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    Testament by Scythe master

    Version: 2.31 | Updated: 01/20/04 | Search Guide | Bookmark Guide

    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
    other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright
    email me at yatsui_geist@hotmail.com
    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
    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"
    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
      ii.Advanced strategies
    II.Why Testament?
    III.Profile Info
    IV.Move list
      i.normal moves
      ii.special moves
    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
      i.other combos
      ii.counter-hit combos
      iii.the super flash combo
    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
    3=diagonal forward
    7=jump backward/diagonal up-back
    9=jump forward
    under this notation a standard fireball (qcf+P) will become 236+P
    Hs=Hard slash
    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
    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
    -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
    -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
    -From the game:-
    Name: Testament
    Height: 6'1"
    Weight: 161 lbs 
    Birthday: May 9
    Blood Type: Unanalyzable 
    Race: Gear/Swiss
    Risk Rating: S
      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:
    -From Sammy site:-
    Name: Testament
    Height: 5' 1"
    Weight: 161 lbs.
    Blood type: Analysis Failed
    Origin: Switzerland
    Birthday: May 9
    Eye color: Red
    Hobbies: Thinking
      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
    Can be found in: 
    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
    haven't found any use for this
    -crouching punch-
    gatling-K, 2s, Hs
    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-
    (     )
    same as s.P and c.P but in the air
    haven't found any use for this
    gatling-S, HS
    (**** )
    Testament crouches and turns around, bringing his scythe behind him to hit the
    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-
    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
    properties- anti-air
    (**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-
    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
    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
    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-
    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
    gatling-dust combo, corner combo
    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.
    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.
    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
    -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
    combos into-almost anything when FRCed or used as the start of a combo
    Testament takes a bow, which summons a purple beast that comes up behind the
    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)-
    combos into-almost anything
    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
    -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-
         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
    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
         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
       _ _  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
       _  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
    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
         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
    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
    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.
    variation 2-
    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.
    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
    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
    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 to gamecombos.com and #gamecombos on mIRC for posting usefull combo
    -Thanks to anyone who reads and enjoys this FAQ
    -Ferrio from gameFAQs message boards for reading my FAQ and suggesting some
    -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

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