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==Overview==
{{User:Wakeup720/sandbox}}
{{User:Wakeup720/sandbox}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content= 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. {{clr|S|f.S}} and {{clr|H|5H}} are particularly strong for grounded space control, with {{clr|H|5H}} adding a disjoint at the cost of safety. {{clr|H|6H}} is a bit slow, but reaches far both horizontally and vertically. For air control, {{clr|S|j.S}} and {{clr|D|j.D}} excel at contesting foes. Spicing up Testament’s space control is the [[#Grave Reaper|Grave Reaper]] projectile. Both the grounded and aerial versions can be angled straight or diagonally with the {{Prompt|GGST|S|18px}} or {{Prompt|GGST|H|18px}} 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|Possession]] for a unique movement option. [[#Unholy Diver|Unholy Diver]] fires Testament’s crow like a projectile, which tracks to the position of the succubus. [[#Nostrovia|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 {{clr|D|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.
}}
{{GGST/Infobox
| fastestAttack = [[#2P|2P]] (5F)
| reversal = [[#Calamity One|Calamity One]] (15F)
}}
{{ReasonsToPick
|intro={{Character Label|GGST|Testament|24px}} is a midrange zoner, capable of controlling the pace of a match with their succubi and various projectiles.
|pickMe=
* Huge attacks and full-screen projectiles covering large swaths of the screen at a time.
* A fundamentals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.
* Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.
|avoidMe=
* Slow movement without much alternative for traversal.
* A read-based offense reliant on stagger pressure needs you to make predictions to keep pressure.
* Many manual timings and microdashes in combos and offense.
}}
</div>
{{card|width=4
|header=<div id="Stain State">Unique Mechanic: Stain State</div> |ToCName=Unique Mechanic: Stain State
|content=Testament's [[#Unholy Diver|Unholy Diver]] projectile and [[#Nostrovia|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|Arbiter Sign]], or the scythe slash of [[#Grave Reaper|Grave Reaper]] causes an automatic follow-up [[#Stain|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 [[GGST/Testament/Frame Data#Stain Frame Data|here]].
}}
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=
Testament's jab is better than {{clr|P|2P}} against airborne opponents, but otherwise outclassed by its crouching cousin.
* Fast, tall anti-air button.
* Whiffs on crouching opponents.
* Links into {{clr|K|5K}} and {{clr|K|2K}} on counter hit.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
===<big>{{clr|K|5K}}</big>===
{{GGST Move Card
|input=5K
|frameChart=auto
|description=
Useful in neutral where {{clr|S|f.S}} would be too slow and in combos when you cannot do {{clr|S|c.S}}. Get used to this normal as Testament relies on it a lot against characters that can contest them at {{clr|S|f.S}} range. At waist height and above, {{clr|K|5K}} will combo into {{clr|H|6H}} on airborne opponents which adds good damage to combos. Deceptively strong button at round start, its large hitbox paired with its speed can stop a lot of pokes.
* Good range, fast, and safe on block
* Only a true blockstring into {{clr|P|6P}}, otherwise leaving a throwable gap.
* Links into {{clr|K|2K}} on counter hit.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
===<big>{{clr|S|c.S}}</big>===
{{GGST Move Card
|input=c.S
|frameChart=auto
|description=
Go-to pressure starter, albeit slower than average. Has the most gatlings out of any of Testament's normals and a good number of active frames. Without dash momentum, blocked {{clr|S|c.S}} will leave Testament just outside throw range but just close enough to still be in {{clr|S|c.S}}'s activation range for a potent, automatic throw bait.
* Combos into {{clr|H|6H}}/{{clr|H|2H}} on Counter Hit or against airborne opponents.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
===<big>{{clr|S|f.S}}</big>===
{{GGST Move Card
|input=f.S
|frameChart=auto
|description=
Very long range, great for checking the opponent's position. Use with care, however, as this move is a bit slower than most other character's {{clr|S|f.S}} normals which is made up for by added range and disjoint.
* Combos into {{clr|H|2H}} only on Counter Hit
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
===<big>{{clr|H|5H}}</big>===
{{GGST Move Card
|input=5H
|frameChart=auto
|description=
Primarily used in blockstrings or to challenge buttons at ranges where {{clr|S|f.S}} may lose or trade. Even though this is a good blockstring option, only [[{{PAGENAME}}#Grave Reaper|Grave Reaper]]  will connect with the opponent on regular hit.
* Launches on hit but will not combo into [[{{PAGENAME}}#Unholy Diver|Unholy Diver]] unless CH
* Less reach than {{clr|S|f.S}}.
* Fairly disjointed but often in range to still get hit or clash with an opponent's {{clr|P|6P}}.
}}
===<big>{{clr|D|5D}}</big>===
{{GGST Move Card
|input=5D,5[D]
|frameChart=auto
|description=
;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, {{clr|D|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, [[{{PAGENAME}}#Stain State|Stain State]] also gives them a combo from uncharged {{clr|D|5D}} and makes it much safer on block. Can gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|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 [[GGST/Gauges#Tension Balance|Tension Balance]].
Significantly slower than an uncharged {{clr|D|5D}}, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
}}
===<big>{{clr|P|2P}}</big>===
{{GGST Move Card
|input=2P
|frameChart=auto
|description=
Useful almost exclusively as a way to challenge pressure. It's fast enough to challenge tick throws but connecting more than two {{clr|P|2P}}s pushes opponents too far for {{clr|P|6P}} to combo.
* Testament's fastest {{keyword|abare}} button.
* Susceptible to {{keyword|low profile}} attacks such as {{clr|P|6P}}s and Giovanna's {{clr|S|{{MMC|chara=Giovanna|input=623S}}}}.
* Links into {{clr|K|2K}} on counter hit.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
===<big>{{clr|K|2K}}</big>===
{{GGST Move Card
|input=2K
|frameChart=auto
|description=
Only true blockstrings into {{clr|P|6P}}, otherwise leaving a throwable gap. This is not an issue outside of absolute point-blank range, as {{clr|K|2K}} > {{clr|D|2D}} will catch even 3f buttons.
* Testament's fastest low.
* Excellent {{keyword|low profile}}.
* Links into itself on counter hit.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
===<big>{{clr|S|2S}}</big>===
{{GGST Move Card
|input=2S
|frameChart=auto
|description=
Rewarding tool when fishing for counterhits. Beats a lot of the things that can go under {{clr|S|f.S}} and shares the same gatling options. Like the caption suggests, this move is faster overall than {{clr|S|f.S}} at the cost of reach.
* Testament's main low poke.
* Confirms into {{clr|H|2H}} on Counter Hit.
* A powerful roundstart option.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
===<big>{{clr|H|2H}}</big>===
{{GGST Move Card
|input=2H
|frameChart=auto
|description=
An interesting normal, mostly useful for pressure resets and counterhit confirms. It launches on hit that leads into combo at the cost of being horribly slow. The draw-in effect can be used to ensure that both hits of {{clr|H|236H}} connect, leaving Testament slightly plus. {{clr|H|2H}} is best suited towards the beginning of combos, as its launch height is heavily affected by gravity scaling. {{clr|H|6H}} is a better alternative that also deals more damage later in scaled combos.
* Launches on hit.
* Draws the opponent in on hit or block.
* Combos from {{clr|S|c.S}} on air hit.
* Combos from {{clr|S|c.S}}, {{clr|S|f.S}}, and {{clr|S|2S}} on Counter Hit.
}}
===<big>{{clr|D|2D}}</big>===
{{GGST Move Card
|input=2D
|frameChart=auto
|description=
Testament's sweep makes for a great combo starter, as {{clr|D|2D}} > {{clr|H|236H}} allows for links after. It's also a great low in pressure. Its only downfall is its speed, as it does not true blockstring from Testament's {{clr|K|K}} normals and is too slow to effectively poke with.
* {{clr|K|2K}} > {{clr|D|2D}} has a tendency to whiff at close to max {{clr|K|2K}} range.
* Gatlings from {{clr|K|K}} normals have a throwable gap.
}}
===<big>{{clr|P|6P}}</big>===
{{GGST Move Card
|input=6P
|frameChart=auto
|description=
* Upper-body invulnerable, blanket anti-air for almost any situation.
* Excellent and rewarding counter-poke, especially with Stain State applied.
* Testament's only true blockstring from their {{clr|K|K}} buttons.
* Frame traps from {{clr|P|P}} normals.
The infamous. Everything you would want from a {{clr|P|6P}} and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat {{clr|P|6P}}, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a {{clr|P|6P}} mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox.
}}
===<big>{{clr|H|6H}}</big>===
{{GGST Move Card
|input=6H
|frameChart=auto
|description=
Testament swings their scythe clockwise. Slow, but covers a pretty large space. Mostly useful to add damage to combos and give time to charge {{clr|S|S}} [[{{PAGENAME}}#Grave Reaper|Grave Reaper]] for oki, but can also catch people trying to jump out of the corner.
* Has a large, counter hit hurtbox that extends before the hitbox.
* Ground bounces on hit.
}}
===<big>{{clr|P|j.P}}</big>===
{{GGST Move Card
|input=j.P
|frameChart=auto
|description=
Testament's fastest air normal. Good for quickly intercepting aerial opponents and forcing them back to the ground while building some R.I.S.C. on block, but otherwise lacks range.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
}}
===<big>{{clr|K|j.K}}</big>===
{{GGST Move Card
|input=j.K
|frameChart=auto
|description=
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 {{keyword|crossup}} normal, as none of their other jumping buttons have a hitbox behind them.
* Confirms into {{clr|K|5K}} > {{clr|D|2D}} for a combo.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
===<big>{{clr|S|j.S}}</big>===
{{GGST Move Card
|input=j.S
|frameChart=auto
|description=
A scythe slash well suited for air-to-air usage, with a mixture of good speed and horizontal range. It has faster startup and more downward range than {{clr|D|j.D}}, but without the disjointed hitbox. Also great as a runaway tool when cancelled into Air [[{{PAGENAME}}#Grave Reaper|Grave Reaper]] to start Testament's space control game.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
===<big>{{clr|H|j.H}}</big>===
{{GGST Move Card
|input=j.H
|frameChart=auto
|description=
Main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its longer startup than {{clr|S|j.S}} and likelihood to whiff if the opponent is at the attack's blind spot, causing you to drop a confirm. 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.
[[GGST/Testament/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
===<big>{{clr|D|j.D}}</big>===
{{GGST Move Card
|input=j.D
|frameChart=auto
|description=
Mainly used after {{clr|H|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 and it is special cancellable, allowing you to continue pressure with {{clr|H|H}} Grave Reaper, though this can be a bit finnicky.
* Pauses Testament's air momentum and pushes them slightly backwards.
* Can hit crouching opponents but the timing is difficult.
}}
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}}
{{GGST Move Card
|input=6D or 4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 2
|active = 3
|recovery = 38
}}
Synergizes well with the rest of Testament's moveset. Testament is free to set up an {{clr|S|S}} [[{{PAGENAME}}#Grave Reaper|Grave Reaper]] afterwards anywhere on the screen, and microdash {{clr|S|236S}} in the corner will hit meaty enough to true blockstring into {{clr|S|c.S}} to continue pressure.
}}
===<big>Air Throw</big>===
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}}
{{GGST Move Card
|input=j.6D or j.4D
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
|description=
Though Testament can usually cover jump-in attacks with {{clr|P|6P}} or {{clr|H|H}} [[{{PAGENAME}}#Grave Reaper|Grave Reaper]], their air throw still makes for a reliable anti-air when there isn't enough time to apply a better option, scoring a knockdown and an opportunity to apply okizeme. In the corner, it can be used to keep opponents from escaping or trading with slower moves like {{clr|H|j.H}} that won't come out fast enough to cleanly intercept.
}}
==Special Moves==
===<big>Stain</big>===
{{GGST Move Card
|input=Stain
|frameChart=
{{#invoke:FrameChart|drawFrameData|
|active = 23
}}
|description=
An automatic follow-up attack that triggers when hitting an opponent in Stain State with any of Testament's normals, [[{{PAGENAME}}#Arbiter Sign|Arbiter Sign]], or the scythe slash of [[{{PAGENAME}}#Grave Reaper|Grave Reaper]]. The explosion it causes can be used to extend combos on hit or maintain pressure on block.
See Testament's [[GGST/Testament/Frame Data#Stain Frame Data|Stain Frame Data]] table for more specific information on their frame advantage when triggered after particular moves.
* Testament's [[{{PAGENAME}}#Unholy Diver|Unholy Diver]] projectile and [[{{PAGENAME}}#Nostrovia|Nostrovia]] Overdrive put the opponent into [[{{PAGENAME}}#Stain State|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.
}}
===<big>Grave Reaper</big>===
{{InputBadge|{{clr|S|236S}}/{{clr|H|H}} (Air OK)}}
{{GGST Move Card
|input=236S,236{S},236[S],236H,236{H},236[H]
|versioned=input
|description=
({{clr|S|S}} and {{clr|H|H}} inputs in the table above represent uncharged version, &#123;{{clr|S|S}}&#125; and &#123;{{clr|H|H}}&#125;  inputs correspond to partial charge, and [{{clr|S|S}}] and [{{clr|H|H}}] to full charge)
Very versatile move used for zoning, ending pressure, and okizeme. The precursor of many strategies, as it prepares the Succubus, for use with [[{{PAGENAME}}#Possession|Possession]] and [[{{PAGENAME}}#Unholy Diver|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 {{keyword|meaty}} 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 [[{{PAGENAME}}/Strategy#Okizeme|here]]
* The {{clr|S|S}} version projectile travels horizontally forwards. The {{clr|H|H}} version projectile travels diagonally (upwards for {{clr|H|236H}} and downwards for {{clr|H|j.236H}}).
* Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed.
* All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
* The scythe slash triggers [[{{PAGENAME}}#Stain|Stain]] on contact, but the projectile does not.
* Heavily stalls air momentum. Stalls for longer the more it is charged.
}}
===<big>Unholy Diver</big>===
{{InputBadge|{{clr|P|214P}} (Hold OK)}}
{{GGST Move Card
|input=214P
|frameChart={{#invoke:GGST-FrameChart|drawFrameData
|input  = 214P
|recovery = 19
|isProjectile = yes
|frcStart = 10
|frcEnd = 10
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
A projectile that's vital for setting up safe pressure, and a powerful zoning tool after [[{{PAGENAME}}#Grave Reaper|Grave Reaper]].
Necessary for applying Stain State without spending Tension on [[{{PAGENAME}}#Nostrovia|Nostrovia]], and you should aim to hit opponents with it as often as possible to make use of [[{{PAGENAME}}#Stain|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 [[{{PAGENAME}}#Stain State|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 {{prompt|GGST|P}} will force the crow to always fly straight.
* Cannot hit most opponents on the ground at its default height, except for {{Character Label|GGST|Faust}} and {{Character Label|GGST|Potemkin}} when standing.
----
; The Crow
Unlike most projectiles, its starting point is not fixed, but is a moving entity following Testament in the form of a crow. Depending on its start and end points, it may hit on different timings and travel at different angles. The crow has a standard idle position behind Testament. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, Grave Reaper, Nostrovia, or when Testament moves. Most notably, this allows Unholy Diver to hit low to the ground to continue pressure, or in some specific setups even push an opponent out of the corner to enable cross-ups.
}}
===<big>Possession</big>===
{{InputBadge|{{clr|K|214K}} (Air OK) (Hold OK)}}
{{GGST Move Card
|input=214K
|frameChart=auto
|description=
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 {{clr|K|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 {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}} 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 {{prompt|GGST|K}} will cause Testament to always stay in place.
* Completely halts air momentum for duration of move
* Counter Hit state on both startup and recovery.
}}
===<big>Arbiter Sign</big>===
{{InputBadge|{{clr|S|214S}}/{{clr|H|H}}}}
{{GGST Move Card
|input=214S,214H
|versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|
|input = 214S
|title = '''{{Prompt|GGST|S}} Arbiter Sign (Low)'''
}}
{{#invoke:GGST-FrameChart|drawFrameData|
|input = 214H
|title = '''{{Prompt|GGST|H}} Arbiter Sign (High)'''
}}
|description=
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 {{keyword|Fuzzy Guard}} 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 {{clr|H|H}} version some utility in the corner with [[{{PAGENAME}}#Stain State|Stain State]], though still a weak option overall.
The {{clr|S|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 {{clr|H|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 [[{{PAGENAME}}#Grave Reaper|Grave Reaper]] or [[{{PAGENAME}}#Unholy Diver|Unholy Diver]], primarily for ending a round. It can also be paired with the active projectiles from charged Grave Reaper or [[{{PAGENAME}}#Nostrovia|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.
* {{clr|S|S}} version is a low and {{clr|H|H}} version is an overhead.
* Attack targets the opponent's location at a minimum distance of 35% of the screen, and a maximum of 75% of the screen.
* Triggers [[{{PAGENAME}}#Stain|Stain]] on contact, becoming +4 on block.
}}
==Overdrives==
===<big>Nostrovia</big>===
{{InputBadge|{{clr|P|236236P}}}}
{{GGST Move Card
|input=236236P
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|
|input = 236236P
|title = '''Nostrovia'''
|active = 6
|inactive2 = 20
|active3 = 6
|inactive4 = 4
|active5 = 4
|recovery = 0
|frcStart = 11
|frcEnd = 11
}}
{{#invoke:FrameChart|drawFrameData|
|title = '''Testament during Nostrovia'''
|recovery = 53
|frcStart = 11
|frcEnd = 11
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
A fantastic combo extender and ender, due to its huge corner carry and applying [[{{PAGENAME}}#Stain State|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 {{clr|H|6H}} or [[{{PAGENAME}}#Arbiter_Sign|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 [[{{PAGENAME}}#Stain|Stain]] explosion. This forces easy frametraps or mixups and resets into more Stain State pressure. In the corner, using {{clr|D|5D}} or {{clr|K|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 {{clr|P|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 [[{{PAGENAME}}#Stain State|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.
* [[{{PAGENAME}}#Unholy Diver|Unholy Diver]] cannot be used while Nostrovia is active.
}}
===<big>Calamity One</big>===
{{InputBadge|{{clr|K|236236K}}}}
{{GGST Move Card
|input=236236K
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|
|input = 236236K
|frcStart = 12
|frcEnd = 12
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
Testament's only invincible reversal. Due to its comparatively slow startup, fast attacks like {{clr|P|P}} normals can safely recover by the time Calamity One becomes active, making it a weak reversal and especially susceptible to [[Safe Jump]]s. 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 [[GGST/Movement#Roman_Cancels|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 {{clr|K|5K}} without Counter Hit or [[{{PAGENAME}}#Stain State|Stain State]]. It also works as an alternative to [[{{PAGENAME}}#Nostrovia|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.
}}
==Colors==
{{GGSTColors|color12=1|Size=160}}
==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=Dizzy's former guardian, moved on from their bloodied past. A defensive mid-range fighter, using assorted projectiles and large strikes to control space.}}
[[Category:Guilty Gear]]

Revision as of 22:46, 25 May 2023

Overview

[[File:Wakeup720 _{{{character}}}_Icon_April.png|300px|link=Wakeup720 /{{{character}}}]]
{{{character}}}
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.
sandbox
No results
Testament is a midrange zoner, capable of controlling the pace of a match with their succubi and various projectiles.
Pick if you like Avoid if you dislike
  • Huge attacks and full-screen projectiles covering large swaths of the screen at a time.
  • A fundamentals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.
  • Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.
  • Slow movement without much alternative for traversal.
  • A read-based offense reliant on stagger pressure needs you to make predictions to keep pressure.
  • Many manual timings and microdashes in combos and offense.


Unique Mechanic: 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. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

5K

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

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. Deceptively strong button at round start, its large hitbox paired with its speed can stop a lot of pokes.


  • 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

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

Go-to pressure starter, albeit slower than average. Has the most gatlings out of any of Testament's normals and a good number of active frames. Without dash momentum, blocked c.S will leave Testament just outside throw range but just close enough to still be in c.S's activation range for a potent, automatic throw bait.

  • Combos into 6H/2H on Counter Hit or against airborne opponents.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

5H

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

5D

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No resultsNo results
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

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

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 abare An attack during the opponent's pressure, intended to interrupt it. button.
  • Susceptible to low profile When 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 623S
    Error: Table MoveData_Wakeup720 not found.
    .
  • Links into 2K on counter hit.


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

2K

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

2S

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

2H

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

An interesting normal, mostly useful for pressure resets and counterhit confirms. It launches on hit that leads into combo at the cost of being horribly slow. The draw-in effect can be used to ensure that both hits of 236H connect, leaving Testament slightly plus. 2H is best suited towards the beginning of combos, as its launch height is heavily affected by gravity scaling. 6H is a better alternative that also deals more damage later in scaled combos.

  • Launches on hit.
  • Draws the opponent in on hit or block.
  • Combos from c.S on air hit.
  • Combos from c.S, f.S, and 2S on Counter Hit.

2D

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

6P

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results
  • Upper-body invulnerable, blanket anti-air for almost any situation.
  • Excellent and rewarding counter-poke, especially with Stain State applied.
  • Testament's only true blockstring from their K buttons.
  • Frame traps from P normals.

The infamous. Everything you would want from a 6P and much, much more. With its massive hitbox, this button will anti-air many air approaches that normally bait or otherwise naturally beat 6P, and at 15 frames of recovery it is exceedingly difficult to whiff punish considering its effective range. These 2 things combined with the universal upper-body invulnerability of a 6P mean that this is an excellent normal to flail with, and many characters will have to drastically alter their neutral game in order to not run into its hitbox.

6H

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results


j.P

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

j.K

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

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 crossup Attacking 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

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

j.H

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

Main jump-in and air combo filler. In an air-to-air situation, this should not be your go-to button given its longer startup than j.S and likelihood to whiff if the opponent is at the attack's blind spot, causing you to drop a confirm. 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

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

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 and it is special cancellable, allowing you to continue pressure with H Grave Reaper, though this can be a bit finnicky.

  • 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

No results
Damage GuardHow this attack can be blocked. 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. Invuln
Total: 42

Synergizes well with the rest of Testament's moveset. Testament is free to set up an S Grave Reaper afterwards anywhere on the screen, and microdash 236S in the corner will hit meaty enough to true blockstring into c.S to continue pressure.

Air Throw

j.6D or j.4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No resultsNo results

Special Moves

Stain

No results
Damage GuardHow this attack can be blocked. 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. Invuln
Total: 23

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)

No results
Version Damage GuardHow this attack can be blocked. 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. Invuln

(S and H inputs in the table above represent uncharged version, {S} and {H} inputs correspond to partial charge, and [S] and [H] to full charge)

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 meaty Hitting 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).
  • Places the Succubus slightly past wherever the projectile finishes. Replaces the Succubus' location if it was already placed.
  • All versions can be held to charge the attack, improving damage and advantage, and allowing the projectile to travel for longer.
  • The scythe slash triggers Stain on contact, but the projectile does not.
  • Heavily stalls air momentum. Stalls for longer the more it is charged.

Unholy Diver

214P (Hold OK)

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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.
  • 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 entity following Testament in the form of a crow. Depending on its start and end points, it may hit on different timings and travel at different angles. The crow has a standard idle position behind Testament. Some situations can move the crow, especially when its trying to return to Testament after Unholy Diver, Grave Reaper, Nostrovia, or when Testament moves. Most notably, this allows Unholy Diver to hit low to the ground to continue pressure, or in some specific setups even push an opponent out of the corner to enable cross-ups.

Possession

214K (Air OK) (Hold OK)

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Damage GuardHow this attack can be blocked. 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. Invuln
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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 j236S.pngGuardAllStartup16~22Recovery27Advantage-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
  • Counter Hit state on both startup and recovery.

Arbiter Sign

214S/H

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Version Damage GuardHow this attack can be blocked. 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. Invuln
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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 A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. 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.
  • 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

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Damage GuardHow this attack can be blocked. 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. Invuln
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Testament during Nostrovia
Total: 53
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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.
  • Unholy Diver cannot be used while Nostrovia is active.

Calamity One

236236K

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Damage GuardHow this attack can be blocked. 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. Invuln
No results(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

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