GGST/Testament

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Overview

Overview

Boasting long range, crafty tricks and elegance in spades; Testament, the reawakened Gear, finally returns! Equipped with a massive crimson scythe, Testament controls the battlefield like no other.

Armed with impressive hitboxes on many moves, Testament is a strong contender in the midrange. f.S and 5H are particularly strong for grounded space control, with 5H adding a disjoint at the cost of safety. 6H is a bit slow, but reaches far both horizontally and vertically. For air control, j.S and j.D excel at contesting foes. Spicing up Testament’s space control is the Grave Reaper projectile. Both the grounded and aerial versions can be angled straight or diagonally with the S or H variants. It can also be powered up by partially or fully charging it, resulting in twelve different versions total.

After Grave Reaper has travelled its full distance, the projectile transforms into a succubus that stays in place for a few seconds. The succubus can be teleported to with Possession for a unique movement option. Unholy Diver fires Testament’s crow like a projectile, which tracks to the position of the succubus. Nostrovia is a unique Overdrive that locks the opponent down under a barrage of attacks, allowing Testament to close the gap and enforce mix-ups. If Unholy Diver or Nostrovia make contact, the opponent is inflicted with Stain State. This opens up some new mix-ups and combo routes, such as converting off of uncharged 5D. You’ll need a good understanding of both the succubus and Stain State to make the most of Testament’s unorthodox offense.

While Testament’s range is excellent, the same cannot be said for their frame data. Many moves are sluggish to start up or have long recovery. As such, wild swinging renders Testament vulnerable to counter hits and punishment. To mitigate this danger, remain calm and calculated. Wait for the right moment to strike.

If you’re looking for a character with excellent range and tricky mix-ups, then this glamorous Grim Reaper is a perfect match.
Lore:Testament was once human, before being surgically modified into a Gear.

Under the control of the Conclave, they worked to revive Justice. After the events of the Second Holy Order Selection Tournament, however, they regained their sense of self. Feeling guilty, they hid in the Forest of Demons, before resolving to protect the half-Gear Dizzy from the humans who pursued her. Although this began as a way to atone for their sins, it ended up bringing back their human sensibility.

They now live with the elderly couple who once took care of Dizzy.

This new life has brought them peace of mind, and they now enjoy their share of happiness.
Playstyle
Testament is classified as a Balance type, and is a tricky zoner capable of controlling the pace of a match with their Succubus setplay and projectile-based neutral.
Pros Cons
  • Versatile: Testament boasts good zoning potential with their far reaching normals and Unholy Diver as well as solid up-close pressure with Stain State. They can easily accommodate their playstyle relevant to the conditions of the match.
  • Powerful Screen Control: Grave Reaper has large pushback and places a Succubus on screen that is used by Unholy Diver and Possesion. This complemented by their long-reaching normals allows Testament to easily control space.
  • Stain State: is applied by Unholy Diver and Nostrovia and makes most of Testament's normals plus on block once. Stain lets Testament turn their zoning into up-close pressure and convert mixups into damage. Successful mixups usually give them another opportunity to apply Stain State.
  • Unsafe Pressure without Stain State: Without Stain State, Testament's best pressure typically has gaps that can be punished by Blue Roman Cancels or reversals. This forces Testament to use suboptimal blockstrings which puts them at risk due to unsafe normals.
  • Two-Step Gameplan: Testament needs to be able to use their special moves to get their gameplan started. Their zoning is significantly less scary without Stain State or a Succubus present on screen.

Stain State

Testament's Unholy Diver projectile and Nostrovia Overdrive put the opponent into Stain State on contact. Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit. Hitting an opponent in Stain State with any of Testament's normals, Arbiter Sign, or the scythe slash of Grave Reaper causes an automatic follow-up Stain attack that can be used to extend combos on hit or maintain pressure on block. A full list of Stain State frame data is available to read here.

Normal Moves

StartupThe 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. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
28 All 7 4 11 -3 -

Useful in neutral where f.S would be too slow and in combos when you cannot do c.S. Get used to this normal as Testament relies on it a lot against characters that can contest them at f.S range. At waist height and above, 5K will combo into 6H on airborne opponents which adds good damage to combos.


  • Good range, fast, and safe on block
  • Only a true blockstring into 6P, otherwise leaving a throwable gap.
  • Links into 2K on counter hit.

Gatling Options: 6P, 6H, 5D, 2D

c.S

f.S

5H

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20~28 3 26 -15 -
Charged 56 High 28 3 26 -10 -

Uncharged Dust Attack
  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

Testament reaches out to their opponent with bloody hands. As this is their fastest grounded overhead, 5D is needed to threaten the opponent with grounded high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Unique to Testament, Stain State also gives them a combo from uncharged 5D and makes it much safer on block. Can gatling from 5K, 2K, or c.S for a mixup.


Charged Dust Attack
  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
    • Homing Jump combos greatly increase Tension Balance.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
22 All 5 3 10 -3 -

Useful almost exclusively as a way to challenge pressure. It's fast enough to challenge tick throws but connecting more than two 2Ps pushes opponents too far for 6P to combo.

  • Testament's fastest AbareAn attack during the opponent's pressure, intended to interrupt it. button.
  • Susceptible to Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks such as 6Ps and Giovanna's 623SGGST Giovanna Sol Nascente.pngGuard:
    All
    Startup:
    7
    Recovery:
    21
    Advantage:
    -15
    .
  • Links into 2K on counter hit.


Gatling Options: 5P, 2P, 6P, 6H

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
49 All 23 9 12 -2 -

An interesting normal, mostly useful for counterhit confirms. It provides a really good launch on hit that links into Testament's other normals at the cost of being horribly slow. 2H is best suited towards the beginning of combos, as its launch height is heavily effected by gravity scaling. 6H is a better alternative that also deals more damage later in scaled combos.

  • Launches on hit.
  • Links into 5K and f.S anywhere and c.S in the corner.
  • Combos from c.S on air hit.
  • Combos from c.S, f.S, and 2S on Counter Hit.

2D

6P

6H


j.P

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
25 High 8 2 12 - -

A decent move to combat opponents directly beneath Testament, but the vertical range is a little too short to use it in air-to-ground scenarios. It is much more effective when the opponent is attempting to air-to-air from underneath.

  • Testament's only CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them. normal, as none of their other jumping buttons have a hitbox behind them.
  • Confirms into 5K > 2D for a combo.


Gatling Options: j.D

j.S

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 High 13 5 16 - -

j.H is Testament's main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its slightly longer startup than j.S and potential to whiff if the opponent is at the attack's blind spot, though this is unlikely. When you confirm a j.S in the air, continue the string into this and then j.D. Of note, the actual hitbox on the end of the scythe is not disjointed, so be mindful of an anti-air if you telegraph this.

  • Has a blind spot right at the hilt of the scythe.
  • Testament's ideal safejump button.


Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
46 High 12 6 22 - -

Mainly used after j.H to extend air combos or push for a wall stick in the corner. It can be also used as a retreating or air-to-air button, though keep in mind its vertical range is short. You can airdash after the move ends, though unless you get a wall splat the opponent is likely to be dropped onto the ground before you can follow up due to this move's lengthy recovery.

  • Pauses Testament's air momentum and pushes them slightly backwards.
  • Can hit crouching opponents but the timing is difficult.


Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Stain

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All - - - - -

An automatic follow-up attack that triggers when hitting an opponent in Stain State with any of Testament's normals, Arbiter Sign, or the scythe slash of Grave Reaper. The explosion it causes can be used to extend combos on hit or maintain pressure on block.

See Testament's Stain Frame Data table for more specific information on their frame advantage when triggered after particular moves.

  • Testament's Unholy Diver projectile and Nostrovia Overdrive put the opponent into Stain State on contact.
  • Stain State lasts for up to 300 frames at maximum, and ends when either triggered by Testament or when Testament gets hit.

Grave Reaper

236S/H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 236S 43, 31 All 16~22 4, (5), 30 27 -4 -
Uncharged 236H 43, 31 All 13~19 4, (5), 30 27 +2 -
Partially Charged 236S 48, 36 All 23~29 4, (5), 70 22 +3 -
Partially Charged 236H 48, 36 All 20~26 4, (5), 70 22 +9 -
Fully Charged 236S 53, 41 All 30~36 4, (5), 110 19 +10 -
Fully Charged 236H 53, 41 All 27~33 4, (5), 110 19 +16 -

Very versatile move used for zoning, ending pressure, and okizeme. The precursor of many strategies, as it prepares the Succubus, for use with Possession and Unholy Diver.

All versions work as strong zoning tools that can cover both ground and air with a somewhat ambiguous animation and variable timings. Once the projectile is launched, it can be reused, while also better empowering Unholy Diver for even more zoning potential. Be very careful when performing the air version as it has Counter Hit recovery, and it is in recovery all the way until landing.

As a pressure ender, Grave Reaper has huge pushback on block while setting up a succubus which allows Testament to threaten approaches with Unholy Diver, switch sides with with Possession, or approach with Possession.

The projectile can be used to hit MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after combos even at long range, leaving Testament extremely plus if it can be charged while setting up a succubus. This forms the foundation of Testament's okizeme which can be detailed here

  • The S version projectile travels horizontally forwards. The H version projectile travels diagonally (upwards for 236H and downwards for j.236H).
  • Cannot be used if a Grave Reaper projectile is still active. Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed.
  • If Unholy Diver or Possession is used while the Grave Reaper projectile is active, the Grave Reaper projectile automatically ends.
  • All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
  • Heavily stalls air momentum. Stalls for longer the more it is charged.
  • The scythe slash triggers Stain on contact, but the projectile does not.
  • The scythe slash can destroy projectiles.
  • Grounded H versions may whiff the projectile on block if the opponent is crouching, changing its frame data.


Unholy Diver

214P (Hold OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
23 All 21 - Total 39 +1 -

A projectile that's vital for setting up safe pressure, and a powerful zoning tool after Grave Reaper.

Necessary for applying Stain State without spending Tension on Nostrovia, and you should aim to hit opponents with it as often as possible to make use of Stain for Testament's most powerful pressure and combos. It is common for use in pressure after Grave Reaper, acting as a ground-targeting projectile that is very plus on block, enabling completely safe pressure options and tricky mixups to take advantage of Stain. It is also a good combo ender, as while it does minimal damage, it usually sets up for powerful okizeme that utilises Stain.

Works as a decent anti-air check from range, due to its full-screen range and functionally huge active time for hitting airdashes, covering an angle that cannot be easily covered by Grave Reaper. Even on whiff, the crow returns at a more favorable height, making it an effective tool in neutral.

  • Applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wallbreak.
  • Will normally travel in a straight horizontal path, but if an active Succubus is present it will fly towards that instead. Holding P will force the crow to always fly straight.
  • If Grave Reaper is active when Unholy Diver is activated, the projectile automatically ends and will be targeted by Unholy Diver.
  • Cannot hit most opponents on the ground at its default height, except for Faust and Potemkin when standing.



The Crow

Unlike most projectiles, its starting point is not fixed, but is a moving part of Testament in the form of a flying crow. Depending on its start and end points, it may exhibit entirely different timings for hitting opponents and travel at extreme angles. The crow has a standard idle position above and behind Testament, and will slowly try to return to this position if it leaves it, allowing different starting positions until it does.

Certain situations can affect the crow's position:

  • Testament moving, jumping, or turning around will cause the crow to slowly trail behind.
  • After Unholy Diver's normal trajectory, the crow will curve back towards its default position to a limited degree. From its default height, it will curve downwards.
  • If Unholy Diver is sent towards an active Succubus, or Nostrovia is used, the crow teleports back in front of Testament at a slightly lowered position.
  • If Possession is activated and moves to another location, the Crow will trail towards Testament at a slight downward arc.


Possession

214K (Air OK) (Hold OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 16 - Total 34 - 16~25

A potent mobility tool, mixup tool, and neutral tool. Due to Testament's poor movement speed, this is Testament's most effective way to close the gap without being easily reacted to, becoming essential for throw mixups and some pressure resets. Possession in neutral can be used to forcing large grounded approaches to whiff or bait an anti-air while approaching from the ground. With a placed Succubus, it can also be used to side switch, particularly for escaping the corner. If the distance between Testament and the Succubus is very large, opponents cannot cover both areas at once, giving Testament more ways to contest their coverage of neutral.

One of the biggest weaknesses of Possession is the slow startup. Despite its late telegraph it is reactable and unsafe, especially if Testament needs to move anywhere before beginning an attack. Using 214[K] to remain in place can circumvent this and can cause the opponent to whiff their punish or throw tech. When used unpredictably, this turns it into a mixup which even on reaction can be a 50/50. However, some situations may be unsafe regardless if one input can challenge both outcomes.

Without a placed Succubus, this move loses most of its utility. It remains useful for stalling Testament's movement very suddenly, and can be used as a last-resort bet for avoiding anti-airs after double jumping or airdashing. However, this is extremely risky as Testament becomes exposed to an air Counter Hit combo if the opponent does not fall for the bait.

  • Teleports Testament to the location of an active Succubus. An active Grave ReaperGGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    will also end early, causing Testament to teleport to its position.
  • If no Succubus is present, Testament will disappear and reappear on the spot. Holding K will cause Testament to always stay in place.
  • Completely halts air momentum for duration of move.
  • Subtle startup animation. Distinctly telegraphed on Frame 16.
  • Very briefly invulnerable after disappearing.
  • Counter Hit state on both startup and recovery.


Arbiter Sign

214S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214S 63 Low 24 3 35 -12 -
214H 63 High 28 3 35 -12 -

Despite its ambiguous animation, the overhead is still reactable. Additionally, due to the 4 frame gap between both hits, more savvy opponents will be able to Fuzzy Guard{{{2}}} both versions. Combined with weak combo potential, and leaving a large gap in pressure, this makes it an objectively bad mixup tool. Fortunately, it is able to function safely against meterless invincible attacks, giving the H version some utility in the corner with Stain State, though still a weak option overall.

The S version is a good anti-zoning tool, due to its massive tracking range that does not interact with projectiles. However, it is poor as a poke in neutral as it has a tendency to whiff moving opponents, and the H version—despite appearance—is unable to hit jumps. It can still be used as a risky option in neutral against low-health opponents to close out rounds.

It can also be used as a high-damage combo ender by sacrificing all other okizeme opportunities from Grave Reaper or Unholy Diver, primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or Nostrovia to enforce a basic mixup on a blocking opponent, but this hinges on the opponent not jumping either projectile, after which Arbiter Sign will whiff and likely be punished by.

  • S version is a low and H version is an overhead, with an identical startup animation that visually appears on frame 5.
  • Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen.
  • Triggers Stain on contact, becoming +4 on block.


Overdrives

Nostrovia

236236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20×2, 57 All 11+19 2, (24), 2, (28), 4 Total 53 +63 -

A fantastic combo extender and ender, due to its huge corner carry and applying Stain State on wallbreak. With its hard knockdown and Stain State applied, Testament's follow-up okizeme becomes extremely strong. In combos, you can always input one last 6H or Arbiter Sign before Nostrovia wallbreaks to optimize damage without losing the Stain State or knockdown on wallbreak.

Nostrovia excels as a corner pressure reset while the opponent is in Stain State. When cancelling or linking from a normal, opponents are unable to jump out even from substantial range due to the Stain explosion. This forces easy frametraps or mixups and resets into more Stain State pressure. In the corner, using 5D or 2K during Nostrovia results in a fast High-Low mixup that immediately wallbreaks on hit, remains advantageous on the low, and reapplies Stain State on block, allowing you continue pressure for even longer.

However, this move is very flawed in neutral. At mid range it can be punished on reaction with any Instant Air Dash jump-in. From farther out it is safer as Testament can either block in time or 6P attempts to get over Nostrovia's second hit that can anti-air with its larger hitbox. Unfortunately, at this range Testament is unable to reach the opponent in time to force a mixup before Nostrovia is finished. While Testament is still at advantage afterwards, using an attack that can reach from that range expends Stain State. Because of its nature as a projectile, Nostrovia will destroy all other projectiles it passes through, giving it a niche usage for breaking through troublesome setups.

  • Last hit applies Stain State to the opponent on contact. If the wall breaks, the opponent will have Stain State active after the wallbreak.
  • Projectile will remain active even if Testament gets hit.
  • Grave Reaper does not place the Succubus and Unholy Diver cannot be used while the projectile is active.
  • Testament moves backwards on activation, which can cause the projectile to whiff opponents at point-blank range if they move forwards after the cinematic.
  • Unholy Diver crow returns to Testament at a lower height, similar to after whiffing Unholy Diver.
  • Has a bad tendency to not combo with itself properly if it catches extended hurtboxes, causing less knockdown or even failing to apply Stain State.

Calamity One

236236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
143 All 11+4 5 67 -67 1~19F Full

  • Fully invulnerable on startup.

Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like P normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to Safe Jumps. It also suffers from only targeting forwards and not very high, making it prone to cross-ups and some airborne attacks with large vertical range.

As compensation, its slow startup makes it very good for invincible Purple Roman Cancels, in which by PRCing the move's startup Testament spends only 50% Tension to receive its full startup invulnerability, allowing them to whiff punish many moves, even very active ones, and easily check for mixups or if the opponent is blocking out of caution. This is not flawless and tends to be weaker against projectile okizeme and delayed/highly active meaty options, making it important to consider both uses. As RC startup is not invulnerable, Testament can also get hit out of PRC if done too early. However, because neither Calamity One nor PRC had time to complete, no Tension will be lost in that situation.

As a combo ender, it is able to confirm off even lighter attacks like 5K without Counter Hit or Stain State. It also works as an alternative to Nostrovia for slightly higher damage at the cost of not applying Stain State after the wallbreak, generally for ending rounds. An otherwise inferior option in most combos.

External References

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Testament
Ambox notice.png To edit frame data, edit values in GGST/Testament/Data.