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| Testament has three moves which apply a poison Damage over Time (DoT) effect: Warrant, Nightmare Circular, and HITOMI (Powered Up). The poison does more damage the higher the opponent's health, and is removed after Testament is hit, or when a certain amount of time has passed. It is extremely useful to poison opponents during/before combos, as it will greatly increase his damage. | | Testament has three moves which apply a poison Damage over Time (DoT) effect: Warrant, Nightmare Circular, and HITOMI (Powered Up). The poison does more damage the higher the opponent's health, and is removed after Testament is hit, or when a certain amount of time has passed. It is extremely useful to poison opponents during/before combos, as it will greatly increase his damage. |
| {{#lst:GGReload/Testament/Data|Links}} | | {{#lst:GGReload/Testament/Data|Links}} |
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| == Normals == | | == Normals == |
| ====== ====== | | ====== ====== |
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| ==Universal Mechanics== | | ==Universal Mechanics== |
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| == Specials == | | == Specials == |
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| == Overdrives == | | == Overdrives == |
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| == Instant Kill == | | == Instant Kill == |
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| ==Navigation== | | ==Navigation== |
| {{#lsth:GGReload/Testament/Data|Links}} | | {{#lsth:GGReload/Testament/Data|Links}} |
| {{Navbar-GGReload}} | | {{Navbar-GGReload}} |
Testament
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Colors
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P
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K
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S
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H
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D
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Start
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Normal
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SP
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Overview
Testament is a powerhouse of zoning, and is one of the best at controlling the flow of combat and forces opponents to play a completely different game against him, with Testament's rules in place. As a trap based character, he excels at controlling segments of the screen, and his full-screen EXE Beast that comes from behind the opponent ensures they draw ever-closer to his traps. Unfortunately, Testament's greatest strength is also his greatest weakness, as while he wants to draw people closer to him (and his traps), he also has some of the worst normal moves in the game, meaning that without optimized pressure, he finds himself completely out-gunned at close range by most of the rest of the cast. On top of this, his only means of escaping pressure are his counter (which he can't use as a reversal), a super (which can be traded with, as he isn't invulnerable when it becomes active), or careful blocking and back dashing. Despite this major flaw, he rewards careful planning and positioning with some of the most damaging extended combos in the game, and his unusual play-style means that he remains viable for taking advantage of predictable patterns. Plant trees, save your life.
Strengths and Weaknesses
Strengths |
Weaknesses
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- Strong zoning game
- Long range normals with good hitboxes
- Effective mixup game
- Has the best counter in the game
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- Normals are somewhat slow
- Damage is on the average/low side without meter or Grave Digger wall loops
- Lacks any reliable reversal.
- Lacks any moves with upper-body invulnerability for anti-air, or lower body invulnerability for beating sweeps.
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Unique Mechanics
Curses
Testament has a move which is 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 below), which it will use in 4 different patterns. The Skull itself is good for zoning, but only pre-emptively as it has quite a bit of startup; K Skull in particular can help cover directly above Testament, which he otherwise can't defend as he lacks any viable close range anti-air.
Poison
Testament has three moves which apply a poison Damage over Time (DoT) effect: Warrant, Nightmare Circular, and HITOMI (Powered Up). The poison does more damage the higher the opponent's health, and is removed after Testament is hit, or when a certain amount of time has passed. It is extremely useful to poison opponents during/before combos, as it will greatly increase his damage.
Normals
c.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Mid
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SJR
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5
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3
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18
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-7
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A staple in blockstrings and combos. Comes out in 5F, tied for being his fastest normal with 2P. Chains to 6P/5D for overheads, or 2D for a low.
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f.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SR
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11
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6
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13
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-5
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This is Testament's primary poke at mid-range. Some characters might be able to go under it (ex, Sol w/ Grand Viper), but that's fairly rare. Expect to use this A LOT.
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5H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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36
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Mid
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SR
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10
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4
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18
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-3
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Standard HS. Relatively safe on block, with only 3F recovery. Staggers on counter hit (max 47F). Not bad to throw out as a poke once in a while, as it doesn't prorate and on CH can lead into massive damage.
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6P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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24
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High
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SR
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15
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3
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26
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-15
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Deceptive looking overhead. 15F startup makes this one of *the* fastest overheads in the game, and it chains into and out of many of Testament's normals, making it excellent to throw out during pressure. Unlike almost every other 6P in the game, however, this 6P has no upper body invulnerability and is thus useless outside pressure. Prorates 85%.
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6K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SR
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7
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6
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20
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-12
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A forward lunging slash. Mostly combo filler, but due to it's range almost equaling f.S and it's startup being 4F faster than f.S with comparable range, you can use it to remind people that Testament can still interrupt them in mid-range quickly. Chains to 5H. On counterhit or crouching, also combos into 6H.
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6H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Mid
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RF
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13
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6
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28
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-15
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This attack is very unsafe as it doesn't hit the area directly in front of Testament, and it can come out with a whiffed grab meaning that it is extremely dangerous to miss a grounded throw as Testament. Main use is in combos or as anti-jump/air dash, with an FRC point allowing for combos afterwards. Knocks down airborne opponents, as well as grounded ones on CH. Unsafe if not FRC'd.
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5D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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15
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High
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-
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29
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6
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18
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+3
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One of the better Dust Attacks. Testament leans back during the animation, which can cause some moves to whiff; this makes it good for start of the round or as one of his few situational anti-air, one which can lead to a combo on counterhit. Positive 3F on block, so no real risk in throwing it out during pressure. Additionally, late in the animation (25F), the attack is guaranteed to come out similar to EXE Beast or his Nightmare Circular super. Its only drawback is that it's extremely slow, twice the startup of 6P, but that's hardly a detriment considering everything else.
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2P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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8
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Mid
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CSR
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5
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4
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12
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-6
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An ok 2P with very short range, tied as his fastest normal. Can be used to mash out if there are gaps in someone's pressure. Prorates 90%.
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2H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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38
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Mid
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SR
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16
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3
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20
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-4
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Slides forward while stabbing. Has some invincibility midway through the move, just before it becomes active. Can be used to go through certain attacks, but definitely not something to be spammed. Gatlings into 2D.
7-12f strike invul.
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j.K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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18
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High, Air
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SR
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6
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5
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12
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-
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This, alongside j.S, are the go-to air to air attacks. A bit faster than j.S and easier to confirm from, but the hitbox isn't as good. Only hits directly in front of Testament.
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j.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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High, Air
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SJR
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8
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3
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16
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-
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Amazing air to air tool. Great hitbox, hitting both higher than Testament's hurtbox, though lacking a hitbox below and in front of him. Chains to j.H for confirms. Jump cancellable. A lot of moves will flat out lose to this.
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j.H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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34
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High, Air
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SR
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13
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2
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18
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-
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Best jump-in attack, but that isn't saying much. A number of characters can easily stuff this, and Testament generally won't be jumping in on people anyway.
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j.D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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44
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High, Air
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SR
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10
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6
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20
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-
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Longest, slowest, and by far furthest air poke. Knocks down opponent on ground hit, and floats and knocks down on CH, can lead to huge damage. Generally used as an airborne zoning tool.
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Universal Mechanics
Ground Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Throw: 45 Pixels
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-
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-
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-
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-
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-
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Can be combo'd out of against certain characters with long horizontal airborne hurtboxes, and leads to full combos if it wallbounces in the corner. Knocks down.
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Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Throw: 110 Pixels
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-
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-
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-
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-
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-
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Knocks down, and leaves the opponent close making it good for oki. At very specific heights in the corner, can lead into full combos.
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Dead Angle Attack
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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25
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All
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R
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13
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3
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18
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-7
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Average DAA. 1-18 Full invul. 19-30 Throw invul. Wall bounces opponent on hit. Prorates 50%. One of his only tools to escape pressure, but generally a bad idea to use as he needs his tension for damage / safety.
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Specials
Phantom Soul 236P/K
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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P
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5
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All
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-
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37
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100
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Total 58
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-
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K
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5
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All
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-
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31
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100
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Total 47
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-
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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 mark appears on the opponent 12F after getting hit, and lasts for 720F/until Testament gets hit. Generally makes up for his otherwise lacking normals, and forces opponents to play defensively due to the crow interrupting things and going through projectiles.
The crow has 4 different attacks (noted below), which it will use in 4 different patterns. The attacks are guaranteed to come out after 1f, even if the mark disappears. The Skull itself is good for zoning; K Skull in particular can help cover areas where Testament can have trouble defending.
The patterns are as follows:
- Middle Tackle, High Tackle, Middle Tackle, Feathers, Feathers, Feathers
- High Tackle, Middle Tackle, Transformation Attack, Feathers, High Tackle
- Feathers, High Tackle, Middle Tackle, Transformation Attack, High Tackle
- Transformation Attack, Transformation Attack, Middle Tackle, Feathers, Middle Tackle
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Crow Attacks automatic after curse
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Crow High Tackle
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20
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All
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-
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35
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-
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-
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-
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Crow dashes straight ahead.
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Crow Middle Tackle
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20
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All
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-
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35
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-
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-
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-
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Crow dashes down-forward at a 45 degree angle. Wall bounces opponent on hit.
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Crow Feathers
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5*3
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All
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-
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25
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-
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-
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-
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Shoots several projectiles down-forward. Startup listed is for the first feather.
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Crow Transformation Attack
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30
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High, Air
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-
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See notes
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8
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-
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-
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Transforms into a succubus, which starts moving on 1F and does a scythe attack. Hits high, can be used for unblockable setups.
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Grave Digger 214P air OK
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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45
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Mid
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R
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17
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6
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19+5L
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-13
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Almost exclusively combo filler. Extremely unsafe on block, generally a better idea to tiger-knee it instead for yomi purposes. Wall bounces on hit; will combo meterlessly with 2P>5H, or gatling combo->2D on lights. Knocks down on ground hit. Testament is airborne from 6F onward, and is in CH state while falling. The hitbox is quite far in front of Testament's hurtbox, so at far ranges it is hard for your opponent to punish and will beat out most other moves.
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Air
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40
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All
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R
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12
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6
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Until L+5
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-
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Combo filler, same as above, other than being significantly safer on block / having less recovery (5F + landing from air) and doing slightly less damage. Also useful for staying airborne to avoid things, along with net.
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EXE Beast 41236S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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36
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All
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F
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20
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19
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Total 48
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-
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Main oki/pressure tool. Summons a beast that travels along the ground, spawning at a distance behind the opponent. Can be FRC'd to extend pressure, as a combo tool, to make it safe, or to allow for mixups. An extremely versatile move.
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Warrant 214K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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10
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Mid
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RF
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24
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15
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15
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-20
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The best counter move in the game, catching all moves that can be blocked. The animation lasts 42F, and catches attacks that hit from 5-19F. When triggered, Testament becomes 1-32F Strike invul, warps behind the opponent and attacks, poisoning + knocking them down. Rather unsafe on block, but good for escaping the corner as you will be behind the opponent. Can be RC/FRC'd for safety or combo followups, leading into Testament's highest damage as the combo will start with poison.
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HITOMI 214S
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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30
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Mid
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-
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23+17
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4
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Total 28
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-
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Testament plants a tree at his location. When the opponent passes over it, the tree pops up, launching them and allowing for combo followups. Can have a max of 2 trees planted at any time. Knocks down on counterhit. If Testament is hit, the trees will disappear, but any tree that was triggered at least 1F before Testament was struck will still be active. 1-2F Strike invul. Testament is in CH state during the move. Always plant trees when it is safe to do so. Trees save Testament's life.
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Powered Up
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10
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Mid
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-
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23+13
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3
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全体24
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-
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Powered version of the tree, requires 1 doll to use. Similar to the normal tree, except it is much bigger, causes a long float and hard knockdown, poisons opponent on hit, and does not go away even if Testament is hit, meaning the opponent has to be a bit more careful on offense or risk eating a tree and possibly losing the round. 1-2F Strike invul. Testament is in CH state during the move. Given the hard knockdown of the tree, it's massive hitbox, and the poison DoT it gives, it can lead into whatever high damage combo Testament feels like doing.
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Zeinest 214H air OK
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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10
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All
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-
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13
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600
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Total 31
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+2
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Air
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10
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All
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-
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10
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600
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Total 28
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-
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Sets a web trap. On hit, freezes the opponent for 46F. Also used in combos. Can have a max of 2 at one time. They can be destroyed by the opponent attacking them. When attacked, causes the opponent's attack to lose 1 active frame. Extremely positive on block, and very useful as oki/zoning. Can also be used to delay Testament's falling, as his airspeed is halted while the move is active.
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Overdrives
Nightmare Circular 632146H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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All
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-
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8+4
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16
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9
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+9
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Fairly good reversal. 1~7F Full invul, 8F Strike invul. Safe on block, poisons and knocks down on hit. Can combo after counter-hit, if it hits an airborne opponent, or if they are close enough. Two caveats: Testament is not invulnerable for four frames before the move becomes active, and thus can be hit or thrown. While in these cases the super still comes out, if Testament is thrown or the opponent uses a move that has invulnerability longer than the super's active frames they can go through it. Secondly, if the opponent is too close or pushing Testament back by running into him while he does it, the super will whiff.
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Master of Puppets 236236H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Mid
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RF
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7+4
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3
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38
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-22
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Grants Testament 3 "dolls" (can hold up to 4 dolls). 7~14F Strike invul. Allows Testament to use a powered up version of HITOMI. This is useful as a combo ender, especially in the corner, as you can then plant powered up HITOMI to keep the opponent locked in the corner. Knocks down on hit. Can be FRC'd to allow for Testament's highest damage combos.
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Instant Kill
Seventh Sign in IK Mode: 236236H
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Navigation