Difference between revisions of "GGML/Testament"
m (→Soul Weiss)
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|input=P+K > 236X
|description=Kills the opponent instantly
|description=Kills the opponent instantly
Revision as of 18:19, 6 July 2022
Testament is Missing Link's trap character, and one of the 3 unlockable boss characters. They have access to long-range normals, projectiles with decent space coverage, and a tricky 2 step unblockable. They're most comfortable when they set up their projectiles and traps to keep the opponent out, and punish their approach attempts with good air-to-airs, 2H anti-air, and decent grounded range.Legends say that this character went on to be pretty decent in Accent Core and +R.
|Lore:||Testament is Kliff Undersn's foster child and was originally born in Switzerland. Testament had always intended to inherit Kliff's name and become his heir, but before they could make that a reality, they were captured by government agents and transformed into a Gear. Their powerful force of will and emotional fortitude allowed them to retain their memories and personality—something most gears are unable to do—but they were unable to resist Justice's order to destroy all of humanity.|
|Testament uses projectiles and traps to zone the opponent.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
This move is fast and decent for anti-airing and abare in a pinch. It has considerably more range than 5K for their similar role.
Much like 5K, this move hits fairly high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
This move is fast and decent for anti-airing and abare in a pinch. It's a good bit faster than 5P for their similar role.
This move hits really high up, and as a result is prone to whiffing. Under most circumstances, this will whiff on crouching opponents.
Whiffs on standing:
An instant attack with tiny range. Because this combos into f.S, this move is actually really good. It has the same range as throw, so you get to choose between c.S for a higher damage strike, or throw for a low damage, side-switching throw.
Pretty decent poke.
- Hits twice at close range, once at long range
Testament's safest blockstring ender and good damage filler move. 5H usually hits around 4 times with generous stun for easy confirms.
- The earliest hitbox is near the top of the scythe, so you're likely to miss the fastest possible hit when using this move at max range.
- Two of the hits are on top of Testament, and as a result will almost never hit the opponent, or at least won't combo with the other hits.
One of Testament's better buttons. It has range on par with 5K, hits multiple times for easier confirms, and has a blistering 4 frames of startup for the first hit. Just be careful not to rely too much on it on block due to guard cancels.
A staple part of Testamnet's kit. 2P is a solid combo starter and low hitting normal with a self cancel and the ability to gatling into 6P. It's not uncommon to use 2 to 4 of these at the start of a combo to build meter and correct spacing at the cost of damage.
Fun trivia: this move is mis-sprited. The animation implies that Testament is striking the opponent with the shaft of the scythe, and the hitbox extends as such, but the animation shows them swinging their empty, open hand.
Long range, low profile, and fast, but due to the nature of teching, it can be teched almost immediately after it hits. The recovery makes it pretty risky on whiff, so consider using 2P for when you are afraid of commitment.
This move is terrible, don't use it. It's slower than 2P, can't self-cancel, has bad gatling options, has a tiny hitbox, and can actively ruin your combos if you use it as combo filler. If you want a low, use 2P or 2K.
A surprisingly good anti-air. The horizontal range is pretty small, but it still hits low which is funny.
- Hits directly above Testament
A rather unremarkable move. It's slightly faster than j.K, but does not lead to as much reward.
Another decent air-to-air, similar to j.S.
Of Testament's air normals, this is the one which can be used closest to the ground, and as such is one of the few buttons testament can use to start a combo from the air against a grounded opponent with the use of a Phantom Soul for additional hitstun.
A bit finnicky, but can hit behind Testament for crossups. Also pretty good as an air-to-air.
Testament's other jump-in button. Sadly, you aren't getting a combo off of this move, so you're better off using j.S instead. The hitbox is solid, a better verison of it's +R incarnation, but it does them little favors here due to lack of good options to convert out of it.
- Can cross up when done right over someone's head.
The slowest mix-up Dust Attack in the game, with an obvious animation and short range to boot. A standing overhead's a nice thing to have, but this one's not gonna win any awards.
Throw is decent for Testament because it has the usual upsides of a throw, but the force side switch can make this move really undesirable when you want to get the opponent to the corner.
- Side switches on hit
Add a description to this move using the "|description=" field
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
|FATAL||All||16||18||16||N/A||N/A||Above Knees 1~49|
Kills the opponent instantly
Phantom Soul is a great zoning tool that persists for a long time. One use of this move is to place several of them on screen in different places to clutter up the ground and force the opponent to approach through the air. This is actually particularly strong because several characters lose access to their strongest tools in the air, and if the opponent gets in, starting an infinite from an air hit can be awkward.
Interestingly, hitting an opponent into a Phantom Soul can create combo routes that are not normally possible for Testament, although the practicality of this is very questionable.
- Travels roughly 2/3 screen
- Can have as many skulls out as you want
- Lingers on screen for a long time
- If multiple are stacked on top of each other, only 1 will hit at a time
- Flies off screen when used near the corner
A great corner carry tool, and one of Testament's more rewarding combo enders. It's also pretty decent for damage if used immediately after 2K(1) because Testament's combo scaling grants 1.06x damage to the 2nd hit of a combo.
Because this is air-unblockable, it's your best bet against someone who attempts to air block while captured by Dimension Scythe.
- Air Unblockable
A pretty cool combo tool that is held back by it's horrible startup. It does reach full screen, and it combos into other things fairly consistently, but it seems very difficult to make use of this properly.
- 52f for far beast to hit
- Reaches full screen
An unblockable strike into a delayed unblockable projectile. Due to the short range, and the fact that this game does not have hard knockdowns, it can be difficult to set up offensively. It can, however, be used defensively after hitting the opponent with Dimension Scythe to create a threat if the opponent approaches you.
The spike activates around 2 seconds after the initial attack.
- Pulls Testament's hurtbox backwards during startup
This move is weird. It locks the victim in place, but allows them to use all their usual options, including backdash and jump. Setting this up isn't the most rewarding thing in the world, but it sets up favorable RPS for Testament, or buys them time to set up Phantom Souls and Panzer Centipede. That said, Testament can combo into it reasonably consistently so it might be a legitimate tactic for controlling a short range opponent.
If Testament hits you with this, you can either jump block or backdash. Backdash will make you fully invulnerable for the rest of the capture time, but will let Testament set up traps. Jump block will make you immune to conventional mixups, but they can hit you with the air-unblockable Grave Digger.
- Captured player is locked in their position
- Players can still guard, attack, backdash, and jump
- If the captured player backdashes, they will be invulnerable, but also unable to act for the remainder of the capture time.
- Reduces the range of attacks while captured somewhat
A really solid super. The damage on initial hit isn't phenomenal, but the poison damage that it inflicts persists if the opponent hits Testament, and is lethal. Because of that, you can use this move to close out rounds reliably, or force favorable trades. The range is pretty solid, and the move is pretty good for spamming during Desperation state. The main issue is that the move doesn't have invulnerability during startup, and the move is disadvantaged on block.
- Inflicts lethal poison damage