Sounds like you’re just having a timing issue connecting the j.D to j.S in the dust combo. There were no changes made in #R to Testament’s j.D, so the combo works in XX.
It should be: D/([8]D,S)-H-D -> 214P
RC 214P to j.D -> 214P for more damage (but not really worth it). I believe that’s Testament’s strongest dust launcher combo.
usually i would RC the first ground gravedigger and do air D -> second gravedigger first before wall bounce. this happens more in a practical game and also this bounces the opponent back to the other side (so you become nearer to the corner). next i think you can do K,S then JC, but i’m not sure if it works on all characters or what. what i do is 2P, S then JC. this always works on all characters (in XX at least, and as far as i can remember at least, i remember doing that and almost never failing it).
the air combo after JC also has a lot of variety depending on your liking… i just do j.S j.HS gravedigger, since that seems to always work on all chars.
as for followups after air bloodweb hits, i really don’t know that much about it. there are definitely stuff that can do better than just j.D gravedigger that i don’t know of…
I don’t know about that corner throw combo, since I don’t really play Testament, but my advice is to make sure they cannot tech after the last Gravedigger. You do not want to lose your momentum when playing Testament (or any char for that matter), so it’s best to follow up with a combo that will make them fall to the ground again.
For example: (On Sol) H -> 214P (wall bounce), H -> 214P.
Simple and causes knockdown. You can get your momentum again after that. Or, if it’s #R, try to go for the guarenteed OTG skull set up after throw.
Sometimes you’ll want to keep them in the corner. After they hit the ground just throw up a web and then a tree. More pressure. Yay.
Or you can cross them up with GD as they get up in the corner (completely useless ). Similar to Ky’s air throw to the corner to Greed Saber trick.
sometimes though, things doesnt really go your way, and loses the tempo of the game… say you messed up an FRC, opponent bursted, or they used their dead angle…
Can you guys share any experience, on what you did or do when you lose the tempo, and the opponent managed to get you in his own corner lockdown?
like:
fausts’s random bombs, poison flasks, mini-faust projectiles, and his pressure strings.
Sol’s flame spam.
zato’s chipping + pressure game.
and or perhaps zappa’s ghost corner lock down (YUCK!!)
Do you just try to find the opening to where you can QAD out of there? But Faust and zappa’s ghost lock down, i cant think of a good way to get out with out taking tremendous damage.
Ugh. One of the things I hate about playing Testament is that he has almost zero options to get out of big pressure while stuck in the corner. I think the only thing one can do is just looking for an opening and escape. Be careful not to get air thrown!
Don’t rely on EXE Beast FRC pressure strings. Because Testament gains tension so slowly, you may not want to try more than 1 or 2 FRCs in a pressure string. If you fail a pressure string, back off and set up traps. Play a trap spamming, keep-away bitch. That’s what Testament is good at. You want to trick the opponent into landing into some traps or effectively use your traps to lock them down and then pressure them.
If you rely on the 50/50 you will not get far. Rely on trickery and traps.
Almost all 6Ps beat out Sol’s s.K, but since Testament doesn’t get any upper body invincibility, that’s not an option. Try his 6K (experiment in training mode) and see if that works. Too bad you can’t do anything after 6K but plant a web and combo off of it (boo XX!).
As for BB, you have to be careful. If the BB hits you very early (like the first several active frames), you can punish Sol’s recovery with a throw (be sure to Option Select it). If the BB hit hits you deep (meaning you get hit when Sol is almost done with the entire move) you may want to be a bit more cautious. Try Option Selecting a throw, but not not to throw out any moves. If you hit a button you might eat an uppercut. Experiment in training mode to see what you can and cannot punish.
My main character is Baiken, but ive been working on my testament 24/7. Trying to get him good, Ive played against several people with him already and did extremely well. But I havent played against really really good competition yet.
Ive seen how this one guy played Faust and this one guy’s crazy lock down with his ghosts (Zappa player). I Didnt get a chance to play against them though.
The character I have problems against with my Baiken is Potempkin, and since im training my Testament to be up there, how should I play my testament against Potempkin? Fight him at mid range? Pretty much use my reach?
As for the FRC beast pressure strings, I feel like I have to keep rushing. If im not rushing then im dying. I dont even ever bother with the super at all I save them pretty much for 3 things: FRC, RC, and Dead Angle just to keep the tempo.
Also saiyuk and S.J., you ever bothered with IBing (instant block)? I cant quite get the hand of it, I can only do it against something I can see coming a mile away. Would that be worth learning to keep the tempo of Testament’s game?
Also I just notices that in training mode the computer can (not sure if you play MvC2 or other games that has the term) Push Block your attack, or since in training mode it says PG im assuming it means Push Guard. Im attacking and attacking, and computer is blocking but I kept going farther and farther away so quick. How do you do that?
Btw (for saiyuk)just out of curiousity is youre name supposed to be “Saiyuki” like the old book/story… or anime which translates to “Journey west” (or Journey to the west, or records of journey west)?
PG = Perfect Guard, a.k.a. Faultless Defense (green orb). You’ll get the same effects as “PG” as you would Faultess Defense. It’s the same thing. I don’t know why training mode has it labled as PG.
As for Potemkin, I’m not sure. Throwing out a lot of traps is good (stops Hammer Fall). EXE Beast if he tries to poke through webs while he’s on the ground. Just keep him away with traps and tricks and then rush down when you get the chance.
IBing is very important skill to learn. It’ll take some practice, but IB whenever you can. If you can IB consistently you can get out of things you normally couldn’t. Learning to IB if you’re Testament is especially important since you want to get out of pressure as fast as possible.
Testament’s 2H-2D. The only normal that cancels from the 2H is 2D. If you see the 2D coming after the 2H, you can escape a potential EXE beast following the 2D. IB the 2D and then jump away.
Slayer’s j.H. If Slayer jumps in with j.H and you block it, you can probably throw him after it (providing he doesn’t do it as deep as possible).
Learn to IB. It’s super helpful. Takes practice though.
No I havent seen Tukinose’s testament. He plays keep away or mad rushdown? or a combination of both?
S.J:
Instant block is tapping back the moment of impact, or is it back then forward? Ive been practicing that on training mode but how can you tell you you sucessfully IB?
Yeah a good potempkin is really annoying. I burn so much meter against that guy FRCing and RCing my combos, just to avoid getting grabbed. Although the 2 potempkin players I played seemed to be a sucker for “tick” throws.
I said i dont really bother with traps but the only trap I do bother with is if I have time, I set an Air blood web preferable in the middle of the screen. I feel kinda safe knowing that web is there. As for the trees I dont really see the point, Ill just lose the tempo if I plant more.
Both, really. His rushdown is insanely strong, but he is also very strong in other areas.
PS. When you IB, your character flashes white for a frame or more. It’s exactly like “just defend”. You just have to block right before impact. The differences are very noticable (range, recovery, etc).
When some one attacks, block just before the hit connects, and you will IB.
Less guard meter buildup (I think… not 100% sure; someone confirm?)
Pushes you back less
No chip damage
Less block stun
Personally, I think Shonen’s Testament is the best I’ve seen. That guy is simply insane. Between his Testament and Yukinose’s Testament, I’d say Yukinose turtles more. Shonen tends to rush down more use traps more effectively. Not to mention his GD set ups are far more complex (and sometimes just plain flashy) but they’re far more effective than what Yukinose does. Find Shonen vids if you can.
…play #R Testament if you can. XX sucks.
EDIT: Yes I actually bother with traps. Testament is a trap character. Not using his traps makes him a lot weaker. Testament lacks priority on many of his moves (6K is the only move he has with decent priority… and in #R his 5P is pretty good now), which is why he has a hard time doing rushdown by himself. That’s why he needs EXE Beast FRCs to aid him in pressure strings. If Testament were to go head to head with someone, he’ll probably lose 90% of the time.
Just watch Japanese Testament players. They always use traps in order to trick the opponent into making a mistake.
Okay I think Ive gotten all I need with Testament.
(just trying to keep this thread alive)
Ive been playing an intermediate Ky Kiske alot this week. The only thing I have to watch out for is his risging uppercut whatever it is called. But my opponent is easy to read though so that attack can be baited, much like how I like to bait Sols dragon punch. I dont really bother planting trees, I plant them sometimes but rarely, since Ky will just shoot them out anyways. Besides losing tempo of the match I just not nice. I dunno Ky kiskes Hi-low game doesnt really bother me. But then again I need to find other Ky players.
Snce you guys probably have more experience than me, especially as to using this guy. Can you guys share on what character seems to give you some trouble? Why does it give you some problems and how you try to counter that?
I was watching this Combo Exhibition for Testament (GGXX, not reload) and Testament did this combo off a standing Dust…
when he followed the guy in the air his first hit was D, then HS, D, grave digger, RC, S,… etc.
Ive been practicing that combo in training mode so many times,
I do a standing dust, follow them in the air then D again; and thats where my problem is. Sometime after a standing dust, the air dust connects, and sometimes it doesnt… and when i do get it to connect either S or HS wont connect.
I cant seem to figure it out how come that Dust is so hard to cennect not only that but when it DOES connect the other follow ups wont. I even went as far as mashing the Slash or Hard Slash button right after the air dust connects but they still dont come out! :sad:
Are you holding up as you leave the ground? I had the same problem till I figured out I had to hold up for the first two hits of that combo, cuz if you watch closely you can see in that vid that Testy is still in the Homing Jump animation…mess around with that and see what you come up with
Those last 3 hits in the Pharenthesis’ I cant seem to connect!:sad: I am jump cancelling the Slash after the RC Grave digger but I cant seem to connect the Hard, am I not Jump Cancelling > Hard… fast enough? Or I dont even need to jump cancel and just out the control in Nuetral or Hold it UP???
Please help, im really confused about what im doing wrong:sad:.
Also 2 more questions if you dont mind.
Is it true that Testament can air dash forward AFTER a roman cancelled Grave Digger?? (Coz Ive heard that you can If he does a jump install)
After a roman cancelled Grave Digger, I can connect an arial Kick, Slash… and sometimes I can jump cancel and do the air combo Kick, Slash? (Im assuming you can add the jump cancel again, Kick, Dust, Grave digger) to finish the combo off.
(making it a Grave Digger, RC, airial Kick, Slash, jump cancel, Kick, Slash, (jump cancel again?), Kick, Dust, Grave Digger.
I dunno if anybody’s seen this yet, but all the l33t Testaments I’ve seen lately are using far web setup on wakeup into EXE Beast. Safer against reversals and their guard meter is built up slightly more. More potential for mixups as well.