GGML/Testament: Difference between revisions

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===<big>Dust Attack</big>===
===<big>Dust Attack</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=S+{{clr|H|H}}
|input=S+H
|description=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.
|description=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.
}}
}}
Line 141: Line 141:
===<big>Throw</big>===
===<big>Throw</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=6H or {{clr|H|4H}}
|input=6H or 4H
|description=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.
|description=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
*Side switches on hit

Revision as of 18:19, 6 July 2022

Overview
Overview

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.

 Testament  Testament uses projectiles and traps to zone the opponent.

Pros
Cons
  • Zoning: Testament is good at controlling the ground when they set up their traps. Phantom Soul lingers for a long time, Panzer Centipede can deny a vertical slice of space, and EXE Beast reaches full screen. Once set up they have a solid anti-air with 2H to catch people avoiding their traps.
  • Poison: Nightmare Circular deals lethal poison damage which can turn this move into a checkmate against low health opponents.
  • Can't Charge: Being unable to Charge means that Testament misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.
  • Needs to Set Up: Missing Link characters can usually jump very high, move very quickly, and airdash even faster. This is a problem for Testament because they need time to set up their projectiles and cover the ground. Trying to set them up in neutral can result in Testament getting punished with an infinite.
  • Dimension LUL: Testament has some tools that just kinda don't work. Dimension Scythe lets the opponent turn themselves fully invulnerable, 2S is basically a dead button, and their multihit normals can sometimes fail to combo with themselves.
  • Poor Combos: It's hard for Testament to get big damage, even ignoring infinites. It's going to take a lot of openings to kill the opponent.
  • Weak Abare: Testament's options for guard cancels aren't good because their specials are all generally slow and based on keeping the opponent out or trapping them, rather than getting them off of you.
  • Honest in a Dishonest Game: Missing Link is a grimy game, and that's no secret. Testament is basically a normal fighting game character who has a couple strong tools by the standards of other games. Sadly, that's peanuts compared to monsters like  Justice.
Testament
GGML Testament Portrait.png
Defense
110%Raw Value: 11
Jump Startup
5f
Backdash
22f
Meter Gain Mod
100%Raw Value: 10
Charge Time
N/A
Forward Walk Speed
107%Raw Value: 821
Backward Walk Speed
131%Raw Value: 768
Dizzy Resistance
100%Raw Value: 30
Fastest Attack
Reversals

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
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.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
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.
On-Hit
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.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 10 8 10 -1 -3 none

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:

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 8 13 10 -6 -8 none

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:

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 All 1 6,6,4 16 -7 -7 none
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.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 13 5,3 36 -17 -17 none

Pretty decent poke.

  • Hits twice at close range, once at long range

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11x6 All 11 19 10 +11 +15 none

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.

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x3 All 4 18 13 -7 -9 none
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.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 8 8 -1 -3 none

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.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 6 3,12 18 -8 -16 Low Profile
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.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 8 15 6 -19 -9 none
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.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 12 26 9 0 -9 none

A surprisingly good anti-air. The horizontal range is pretty small, but it still hits low which is funny.

  • Hits directly above Testament

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 6 5 none
A rather unremarkable move. It's slightly faster than j.K, but does not lead to as much reward.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 10 none

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.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 10 5 none
A bit finnicky, but can hit behind Testament for crossups. Also pretty good as an air-to-air.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 15 6 none

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.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 22 4 16 -10 N/A none
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

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A -7 none

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

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Instant Kill

Soul Weiss

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 16 18 16 N/A N/A Above Knees 1~49
Kills the opponent instantly

Specials

Phantom Soul

236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 All 18 +3 -10 none

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

Grave Digger

236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Mid 9 20 25 +1 -32 none

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

EXE Beast

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5,14,5 All 31 +23 none

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

Panzer Centipede

623S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Panzer Centipede 16x2 Unblockable 30 20 8 N/A -8 none
Spike 9 Unblockable 95 34 N/A N/A +10 none

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

Dimension Scythe

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 24 0 -18 none

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

Super

Nightmare Circular

236236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
36+27 DOT All 26 -10 none

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

Colors

Navigation

 Testament
Systems Pages