6F after end of trap
- Opponent remains trapped even if hit (hitstop frames also counts for the trap duration)
- If opponent attacks net, they lose 1 active frame, and cannot move for 9F
- Uses one Doll on 1F
j.214H Powered Up:
- 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 (hitstop frames also counts for the trap duration)
- If opponent attacks net, they lose 1 active frame, and cannot move for 9F
- Uses one Doll on 1F
Force Breaks
Grave Digger
214D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214D | 58 | All | 14 | 6 | 16+3 after landing | -8 | 3~11F Strike |
j.214D | 58 | All | 12 | 6 | Until landing+3 | -9 | 1~9F Strike |
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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214D | N/A | 14 | 9 | 4 | |
j.214D | N/A | 20 | 9 | 5 |
214D:
- Testament is airborne from 3F onwards
- Testament is in CH state until landing
j.214D:
- Testament is in CH state until landing
- TK Air Grave Digger has startup 16F, total 36F
FB Phantom Soul
236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
5 | 80 | 180 | Total 35 |
An enhanced Phantom Soul, which homes in on the opponent and slowly follows them. The projectile becomes active roughly one second after Testament has completed their animation. When the skull is active, it will have an aura surrounding it.
FB Skull will move downwards to a minimum height shortly after becoming active (pictured to the right).
This move is a great options in most matchups because the minimum height is low enough that it will force opponents to crouch or risk getting cursed. This allows Testament to set up overheads consistently.
- Applies the cursed status on hit and on block.
- Uses extended curse patterns from K Skull on hit, and shorter patterns from P Skull on block.
- Goes through or deletes other projectiles.
- Disappears if Testament is hit.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 0 | 7 | 2 |
- 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
Nightmare Circular
632146H or 632146S
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
632146H | 60 | All | 8+5 | 16 | 9 | +9 | 1~8F All |
632146S | 60 | All | 0+226 | 16 | Total 21 | 1~9F All |
Testament's only reversal, except it's not invincible after the flash (which may actually work in your favor)
- Massive Hitbox and Safe on block. Poisons and knocks down on hit.
- Converts on Counter Hit.
- Due to the lack of full startup invul, this move can be thrown right before it starts if the opponent is close enough.
- The hit can also be low profiled or reversal'd through.
- However, if the move *trades* and Testament is not knocked down, you may be able to capitalize and continue the hit into a combo.
S version is delayed, acting more as a trap and deterrent.
- Comes out several seconds later, but the hit acts essentially the same as the H version
- Will not go away if Testament is hit. Can save you if you get tagged.
- Has one frame more invincibility than the H version, but can act as a fakeout against those baiting the reversal.
- Can still end up getting you tagged, use sparingly.
- The super flash is immediate, which can give away your intentions to the eagle-eyed.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
632146H | N/A | 20 | 15 | 5 | |
632146S | N/A | 20 | 15 | 5 |
632146H:
- Poisons opponent on hit
- Goes through other projectiles
632146S:
- Poisons opponent on hit
- Goes through other projectiles
Master of Puppets
236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | Mid | 7+4 | 6(12)2 | 41 | -24 | 7~12F Strike |
Super which scores knockdown and allows Testament to buff their traps.
- Primarily a combo ender due to the knockdown and extended time for setup.
- Grants Testament 3 "dolls" (2 on first hit, 1 on second), buffing traps on following use.
- Can be FRC'd after the first hit to allow for combos.
- This is actually Testament's longest range attack, excluding S EXE Beast. If needed, you can use it as a nearly full-screen whiff/startup punish.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
17~21F | Forced 90% | 3, 20 | 8, 6 | 1, 5 |
- Gives Dolls on hit (1st hit gives 2, 2nd gives 1)
- Testament can hold a maximum of 4 Dolls
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.