tigerboymac Posted October 23, 2008 Posted October 23, 2008 We are just having a friendly rival match please comment because I would like to figure ways of upgrading my testament http://www.youtube.com/watch?v=R6w3MAukhpw
doragonkoroshi Posted October 24, 2008 Posted October 24, 2008 Tony! Keep pressure up with blocked hits into exe beast (frc). Learn to Badlands loop. You'll get more damage. I know you're getting out of some sticky situations with grave digger, but if you take that on the road, you're gonna get burnt. Practice more FDing, IBing, and FD jumping to get out of pressure. You'll be better off for it in the long run. Also, there is a throw combo in the corner that gives you free phantom soul. Learn it. Also, work on planting nets or using reverse exe beast when he's down to keep the pressure on him. Not bad though. Oh, and stop jumping so much.
Alzarath Posted October 24, 2008 Posted October 24, 2008 Also, stop using 2H so much outside of blockstrings/combos, that move can get you killed...
geist Posted October 25, 2008 Posted October 25, 2008 didn't really see any S(f) or 2s or air slash outside of combos like the above poster said you use 2H way too much...it's good but it'll get you punished if abused learn badlands combos learn the timing on forward EXE->6k, you messed up twice in the first round when you hit with a badlands from the ground, run up and plant the net over their head and mix up from there, 6p/2k is his most basic mix-up but you can throw in 2D since it's almost same length as 6p. corner throw combo....HS->net dash jump (669) K->s->HS->badlands, land (side switch) HS-> net -> TK badlands, pskull there's more but I have to go to bed right now ^_^
geist Posted October 26, 2008 Posted October 26, 2008 double post Edit: also when in the air, try not to air dash. Testament isn't very good air-to-ground so you'll usually want to stay at a distance with j.S and j.D...especially against eddie since his 2H anti-airs pretty much everything. Learn to verify hits, or anticipate them so you can combo after forward EXE more, it's +9 on block...that means whatever else you do after is free. They CAN jump out, but you can punish that too. in the corner, any EXE FRC is nice chance for mix-up learn EXE FRCs and combos. whatever->2D->Forward EXE FRC-> dash k->s JC K->S->HS->badlands one-hit-> various things if it takes you to the corner you can do another k->s JC K->S->HS->badlands one-hit out of corner: skull or dash up skull...this works wonders on eddie since it put's little eddie on cooldown for a bit if he fucks up HS badlands->TK badlands for knockdown and mixup (good if it puts him in the corner) not sure if the HS works on eddie or is you might have to dash HS or dash 6K if you're already in the corner: you can skip the FRC and if you're REALLY close, just do k->s JC K->S->HS->badlands one-hit or 6K badlands->TK badlands (might be able to skull after)
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