copyright 2003 Adam LaRusso

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any
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and a violation of copyright

email me at yatsui_geist@hotmail.com

diclaimer:
This guide probably won't be very good at first, but hopefully as I improve,
I'll make a better FAQ and include some better strategies as I go along.
For now, I'll only put a few strategy, because I haven't played many human
players, and none were any good. That said, I'll start the FAQ

*I NOW HAVE A PS2 TO WORK WITH. YAY!

Feed back WANTED AND WELCOME. This is my first FAQ, and possibly the only
FAQ that I'll produce. If you have any suggestions as to additions to the 
FAQ, combos etc... please email me at yatsui_geist@hotmail.com

3/14/03  version 0.8  First version on the FAQ
3/31/03  version 0.9  Added and changed information in the "move list" section
                      Added Overdrive information
                      Added more combos
6/17/03  version 1.1  Did a little tweaking to multiple sections I think I can
                      finally call this a full FAQ (this doesn't mean in any
                      way that I'm finished with it)
6/18/03  version 1.11 minor update, added tick throws to "advanced strategies"
                      section
7/03/03  version 2.2  replaced old notation system with numerical system
                      added/replaced stuff in the moves section
                      added some combos to the combo section as well as a new
                      counter-hit combo section
                      Added knock-down strat summery section
7/15/03  version 2.3  Added Testament's profile info
10/6/03  version 2.31 Corrections and additions to the combos section
                      Also, I now have a PS2, so this is no longer a blind FAQ  
11/7/03  version 2.4  corrections and additions to the normal moves section

I.The basics
  i.key
  ii.Advanced strategies
II.Why Testament?
  i.pros 
  ii.cons
III.Profile Info
IV.Move list
  i.normal moves
  ii.special moves
  iii.Overdrives
V.Testament Traps/pressure and other strategies
  i.Hitomi and Zeinest
  ii.wake-up strategy
  iii.EXE Beast
  iv.other pressure
  v.Wake-up summery
VI.Combos
  i.other combos
  ii.counter-hit combos
  iii.the super flash combo
------------------------------------------------------------

I. THE BASICS
    i.Key
This FAQ will use a number system to tell you what direction to press. Looking
at the number pad on the very right of your keyboard should give you an idea
to where you will press when a certain # is given, for all that are still
confused here's what the buttons correspond to

1=crouching block/diagonal back
2=crouch
3=diagonal forward
4=back
5=neutral
6=forward
7=jump backward/diagonal up-back
8=jump/up
9=jump forward
under this notation a standard fireball (qcf+P) will become 236+P

p=punch
k=kick
s=slash
Hs=Hard slash
D=Dust
JC=jump cancel
->=gatling combo the next move, also known as two-in-one
,=next move and will require certain timing to continue the combo
/=or
RC=Roman Cancel
FRC=False roman cancel
OD=Over Drive (super move)
IK=Instant Kill
Wake up= while character is getting up
"Tiger Knee" a move- doing the motion of a move that can be done in the air on
the ground, then jumping and pressing the needed button for it. For example,
if you wanted to "tiger knee" Zeinest, you would in-put 2147+HS. After the "7"
you'll want to wait a short period of time or you won't jump in the air to do
the move
otg-off the ground. These attacks will be scaled a LOT and the opponent can
recover much more easily


------------------


ii. Advanced Strategies- here are some of the more complicated maneuvers from
the game that aren't included in the manual.

-Jump cancelling- jump cancelling is mostly used to continue a gatling combo,
but it has other uses. You can jump cancel out of a dash/retreat. By jc.ing
out of dash, you will be propelled forward more  and faster than normal. This
also allows you to dash or jump again while in the air, giving more mobility.
You can also try to confuse the opponent by dashing jc. into a retreat, to try
and provoke the opponent or avoid something that they used. It is the same
with jc.ing out of a retreat, you can do an air retreat again if you need
space from your opponent, or try to confuse the opponent by retreating then
JC into an air dash, possibly luring them to where you want them. A JC can
also be done in the air giving more ability to punish the opponent with longer
air combos

-Jump install-This technique is a glitch that was purposely left in the game.
This technique allows you to dash or jump after a roman canceled move that
puts you in the air, something that's normally not possible. You can do this
one of two ways. I'm only going to talk about the "tiger knee" way of doing
things. In a combo, if you "tiger knee" Grave Digger (in this case, you
wouldn't wait to jump to do the move) you can roman cancel it, then dash
forward afterwards. This is because the computer will store the jump in-put
and when you roman cancel, it was if you had jumped instead of doing a Grave
Digger. If you don't like this method, you can go to Gamecombos.com to find
out more about jump installing

-Faultless Dash/faultless jump- by using faultless defense during a dash or
jump, you limit the vunerability you normally had. You can stop a dash right
away with this technique, priming the opponent for a throw, or allowing you
to block something they've thrown out. You can also block earlier when jumping

-Instant Air Dash-performed by quickly pressing forward after jumping forward
or back while jumping backwards. The forward/backward pressed as a part of the
jump also counts as the first forward needed for a dash. This allows you to
dash while closer to the ground.

-Tick Throw-A "tick throw" is a technique that utilizes poke hits to put the
opponent into a block stun, then quickly moving in and throwing them as soon
as they exit block stun. An example would be throwing a few standing punches,
and then running in for a throw. (courtesy of Wyrm916 on GameFAQs)

---------------------------------------------------------------------



II. Why Testament?
        Testament probably will never be a top teir character, but he's
definitely fun to play as. In terms of playability, he's one of the hardest
characters to use well, as he requires some good timing, set-up, and lot's of
strategy. Testament has the some of the greatest trap potential in the game
and can litter the screen with things that will make the opponent think twice
before approaching. Also, he has some great pressure thanks to his EXE beast
and it's FRC. So here are some pros and cons to consider if you want to use
Testament

     i.PROS
-good range
-high damage
-almost 100% safe wake-up with zeinest
-nice set-ups and pressure ability
-ability to poison and therefor incur extra damage
-Air gravedigger for air combos
-unpredictability of crow when character is cursed (double edged sword)
-awesome pressure with EXE beast and FRC EXE beast
-good high low switch up guessing games/pressure
-one of the fastest overheads in the game (6p)
-one of the best wake-up "games" in the game
-high amount of untechable (or moves that have a lot of time before you can
tech) moves
-KICK-ASS character design :P
-something I've recently found out (sort of). Testament has a REALLY fast dash
speed. I never really noticed it till I played the survival once. I was facing
a random Testament and saw how fast he moved. I thought it was just EX speed
but then I went to arcade mode and saw much of the same
-can be VERY tricky with zeinest and hitomi
-GRAVE DIGGER LOOP

-----------------

     ii.CONS
-Slow recovery on some moves. Easily countered when lagging after a move
-doesn't have great combo-ability. You'll find yourself doing one of like 3
combos at any given time
-zeinest and hitomi easily countered
-gravedigger lag if blocked or missed
-phantom soul's lag
-EXE beast can only come from behind (in normal mode)
-timing required for warrant
-he doesn't gain tension all that fast sometimes
-unpredictability of crow. While it CAN make uber combos, it will often do a
techable technique (especially during grave digger loop) to screw the combo up

---------------------------------------------------------------



III. PROFILE INFO

-From the game:-
--------
Profile:
--------
Name: Testament
-----
Height: 6'1"
-----
Weight: 161 lbs 
-----
Birthday: May 9
-----
Blood Type: Unanalyzable 
-----
Race: Gear/Swiss
-----
Risk Rating: S
-----

-----------
Background:
-----------
  One of the few humanoid Gears, and one of the few
Gears to retain a sense of self after Gear
cell-grafting process. He became an enemy of the human
race after aligning with Justice. Subject organized
the first Sacred Knights tournament in an attempt to
revive Justice. Currently, he is still evading
capture. One account mentions a link with Commander
Gear Dizzy, but this has yet to be confirmed. His pure
hatred of man and incalculable power make him one of
the most dangours living beings on Earth at the
present time. He should be viewed as a major threat. 

Risk Rating: S

Can be found in GameFAQs.com:
http://db.gamefaqs.com/coinop/arcade/file/guilty_gear_xx_char.txt


=====================================================


-From Sammy site:-
--------
Profile:
--------
Name: Testament
-----
Height: 5' 1"
-----
Weight: 161 lbs.
-----
Blood type: Analysis Failed
-----
Origin: Switzerland
-----
Birthday: May 9
-----
Eye color: Red
-----
Hobbies: Thinking
-----

-----------
Background:
-----------
  Involved in a conspiracy, Testament was converted to
a Gear. He managed to maintain his consciousness and
memory but was forced to conform to the command of
"mankind erasure," which was implanted compulsorily.
When Testament met Dizzy and heard the story of her
life, her existence became his reason to live. The
only thing he could do is "to protect his precious
one." 

Can be found in: 
http://sammystudios.com/games/ggx2/bio_testament.htm



---------------------------------------------------------------



IV. MOVE LIST- In this section, I'll list all of Testaments moves along with
whether they can be jump cancelled, false roman cancelled etc...


this is the formula-Damage and maybe damage scaling will be added in later

-move name-
properties-jump cancel, FRC, overhead, stagger and other special properties
gatling-Which moves it can be gatling comboed in to 
Use (0-5 *'s 5 being the best)
description of move
the actual use of the move
note: some of the information will probably be false or incomplete, since I'm
working from memory
note: to avoid confusion, I will not use 8p/k/s/Hs when saying which moves can
be gatling comboed into after an air attack. Rather, I will only use p/k/s/Hs

i.normal moves- note: for now, I'm assuming that every ground move can be
gatling comboed into the Nightmare Circular OD and Grave Digger with exception
maybe being his f+K
note: every normal move can be roman canceled

-standing punch-
properties-jump cancel
gatling-K, S, 2S
(     )
Testament reaches his hand out and "grabs" the opponent for a short ranged
attack
haven't found any use for this

-crouching punch-
properties-
gatling-K, 2s, Hs
(**1/2)
same as P, but crouching
Very fast, like every other crouching punch. It can be used to poke some one
out of their pressure tactics. It CAN be used as a part of the grave-digger
loop (bounce, 2P->Hs->grave digger, bounce), but you'll have to find out when
it's better to use this over S-Hs or just Hs->Grave Digger 

-jumping punch-
properties-
gatling-
(     )
same as s.P and c.P but in the air
haven't found any use for this

-forward+punch-
properties-overhead
gatling-S, HS
(**** )
Testament crouches and turns around, bringing his scythe behind him to hit the
opponent
one of testament's slowest attacks, which is funny, since it's one of the
fastest (if not the fastest) overheads in the game. Good to use in the EXE
beast loop pressure. Some human players will tend to block low, some high.
You'll have to figure this out when playing to find out whether to use this,
or c.K. More about this move talked about in the pressure section

-standing kick-
properties-jump cancel
gatling-S, HS
(***  )
medium ranged "back-kick"
important for some combos. This Move can be used in an EXE Beast FRC combo,
and if you want to end a Grave Digger loop with an air combo, if the opponent
is too low, you can do K->S to get them into the air for the air combo

-crouching kick-
properties-low hit
gatling-2S, S, HS
(**** )
standard crouching kick
bah, I don't know what I was thinking when I said that I never used this. As
Testament's only other low hitting move (other than crouching Dust) this move
is essential for mix-ups. This move will gatling into 6P, but the two hits
won't combo. This is sometimes good to keep in mind if the person can usually
guess where you're going to hit. In my experience, even if they're blocking
high, they'll go to block low once you hit them with the 2K getting you some
extra free damage. Of course, this is a little risky since they could continue
to block high, and that would result in the halt of the combo.

-jumping kick-
properties-
gatling-8S
(***1/2)
standard jumping kick
Important for air combos. It has good speed and range so it can be used as an
anti-air. You can sometimes start the match with this if you think they will
jump. If they stay on the ground, then you have plenty of time to jump again,
air dash back or air dash forward. more in strategy section

-forward+kick-
properties- anti-air
gatling-Zeinest
(**1/2 )
a quick downward strike that covers the front of Testament
This move does some decent damage and comes out decently fast, but it's got a
lot of lag after if it hits or is blocked, and little priority. It does
however cover almost all of Testament's front, so it works decently as an
anti-air, though the timing is VERY tricky and it's not garunteed. The main
use for this will be to combo into zeinest (even after anti-air), in which you
can do whatever you want from there. You should try to never use this move
without Zeinest following it. Use with much Disgression

I have changed the rating on this from ***1/2 to **1/2 because the range of
the move is very limited and the knockback (when hitting) is high, so the
zeinest probably won't hit, unless you're right in the face of the emeny (in
which case, this is a very high risk move)

-standing slash-
properties-jump cancel
gatling-6P, S(from close S), 2S(from close S), HS
(**** )
close-Testament raises his hands, bringing his scythe down, then back up
far- Testament reaches his hands out, making his scythe spin a horizontally 
The far version only does one hit in this installment of guilty gear, so
they've toned it down a little since GGX, but it still does good damage and
has great range and speed. If you're in close enough, you can link this with
HS then Grave Digger for a little combo that does great damage. It's a good
long range poke that will make the opponent think twice before dashing in.

-crouching slash-
properties-
gatling-HS, 2D, 2HS(on counter-hit)
(**** )
Testament swings his blade across the ground
This move has the fourth best horizontal range out of all of Testament's
normal moves (next to 6Hs 2D and 2HS...2S does have longer range than S), and
is less risky than the afformentioned moves. I wish I knew how to use this
move more effectively. I believe that this move's use might be more of a
threat move because of it's range and the fact that it can link into 2D.
(getting the opponent where you want them, on the ground)

-jumping slash-
properties-jump cancel
gatling-HS, D
(****1/2)
Testament slashes his scythe
this move has the pleasure of being the only air move of Testament's that can
be JCed. It does good damage and allows you to continue an air combo, which is
ALWAYS a good thing. Other-wise, this move is sometimes interchangeble with
8D. This move will be used as more of an anti-air, unlike dust, which will
mostly be for offense 

-standing hard slash-
properties-staggers on counter-hit
gatling-almost anything on counter-hit
(**** )
Testament slashes his scythe horizontally in front of him
It's biggest use is in a combo after a S. You can use this on it's own
linking into Grave Digger for a short combo. It has good speed and range.
Nescessary for optimal damage in Testament's Grave Digger corner juggles.
You can try to be tricky with this move, using it twice in a row in pressure
in hopes that your opponent will try to hit you. If you DO counter-hit, you
can do ANOTHER Hs (or 2Hs) and then Grave Digger, possibly following up with
the corner loop

-crouching hard slash-
properties-invincibility frames at the beginning of the move
gatling- 2D
(****1/2)
Testament disappears, moves forward, then reappears with his arms forward and
blood shaped as a drill wrapped around them
Great move, it's fast, also has VERY long range. But the frames of
invincibility at the beggining of this move make it what it is. It can go
through many attacks. It's great to use at the beggining of a round since it's
faster than almost every other move that has enough range to hit a person at
the start of a round (with exception to one of Sol's moves and I think
Johnny's S). It can go straight through Ky's uncharged stun edge and Axl's
Rasho Sen and Johnny's coin among other moves that have fast start-up. I also
think you might get a slightly longer range with this move if you do it from a
dash. This move is GREAT to gatling in to 2D for an easy knock-down/set-up in
to Phantom Soul.

-jumping hard slash-
properties-
gatling- D
(***  )
Testament spins around, spinning his blade vertically with him
The only real use for this is to use in an air combo after j.S or JCed into
after 8S, then linked into a j.D or Grave Digger. This is sometimes
interchangeble with j.D, it comes out a little faster, but has less range and
duration. Use with disgression

-forward+hard slash-
properties- anti-air
gatling-nothing, but can combo into another 6HS (otg)
(***  )
Testament holds out his scythe and slashes vertically
AWESOME range, but it's slow and has HORRIBLE lag if blocked. Good move to use
on it's own, however. One drawback to it's range though is that if the
opponents outside of throw distance, but close enough, you'll totally whiff
and be open for punishment. You can use this when the opponent is at the other
side of the screen (if you have 2 zeinests and an hitomi out and the
opponent's still turtling, you might want to throw this move out. Good as an
anti-air move, but by the time you know to use this move, they'll probably be
too close so don't use this move too often.) This can combo off of a throw, but
only use it if you know it'll kill the opponent as there are better
alternatives to this due to the damage scaling

note: this move CAN combo from an air throw with-out the huge damage scaling
you get from the OTG for some good damage. I will say right now that Johnny is
probably the hardest character to get this against. Potemkin and the females
in the cast are much easier to do this on. You can RC the 6Hs for a grave
digger and possible loop. Of course, this is risky, since the 6Hs might be
an OTG, making the RC useless

-Dust(D)-
properties-
gatling-dust combo, corner combo
(***1/2)
Testament leans back and summons hands made out of blood in front of him
Starter of a dust combo. Great range, but it comes out really slow, leaving
him open. If the opponent's too close, it will miss. There are better dust
moves in the game. However, unlike most dusts, you can actually combo into
Testament's dust!(this, of course, is a hard to pull off maneuver). Also a
sucessfull dust can also lead into one of two highly deadly dust combos (these
two things are the only reasons why it got a rating as high as it did). More
on these two things in the combos section.

-sweep(c.D)-
properties-low hit
gatling-Grave Digger (otg for most characters. it will combo on females)
(**** )
Testament falls forward, sweeping his scythe along the ground
Great range and speed, one of the better sweeps in the game. It can be linked
into and FROM Grave Digger (as an otg). Best if used after a 2S or 2Hs. If
this move connects, it is safe to use Phantom Soul. If this move DOESN'T
connect Hitomi or EXE Beast are your best options, though against most people
you can still use a Phantom Soul.

-knockdown(j.D)-
properties-launches opponent high and is un-techable after a counter-hit
gatling-Grave Digger, S (after landing)
(*****)
Testament puts his hand out making his scythe go out in front of him, leaving
a trail of blood behind it.
ABUSE THIS MOVE! People will fall for it all of the time. And if they were
attacking, you'll get the counterhit as well, knocking them high into the air,
setting up for a Grave Digger loop. If it doesn't counter-hit hey, they're
still on the ground and have just been set-up for more punishment


------------------------


ii.Special moves-for these moves I will replace "gatling" with "link" because
special moves can't be two-in-one'd like normal attacks without the use of a
roman cancel or false roman cancel
Note: every one of Testament's moves are usefull and you will most likely use
all of them in any given match (with exception maybe being Warrant)

-Phantom Soul (236+P/K)-
properties-marks opponent with "curse"
combos into-almost anything
(***  )
Testament sends out a skull that travels forward (p) or up and forward (k) and
curses opponent upon sucessful hit.
You should almost NEVER use this on it's own. It comes out slow and travels
slow. This move will be discussed more in depth in "Testament traps/pressure
and other strategies" section.
    -Crow attack/curse- if sucessfully hit by phantom soul, the opponent will
be cursed for a little while, or untill they hit you. The crow will do one of
three attacks, a VERY quick charge, throw some feathers out at the opponent,
or will change into "Zio" and do an over head scythe attack. The crow will
sometimes help and sometime hinder combos, but since it's very random, it's
hard to base a combo around. I've yet to do any real testing around the Crow
attack. The crow can do some very good damage, and since it attacks on it's
own, you can just sit back while it attacks, though it's usually a better idea
to just continue your attack, even if it means being hit and removing the
mark.

-Grave Digger (214+p)-
properties-ok during jump, jump install, very late recover point, wall bounces
combos into-c.D(otg), EXE beast (otg)
(*****)
Testament comes off of the ground and flies forward through the air as he
swings his scythe around him
One of Testaments best attacks, and definitely his best combo ender. Try not
to use it on it's own unless you're farther away or going for a counter or
anti-air. If you're close, it will hit earlier, giving the opponent plenty of
time to retaliate if they block. If far away, you'll hit later in the motion,
and if they block, they might not be able to counter before you can block.
Best when used as a combo ender (or extender when in the corner). When RCed,
it can link into a corner combo better

-EXE Beast (41236+Hs)-
properties-FRC, stagger on counter-hit, can be comboed into on a ducking
opponent
combos into-almost anything when FRCed or used as the start of a combo
(****1/2)
Testament takes a bow, which summons a purple beast that comes up behind the
opponent
Limited use by itself as it can be jumped over. The real magic of the EXE
beast is that it's FRCable. Although the timing is hard, once mastered, this
transforms Testament from a slightly defensive character into an offense
master. The FRC cuts the lag to almost nothing. This will probably be the wake
up attack you use the most. EXE beast also staggers on counter and pushes the
opponent towards you, allowing you to combo after it, even if not FRCed
note:the reason why I said that this move can be linked to almost anything is
because the EXE beast knocks the opponent towards you, and if EXE beast is the
start of a combo (not the end) you can hit the person with almost anything
(like a Grave Digger, f+P or a kick) after it. More uses of this move will be
discussed in Testament Traps and pressure

-Warrant (214+k)-
properties-adds poison, RC (only after it hits or is blocked)
combos into-
(***   )
Testament does a taunt. If hit, he melts into a pool of blood and resurfaces
on the other side of the enemy. If it hits, it poisons
Great move, but shouldn't be used all that often. It should only really be
used as a counter to a projectile or something with decently big start-up time
(sol's riot stamp). Other-wise, it's really hard to actually hit some one
with. There's a few frames in the beginning, and a decent amount of frames at
the end when testament is vunerable. Then even if it DOES counter something,
there's still a chance that it won't hit the opponent or they'll block it.
You can use this if you're blocking a rushdown, and there's a decent gap in
the other person's rushdown. Though beware, too little a gap, and they might
just hit you before you can counter, too big of a gap, and they'll be able to
spot it, wait it out, and punish you for it.
**SPECIAL NOTE** The Best time to use this might be at the start of a match.
If you're playing against Johnny or Sol (two characters who can hit you right
from the start, and who's attacks are faster than 2HS), this might be a good
option to consider.


-Hitomi (214+s)-
properties-untechable
combos into-almost anything
(***1/2)
Testament's skirt flies up. This sets a type of land mine that activates when
the opponent gets close enough to be hit by it, when you're hit, or if you
lay another after putting out 2.
The biggest downfall to this move is that the opponent can trip the mine
ANYWHERE above the hitomi, so if they jump over it, it'll activate. Next, if
the opponent runs, they can also by-pass it. None-the-less, they it's still a
good trap if the person isn't paying enough attention. Also, this is a good
way to start or continue an air combo if they're hit by a hitomi. Can also
extend combos if it happens to be in place that the opponent lands after a
combo. You'll probably want to lay a few every match. Use disgression. More
uses of this move will be discussed in "Testament Traps/pressure and other
strategies"

-Zeinest (214+Hs)-
properties-ok during Jump, tiger kneeable
combos into-almost anything
(**** )
Testament rips his own arm off and leaves a blood web behind. It disappears
after and sets a trap that activates when something hits it, or upon the third
usage of the move
This can be used to set up different traps. Once caught in the web, you can
also start a combo for some good damage. Zeinest has some interesting
properties. When used by itself, the opponent can be caught for a period of
time, but if used in an air combo, the opponent can almost immediately recover
out of it. Great as a wake up attack. More uses of this move will be discussed
in "Testament Traps/pressure and other strategies"
**SPECIAL NOTE** If you tiger knee this move fast enough, it will super jump
intead of just jump. A super jump will allow faster movement after the Zeinest
is planted


--------------------------


iii. Overdrives-
-Nightmare Circular-
properties-adds poison
combos into-corner combo
(***  )
Testament brings his hand down and bends over. A Gate opens up and spews
poisonous blood
Pretty decent OD, but Testament has better things to use tension for, his
Grave Digger RC and EXE beast FRC take priority to this. This can be used
after just about everything with some timing. Only time you'll really use this
is against a person that blocks more than anything, and even then, only after
a combo. This will poison them and force them to attack.

-Master of Puppets-
properties-charges up hitomi (charges EXE beast in EX mode)
combos into-
(*    )
Testament turns his scythe into a Key and hits the opponent with it
Not a very practical OD, it does very little damage for an OD. It will "charge
up" your Hitomi(normal Testament) or EXE beast(EX Testament). The Hitomis will
poison and be bigger. The EXE beasts will be bigger and bounce the opponent
straight way up into the air. You will get 3 Hitomis (regular) or 2 EXE beasts
(EX mode) per master of puppets. Only reason this got two stars is because the
Hitomi's will poison if connected, since poison does a good deal of damage,
this OD can THEORETICALLY deal more than any other human controlled OD, but
since the Hitomi's are still blockable, it's highly unlikely to get this to
happen. Probably one of the worst ODs in the game



---------------------------------------------------------------



V.Testy Traps and pressure- this section is mainly for 3 of Testament's
special moves: Zeinest, EXE beast, and Hitomi. However, there will also be
some tactics involving moves other than these


i.Hitomi and Zeinest-
-Zeinest-
     The first use of this move is just on it's own. You can put these out
across the screen in hopes of capturing the opponent in it. If the opponent's
smart, they'll attack these and destroy them as soon as possible, if they're
smarter, they'll run right into them and block them, thus reducing risk. It is
usually better to use Zeinest in the air rather than on the ground, since it
is a little harder to track them in the air, if an opponent uses an air attack
to dispose of them, they will be left open slightly longer than if they used a
ground attack (a punch on the ground will last the same amount of time as one
in the air, but if the opponent doesn't hit YOU, they still have to descend
before being able to attack again). Air attacks also have generally less range
and come in at an angle, thus making the Zeinest harder to hit while in the
air.
Zeinests shouldn't be kept too far apart from each other, but be sure to try
not to put them one on top of the other (two of them in the same space). You
can make a decent wall using two Zeinests, one above the other like this:
 #         #           #
 #   or   #     or      #
if you want to use Zeinest on it's own, a good way to go is to jump forward,
plant one, then dash back, or even dash forward. If you choose to dash forward
an air dust is a good way to keep safe while remaining on the offensive, it's
range and duration should keep the opponent from trying to attack

     Zeinest can, like Hitomi, be used as the end of a combo. This is probably
something you won't be doing that often, but you might be able to use this
every once in a while. The objective isn't really to hit though, just to get
the web out

     The last use for this move is to stall yourself in mid-air. This will
throw off the opponent's timing and you might be able to dodge a move and
counter attack with a rush-down

-----------------

-Hitomi-
     I LOVE this move. Against human players, it works like a charm. They
seldom see it coming out, so they get hit by it often. Use this whever you
have the chance. You might want to use it after a knockdown intead of EXE
beast or Zeinest. 
Make sure you use this when you're a decent distance away from the opponent
though, although the move doesn't last that long, it's still long enough to
get hit out of it.
Once you've laid an Hitomi or 2 (which is the max) you might want to instant
Zeinest Superjump (maybe laying 2...or even three if you want to pause in
midair). It might look something like this
#=Zeinest
_=Hitomi

1)#
   #
   _ _  if you layed hitomi, dashed back, laid another, then did zeinests

2) #
    #
  _ _ if you dashed forward for the second hitomi

3)#    #
       _ you can dash back in the air after the first zeinest...or forward

4)#
   #
   _  one of the better formations, since it doesn't take much time

note: you can air dash after each of these formations exctept #3

     The good thing about jumping above a hitomi and laying a Zeinest is that
if the person doesn't know about the hitomi (even if they do) there's a high
chance that they'll be hit by it. If they try doing a jumping attack on the
Zeinest, they'll probably be hit by Hitomi. Or if they DON'T attack it (use
a block to destroy it) and they don't know it's there, they'll be hit by the
Hitomi. Of course, if they know it's there AND they use the block method, THEN
they can dodge it. Of course, there's always the chance that they'll hit the
Zeinest (sometimes not even trigger the Hitomi). SO hey out of 3 instances out
of 4 isn't bad

---------------


ii.Wake-up Strategy
     The third and most used way to plant Zeinest is upon wake-up. This is an
almost 100% safe way to start or continue constant pressure after the opponent
is knocked down. This should be used mainly on two occasions. 1) When the
opponent is thrown (though not when they're thrown into the corner.) and 2)
when the opponent is knocked down with a Grave Digger while in the corner (if
don't have to dash in). In other cases (which is pretty much only when they're
knocked down by Grave Digger while not in the corner) you'll want to use EXE
beast. If they're knocked down by a sweep, more specifically a c.HS, c.D or
c.S, c.HS, c.D combo you'll probably use Phantom Soul. After performing your
wake-up attack, back on to the constant pressure.
     In other words Zeinest should be used whenever it can be (on wake-up),
since it's reliable and costs no tension (when you use EXE Beast, you'll
probably FRC it, which is 25% tension). Although Phantom Soul is reliable in
one situation, it can't really be used in any other situation other than that.
You're too far away if you try to do it after a throw, the person will get up
too soon after a Grave Digger (not in the corner), and they'll be too close if
you hit them with a Grave Digger IN the corner. All three situations, the
person can probably dodge, so it's left with only one real use. Zeinest should
be used only as the wake-up though, and EXE beast used to help pressure once
the person's back on their feet


---------------


iii.EXE Beast-
     The only other times to use EXE beast is 1)to provoke an attack by them,
and 2)when they're close enough to the corner and they perform a move that
misses you completely.
So now that you know when to do it, what now? The main thing to learn is how
to FRC Testament's EXE beast. If you can use this, then you expand your "game"
a little bit more. You can now provide a source of constant pressure. This is
when you'll start to loop a combo untill it hits. It might go something like
this:

EXE Beast, K->S->HS->EXE Beast->FRC, dash, 6p->S->HS etc...
note: you can interchange the f+P with a c.K to switch things up and keep them
guessing.

     Depending on the situation, you might not need or want the FRC on the
EXE Beast on the first time. You might want to skip the FRC once if you want
to gain a little more tension. Once you actually hit the opponent with the
first hits of the combo, you'll want to use a Grave Digger instead of the EXE
Beast. Then you'll start things over The goal of this combo is to 1)push the
person into the corner, 2)add to their guard meter and 3) to hit them with a
combo and knock them down. 


---------------


iv.Other Strategies
     Now that you know when to use which special move, what else? Testament
has great high/low games. His f+P hits high and c.K and c.S hit low. Here's a
simple strategy you might see in a normal match against a Testament player.
Assume that the opponent has already been knocked down and is in the middle of
the screen and you have at least 40% tension at the beginning of the combo:

EXE Beast->FRC, Dash, 6p->S->Hs->EXE Beast (All blocked)->FRC
2K->S->6P (hit)->Hs->Grave Digger (you'll both be in the corner by now)
Zeinest, c.K (hit)->S->Hs->Grave Digger
Zeinest, 6P->S->Hs->EXE Beast (all blocked) FRC
6P (hit)->S->Hs->Grave Digger
note: Switching up between the high f+P and the low c.K is a good way to catch
the opponent off guard

And the opponent will be more than likely dead. Of course, it's not always
going to happen this way, so you'll have to improvise some, but this is a
general idea of how you can use Testament to his fullest and get that constant
pressure where the opponent can't retaliate and can't even get away.

**IMPORTANT**   One thing to remember is that he has a good low attack(c.K)
and a good overhead attack(f+P). Many human players tend to block low, so it
might be a good idea to use the f+P more than the c.K. Of course, if the
opponent is more susceptable to the low attacks, go for those. Switch it up
every once in a while to hit the opponent whenever you can. 

---------------

v.Wake-up/knock down strats summerized-Testament is probably the character who
is the best at interrupting an opponent's wake-up. This is The section where I
will breifly review the three moves that you will use when the opponent's
waking up most often.

After a Grave Digger, your safest bet is to use an EXE Beast. Remember that
you don't always have to False Roman Cancel this first EXE Beast. But if you
intend to follow it up with 6p then it's suggested to FRC it

After a 2D knockdown, you can do one of four things. The first and possibly
best option will probably be to throw out a Phantom Soul. If you're close
enough, you can do some normal mix-up games. Otherwise, you might want to
dash in and do a slash. Some people will think they can jump around the Soul
and might get hit by the Slash. 
The next option is to do a Hitomi. The move is fast enough that you can get
it out and still have time to dash in for a 2k or 6p
Or you can use an EXE Beast. You might even have enough time to do both Hitomi
AND EXE Beast
The last thing that you can do is combo a Grave Digger after the 2D. If you're
in the corner, this will set you up for the Grave Digger loop

Throw- After a throw, you have time to dash in and place a Zeinest over the
opponent

Remember, when you're in the corner, Zeinest is probably the best option since
it's very safe to use on most opponents (except Sol and sometimes Zappa)

Hitomi- After you hit with an Hitomi, you can either go straight into the air
combo, or wait for them to fall and do Hs->Grave Digger

Air dust knockdown- Zeinest or EXE Beast are your best options here. If you
nail the counter-hit on the air dust, you can follow it up with another air
dust->Grave Digger or you can air combo, or you can do the same thing you did
with Hitomi, wait for them to fall and Hs->Grave Digger



----------------------------------------------------------------



VI. Combos
  


basic air combo-
once the opponent is knocked up, follow with:

K->S->Hs->D->Grave Digger

I used to think that this combo wouldn't work unless you did 8Hs instead of
9Hs
You can also SOMETIMES replace with this:

Extended basic air combo:(Not tested)
K->S->9S->Hs>D->Grave Digger

but this can only be done if you start off the combo higher than your
opponent, and even then I don't know. 

****SPECIAL NOTE****
Testament's best strategies are when the opponent has been knocked to the
ground and is waking up, so it might not be best to use this combo. An
exception might be if you catch the opponent with a 8K

--

"bread and butter"-
K->S->Hs->Grave Digger

self explanitory. "Bread and butter" but still decent damage
K can be substituted for 2k or 6p

--

"RC combo"-The General combo you'll use an RC for
Grave Digger->RC, j.D->Grave Digger

This can be tacked onto any combo ending in Grave Digger

--

"Grave Digger loop"-Testament's main combo for high damage, this combo will
deal anywhere from 180-280 damage, depending on placing and tension gauge.

Grave Digger, bounce, S->Hs->Grave Digger, bounce, Hs->Grave Digger

You can start the combo with anything ending in Grave Digger
it you're not close enough to the corner, you can do the RC combo to get
closer. The second bounce will be the opponent bouncing over you head
Note: you can't be too close to the corner or else the combo won't work.
Rather, you should be maybe a fourth a screen away from it
Note: this combo does a lot of damage, use it as often as possible
Note: you can get in one more bounce if you're the perfect distance away
Note:this is just the basic combo, you can change things in the combo
depending on the situation, you'll just have to train yourself how to tell
when you can do what

***special note***: when doing this to Faust, be aware that when you do S->Hs,
the Hs will not hit him do to his "unique floating" and hit box.

--

"Back and forth"- The EXE Beast loop. This combo is an expert level combo.

6P->S->Hs->EXE Beast, FRC, dash, K->S->Hs->EXE Beast,FRC, dash, K->S->Hs->
EXE Beast,FRC, dash, K->S->Hs->EXE Beast,FRC, K->S->Hs->Grave Digger

20 hits and 193 damage. You can stop after the 2nd FRC if you want, since
it'll already be about 170 or so damage, you'll only want to continue if the
opponent's REALLY low on life and you're going to finish him off.

one more thing to add about this, since you normally won't just be doing the
6P out of nowhere, this combo will usually stat with a blocked (FRCed) EXE
Beast. With the blocked EXE Beast, you'll get 16 hits and like 214 damage.
This just goes to show you the power of gaurd meter

*note*:if you're in the corner, instead of K->S->Hs you can eliminate the K, and
get more damage out of it. If you try this outside of the corner, the opponent
won't be knocked back far enough to be pushed into the EXE Beast.
Also, you can do 6P->Hs, instead of 6P->S->Hs

Special note: if you want to get flashy, after any FRC you can dash in and do
6K->"Zeinest combo"

--

"Zeinest Combo"- good way to get into the air combo
Zeinest, K->S->9K->S->Hs->D->Grave Digger

--

"Distance combo"-a combo that uses Testament's far reaching moves.
2Hs->2D

variation- 
2S->2D 

variation 2-
2S->2Hs->2D

2HS is one of the best things to start a match off with. It's got the speed,
distance, and invincibility.
you have many options on how to follow this combo up. If it hits you can do a
Grave Digger (not really advised) or a phantom soul. Since most players fear
getting hit by phantom soul, most people will block on wake-up. If you are
close/far enough from the person when they're knocked down, you can see if you
can hit them before they block the soul, knocking them into it.

If it's BLOCKED however, you can do a few other things. If you think they're
close enough to the corner, do an EXE beast. If they block all of this move
when you do it at the start of the match, you might want to do phantom soul
anyways, or use an Hitomi (it is not advised to phantom soul if you're playing
against Ky or Sol and they block, both of them can go under it and do some
good damage)

"Distance combo" and "Variation 2" are more adviseble routes to take. If the
c.S is blocked, you can maintain pressure with the c.HS. If it hits, the c.Hs
can be blocked unless the c.S was a counter. I generally use "distance combo"
the most out of the three of them, since the range is so much, I can run in
and do a c.HS further than I would have been able to do the c.S. If you can
get the c.S though, by all means, use it.

--

"Throw combo"-Throw combo based on Testament's Grave Digger loop
you have to be in the corner (or relatively close to it) and throw the
opponent into the corner to do this combo

Throw, Hs->Grave Digger, bounce, S->Hs->Grave Digger

of course, you can modify this combo as well. Also, you can replace the final
Hs with an Air combo 

Special note:

--

"Dust combo"
D->chaser 8D->S->Hs->D->Grave Digger->RC, D->Grave Digger

or if you don't want to waste the tension and think you can pull it off (and
are in the corner)

D->FD, D, Grave Digger, bounce, S->air combo
the FD in this combo is faultless defense

for a sure fire way to get into the dust (this requires some good timing)

EXE Beast->FRC, D


--------------------------


ii.counter-hit combos- combos that start with a counter-hit

Hs, counter-hit, Hs->Grave Digger

it'll be hard to get the second Hs unless you're close, so you might want to
just do a gravedigger after the first Hs sometimes.

--

8D, counter-hit, Hs->Grave Digger

--

8D, counter-hit, Air combo

as an alternative to this you can do this

8D, counter-hit, 9D->Grave Digger
this is the one that I usually do when I get a counter-hit with dust (and
haven't already followed it up, of course). It may not do as much damage as
the air combo, but it puts you closer to the ground, which like I've said
before is sometimes a better alternative

--

S/2S, counter-hit, 2Hs->Grave Digger

--

EXE Beast, counter-hit, Grave Digger
if you're close enough, you can instead do this

EXE Beast, counter-hit, Hs->Grave Digger

Note: with these combos, feel free to ad-lib.



**SPECIAL NOTE**
Remember that Grave Digger's wall bounce can double and triple the damage that
some combos can do, so when you do any of the above combos if you can knock
them closer to the wall with some variation, thus getting in range for a wall
bounce



--------------------------



iii.The super flash combo- Combos that are flashy and require precise timing

"My friend....the wall"
I have yet to find a precise way to do this combo, sometimes it happens with a
countered dust, sometimes with a CH gravedigger with opponent in the air. I've
also been able to do this once or twice from a regular GD loop. But whatever
the case, it happens. Either way, if you EVER catch some one with a grave
digger when they're not on the ground, dash up to them as quick as possible,
because chances are this could happen.

this combo involves wall bouncing someone in the MIDDLE OF THE SCREEN.
Whenever you see this happen, you might be able to get a S->Hs-> Grave Digger.
if you get this one, a grave digger loop is pretty much garunteed. So, it'll
be the Gravedigger loop PLUS TWO TO THREE EXTRA LOOPS. You can get as much as
maybe 10 Grave Diggers in ONE COMBO...GOD I love Testament


"Let it be done"- (tested by thepeoplespebble)
S/2S->Hs->RC, 2Hs->Grave Digger->RC, Hs, land, Zeinest, air
combo

This is a combo that I came up with when I first started using RC. It's near
impossible to do the whole thing, but I've managed it once or twice in like 4
hours. You can use the c.S for more damage, but that makes the combo a little
harder (for me at least...I find it hard to go from the crouching to the
standing, RCing, then crouching again). With the whole thing, it should be
8-15 hits depending on how you do it. You can also take out the beginning (the
s.S, s.Hs, RC). If you do that, you can also replace the c.Hs with the s.S,
s.Hs. ALSO if you do this, you can put a RC, j.Hs, Grave Digger at the end
(maybe extending it to j.Hs, j.D, Grave Digger...though I don't know if that
would work). You might also be able to get in a close s.S after the Zeinest
before the air combo

Now for the explination. The beginning's self explanitory, just s.S, s.Hs. The
RC requires a little tricky timing, and I don't know if when you do the RC
(within the time frame that you CAN) matters, but it might. I try to do it as
soon as possible. Do the c.Hs cancelled into Grave Digger. RC AS SOON AS
POSSIBLE, these next parts are the hardest parts. Do the j.Hs, and land and do
the Zeinest. This is the part with the trickiest timing, you must do the
Zeinest the INSTANT you land, if you're too early, they'll be able to recover
out of the Zeinest, too late, and they'll be knocked too far away to be caught
by it. The rest is self explanitory, just continue with the basic air combo or
any air combo of your liking 

The highest damage I've gotten with this was 187 and 10 hits, but this is
before I knew the more damaging "basic air combo" so you might even be able to
get up to like 250 damage from this. You can get maybe 150 if you omit the
beginning and only do one RC.

alternative to "Let it be done"- This is with all of the suggested changes
above (not tested yet)

s.S/c.S, s.Hs, Grave Digger, RC, j.Hs, land, Zeinest, s.S(close), j.K, j.S,
JC, j.S, j.Hs, j.D, Grave Digger, RC, j.Hs, j.D, Grave Digger

This combo has been tested by thepeoplespebble. Though it didn't do as much
damage as I would have hoped, it did a respectable 228.



-----------------------------------------------------------------


-Thanks-
-Thanks to gamecombos.com and #gamecombos on mIRC for posting usefull combo
info
-Thanks to anyone who reads and enjoys this FAQ
-Ferrio from gameFAQs message boards for reading my FAQ and suggesting some
changes
-thepeoplespebble  from GameFAQs for testing the uber hard "Let it be done"
-wyrm916 for reminding me to put "tick throws" in the guide (and teaching me
the technical term "tick throw")
-Thanks to all of the people in Miami for being some great competition and
helping me get so much better
-Thank you to basel and his character FAQ for providing the back-ground and
profile information for Testament