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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Testament}} | |||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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==Overview== | ==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 | 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 them, with Testament's rules in place. As a trap based character, they excel at controlling segments of the screen, and their full-screen EXE Beast that comes from behind the opponent ensures they draw ever-closer to their traps. Unfortunately, Testament's greatest strength is also their greatest weakness, as while they want to draw people closer to them (and their traps), they also have some of the worst normal moves in the game, meaning that without optimized pressure, they find themself completely out-gunned at close range by most of the rest of the cast. On top of this, their only means of escaping pressure are their counter (which they can't use as a reversal), a super (which can be traded with, as it isn't invulnerable when it becomes active), or careful blocking and back dashing. Despite this major flaw, they reward careful planning and positioning with some of the most damaging extended combos in the game, and their unusual play-style means that they remain viable for taking advantage of predictable patterns. Plant trees, save your life. | ||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
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====Curses==== | ====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 | 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 they otherwise can't defend as they lack any viable close range anti-air. | ||
====Poison==== | ====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 | 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 their damage. | ||
{{#lst:GGReload/Testament/Data|Links}} | |||
== Normals == | == Normals == | ||
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{{#lsth:GGReload/Testament/Data|c.S}} | {{#lsth:GGReload/Testament/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= A staple in blockstrings and combos. Comes out in 5F, tied for being | {{Description|7|text= A staple in blockstrings and combos. Comes out in 5F, tied for being their fastest normal with 2P. Chains to 6P/5D for overheads, or 2D for a low. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Testament/Data|6K}} | {{#lsth:GGReload/Testament/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= 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 | {{Description|7|text= 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 6P. On counterhit or crouching, also combos into 6H. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Testament/Data|5D}} | {{#lsth:GGReload/Testament/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= 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 | {{Description|7|text= 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 their 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 their 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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{{#lsth:GGReload/Testament/Data|2P}} | {{#lsth:GGReload/Testament/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= An ok 2P with very short range, tied as | {{Description|7|text= An ok 2P with very short range, tied as their fastest normal. Can be used to mash out if there are gaps in someone's pressure. Prorates 90%. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Testament/Data|j.S}} | {{#lsth:GGReload/Testament/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Amazing air to air tool. Great hitbox, hitting both higher than Testament's hurtbox, though lacking a hitbox below and in front of | {{Description|7|text= Amazing air to air tool. Great hitbox, hitting both higher than Testament's hurtbox, though lacking a hitbox below and in front of them. Chains to j.H for confirms. Jump cancellable. A lot of moves will flat out lose to this. | ||
}} | }} | ||
}} | }} | ||
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|name=j.H | |name=j.H | ||
|image=GGAC_Testament_jH.png | |image=GGAC_Testament_jH.png | ||
|data= | |data= {{AttackDataHeader-GGReload}} | ||
{{AttackDataHeader-GGReload}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:GGReload/Testament/Data|j.H}} | {{#lsth:GGReload/Testament/Data|j.H}} | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{#lsth:GGReload/Testament/Data|DAA}} | {{#lsth:GGReload/Testament/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Average DAA. 1-18 Full invul. 19-30 Throw invul. Wall bounces opponent on hit. Prorates 50%. One of | {{Description|7|text= Average DAA. 1-18 Full invul. 19-30 Throw invul. Wall bounces opponent on hit. Prorates 50%. One of their only tools to escape pressure, but generally a bad idea to use as they need their tension for damage / safety. | ||
}} | }} | ||
}} | }} | ||
== Specials == | == Specials == | ||
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{{#lsth:GGReload/Testament/Data|236K}} | {{#lsth:GGReload/Testament/Data|236K}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text=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 their otherwise lacking normals, and forces opponents to play defensively due to the crow interrupting things and going through projectiles. | ||
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 | |||
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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Crow Middle Tackle}} | {{AttackVersion|name=Crow Middle Tackle}} | ||
{{#lsth:GGReload/Testament/Data|Crow | {{#lsth:GGReload/Testament/Data|Crow Mid Tackle}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= Crow dashes down-forward at a 45 degree angle. Wall bounces opponent on hit. | {{Description|8|text= Crow dashes down-forward at a 45 degree angle. Wall bounces opponent on hit. | ||
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|image=GGReload_Testament_41236S.png | |image=GGReload_Testament_41236S.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGReload | {{AttackDataHeader-GGReload}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGReload/Testament/Data|41236S }} | {{#lsth:GGReload/Testament/Data|41236S }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= 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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{{#lsth:GGReload/Testament/Data|214S }} | {{#lsth:GGReload/Testament/Data|214S }} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= Testament plants a tree at | {{Description|8|text= Testament plants a tree at their 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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{{#lsth:GGReload/Testament/Data|j.214H}} | {{#lsth:GGReload/Testament/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= 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 their airspeed is halted while the move is active. | ||
}} | }} | ||
}} | }} | ||
== Overdrives == | == Overdrives == | ||
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{{#lsth:GGReload/Testament/Data|632146H}} | {{#lsth:GGReload/Testament/Data|632146H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= 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 | {{Description|8|text= 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 them while they do it, the super will whiff. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
== Instant Kill == | == Instant Kill == | ||
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}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth:GGReload/Testament/Data|Links}} | |||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
Revision as of 18:38, 8 August 2022
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Testament | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Defense Modifier: x1.00 Guts Rating: 1 Weight: Medium (x1.00) Stun Resistance: 65 Jump Startup: 4F Backdash Time: 16F / Invul: 1~9F Wake-Up (Face Up/Down): 38F / 34F
|
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 them, with Testament's rules in place. As a trap based character, they excel at controlling segments of the screen, and their full-screen EXE Beast that comes from behind the opponent ensures they draw ever-closer to their traps. Unfortunately, Testament's greatest strength is also their greatest weakness, as while they want to draw people closer to them (and their traps), they also have some of the worst normal moves in the game, meaning that without optimized pressure, they find themself completely out-gunned at close range by most of the rest of the cast. On top of this, their only means of escaping pressure are their counter (which they can't use as a reversal), a super (which can be traded with, as it isn't invulnerable when it becomes active), or careful blocking and back dashing. Despite this major flaw, they reward careful planning and positioning with some of the most damaging extended combos in the game, and their unusual play-style means that they remain viable for taking advantage of predictable patterns. Plant trees, save your life.
Strengths and Weaknesses
Strengths | Weaknesses |
---|---|
|
|
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 they otherwise can't defend as they lack 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 their damage.
Normals
5P |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6K |
---|
6H |
---|
5D |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
---|
Specials
Phantom Soul 236P/K |
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Crow Attacks automatic after curse |
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Grave Digger 214P air OK |
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EXE Beast 41236S |
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Warrant 214K |
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HITOMI 214S |
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Zeinest 214H air OK |
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Overdrives
Nightmare Circular 632146H |
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Master of Puppets 236236H |
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Instant Kill
Seventh Sign in IK Mode: 236236H |
---|