Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Scaling
Hit Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
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Damage | 1x | 1.06x | 0.87x | 0.81x | 0.75x | 0.56x | 0.43x | 0.37x | 0.34x | 0.31x | 0.28x | 0.25x | 0.21x | 0.18x | 0.15x | 0.12x |
Combo Routes
c.S(2-3) > f.S(2) > 5H(2) > 236S
An issue arises with notating any Testament combo because their buttons are largely comprised of inconsistent multi-hits. Normals generally get their "maximum" amount of hits on standing, tall, and preferably wide characters like Justice. Inversely, it's very difficult to get anything good at all on tiny characters like Baldhead.
In the corner, 5H can hit up to four times on tall characters. You're probably going to have to lab how many hits you can consistently do against most any character, standing or crouching, as multi-hit normals are Testament's biggest damage contributor without traps.
You can also use Dimension Scythe (214K) as a combo ender which connects more often on short/crouching characters, it combos from H normals, but it's finnicky, has a blind spot point blank, and it's Dimension Scythe, so there's pros & cons to each.
c.S(2) > 5H(1) > 236236H
Leads to much more damage due to poison, but only combos when it feels like it, really. As with your other enders, this only connects from H normals if you do an immediate cancel off of one, and Nightmare Circular has a close hitbox which activates before the farther hitbox(es), and only the close one combos, so you need to typically cut your strings short in order to use this.
There're more damage-optimal routes, but this is one of the more practical ways to actually connect this in a match. EXE beast and Dimension Scythe make things more consistent, as the opponent's pulled to you with EXE as hitstun & confirm time is added, and Scythe keeps the opponent still and nullifies pushback, so getting pushed out too far becomes less of an issue. However, getting those traps set up in a combo-friendly manner is... questionable.
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> either 236SGuardMidStartup9Recovery25Advantage+1, 214KGuardAllStartup24RecoveryAdvantage0, or 236236HGuardAllStartup26RecoveryAdvantage-
EXE Beast has a lot of hitstun when it connects, and it's something you're going to want to throw out a good amount in order to cover the ground. When it does connect at range instead of close-up where you're allowed to do whatever you want, you have 3 primary ender options.
Grave Digger is minus on hit and will likely eat a small punish but hopefully won't get you stuck into an infinite unless your opponent is on the ball with converting into an OTG infinite. You're able to visually react to the opponent getting hit by EXE Beast and link into 236S whenever you want from any range, since the hitstop will be so long & Grave Digger's so fast.
Dimension Scythe isn't very rewarding outside of coralling the opponent's movement, but it's reasonably safe and consistent. It cannot be confirmed, generally, and will require you to immediately press 214K after EXE Beast's recovery, which proves dangerous against opponents who've already airdashed over it.
Nightmare Circular is very rewarding, reasonably safe even if the opponent got around or just blocked EXE Beast, but it can't be confirmed like Grave Digger can. An immediate 236236H is required. This option costs meter, so it will not always be available outside of Desperation State. Once meter is acquired, this should (almost) always be your option after sending out an EXE Beast.