has anyone found a use for testament’s 6K?
the one thing i know about it is it looks way cool (much cooler than the 6P… lol), but does not combo from anything or into any normals, which seems to limit its uses.
no one i’ve seen uses it, and i don’t use it myself either. if it has invincibility like other chars’ 6P then it would be really good. but it doesn’t right?
The OTG skull could only be done on GG#Reload not GGXX
cuz they change the skull usefulness, and now his game are more different then just wakeup web…!
I personally play a fairly reactionary Testament until I can get a knockdown, then it’s rushdown time. For the Riot stomp, far slash beats it clen if you have enough time or they are being predictable with it. Far s and 6h are really good tools for zoning along with j.s and j.d. For AA, I use j.k and just try to beat their move or you can jump back d and go for the CH. Unlike pretty much every other Test I’ve seen, I actually use his poison super in combos. It can start GD loops just as well as RC GD but it does damage throughout the combo as well. And FRC barney is way too good. =)
yep, i posted earlier that i only play #reload due to the fact of the skull changes (angle of degree). this helps OTG after sweep. however, i don’t think the skull OTG can be done after the throw… if it can, please clarify this.
i mainly set up FRC barneys after two situations: blocked chain, and s.S(far) to play keepaway (if i ever wanna do that)
for example, midscreen: s.K, s.S
(by this point you should tell that if it hits, go into Gravedigger, RC, D, gravedigger LOOPS)
if it is blocked, carry on into: s.S, c.HS, FRC barney, dash in whatever
My dust combo is usually just: d,j.d,s,h,d,214p. If you have tension do that combo and then add: ,RC,s,dj.h,d,214p. No tension it does 150, w/ the rc it does 210 iirc.
For AA, the only things I can reccomend are j.k,j.d,j.s,or maybe a counter if it’s an obvious one. I personally haven’t found a good way around Baiken’s j.h when they are right above you.
There are lots of ways and reasons, to set up frc barney. I’ll list a few off the top of my head:
After a trip, low skull, frc barney, dash in on wake up. As your opponent gets up, barney and the skull hits almost simultanously, after they block both you’re right on top of them. Thats where you want to be, to start 50/50 game.
After a combo (outside of the corner) that ends in gravedigger, frc barney, Zeinist(net) combo’s on certain characters, and if it does’nt combo on your opponent it still puts them right back in front of you, to start pressure strings again.
Testament has one of the best high low games in G.G. If you mix up your pressure strings. If your opponent blocks your string perfectly, then frc barney dash in and start another string.
The best one to me is the barney loop. If your opponent blocks low, hit’em with 6p, s, hs, frc barney, (66, k, s, hs, frc barney)repeat what’s in ( ) as long as you have tension. Finish the combo with k, s, hs, gravedigger. if near the corner possible to get GD loop. The key to making this combo work is getting your opponent to crouch. If crouching, 6p keeps them crouching for the duration of the entire loop.
I’ve played testament since the games release, and he’s a really good character, just a lot of work and mixing your stuff up on 50/50’s, but that’s his WHOLE game. Wake-up is where testament shines.
6P as an oerhead can be linked after a c.kick, REALLY dirty shit to set up beast loops and such. Also, mix in some tick grab throws off of a BRC beast, works really well, and testament has high damage combo’s off a throw into the corner. 6k, web I believe will beat out sols Wall kick, not positive.
I’ve played testament with some success, got 5th at N3. So if you have any questions feel free to ask.
It catches everything buddy, highs, lows, mids, specials, supers, etc. Just make sure the move you’re trying to counter has huge lag on it (for example, you wouldn’t want to use it on a Venom using IMS’s). Good luck to you!
You guys have any thing you can recommend if the opponent gets stucked on the blood web? What is the best follow up/combo after they get stucked on a ground web and or an air blood web?
on ground webs you can usually do :hs: -> Gravedigger
that leads into the Gravedigger loop. (RC -> Gravedigger, wall bounce, etc.)
on air i guess it’s j. anything -> Gravedigger then I guess optionally RC -> Gravedigger again.
I’d use j.D since it’s easy, but there are probably more damaging combos
So… I dont really have much of a choice then when they get tangled in the air blood web? :sad:
Also I was experimenting on my own yesterday… when the opponent is cornered and they get cornered…
(BTW this is only for GGXX, not reload… I dont have reload :sad:)
When you hit the cornered opponent with either j.Dust, or a corner throw and proceed with:
K, HS, Grave Digger, (wall bounce), K, Jump Cancel…
how come sometimes I cant seem to connect j.K, j.S, Grave Digger… into that combo? Am I not hitting them “deep” enough with the K, in that combo?
My other question:
The air combo I do with him is pretty much…
Dust, follow them in the air(S, P, S, P, K, S, HS, Grave digger)…
Someone said that testament damaging combo starts with Dust, then Slash… then etc, etc. Is that for reload only? Coz for some unknown reason the Dust doesnt seem to connect and I somehow got it to connect once, but the Slash didnt connect.
Am I missing something? Whats the properties to that combo?