Testament First Day Wallbreak Combos
TIMESTAMPS
00:00 (Blocked cS) | CH 6H | 236[H] | 66 214P | 66 5K | 66 cS | 2H | 236S W! 214P
00:12 cS | 966BRC | cS | 2H | 236[H] | 66cS | 5K | 6H | 236S W! 214P
00:24 Throw | 66PRC | 6H | 236[H] | 66 5H W! 214P
00:33 Throw | 66PRC | cS | 236[H] | 66 5K | 6H | 236S W! 214P
00:43 (Blocked cS) | 2D | 236H | 66 5K | 5K | 6H | 236S W! 214P
00:53 cS | 5H | 236H | 66 5K | 6H | 236S W! 236236P | 6H
01:06 (Stain) CH jH | 236[H] | 66cS | 6H W! 236236K
01:15 CH 6H | 236[H] | 214K | jD | jS | (jH) | jD W! j236[S]
01:26 (Blocked cS) | CH 2H | 214P | 66 5K | IAD | jH (w) | 5K | 6H | 236S W! 214P
01:37 CH 6P | 236[H] | 66 5K | 966BRC | 66cS | 66cS | 5K | 6H | 236S W! 214P
01:48 (Blocked 66cS | fS | 5H) | 214H | 66PRC | 66 cS | 236[H] | 66 5K | 6H | 236S W! 214P
02:00 (Blocked 66cS | fS | 5H) | 214S | 66PRC | 66 cS | 6H | 236[H] | 66 5K | 6H W! 214P
02:11 jK | 822BRC | 66cS | 2H | 236[H] | 66 5K | 6H W! 214P
02:22 CH 6H | 236[H] | 66cS | 2H | 66 5K | 6H W! 214P
02:37 (Blocked cS) | 5D | 66PRC | cS | 6H | 236[H] W! 214P
02:45 2K | 2D | 236H | 66PRC | 214P | 66 5K | IAD jH (w) | cS | 5H W! 214P
02:54 (Blocked cS) | CH 6H | 236[H] | 66cS | 2H | 66 5K | 6H W! 214P
03:06 Air Throw | 66PRC | jH (w) | 66cS | 236[H] | 66 5K | 6H W! 214S
03:15 5[D] | jH | jHHHDD
03:23 (Stain) jK | 66cS | 2H | 236[H] W! 236236P | 6H
03:38 (Blocked fS) | CH 5H | 214P | 66PRC | 66 5K | 66cS | 6H | 236S W! 214P
03:48 CH 6P | 236236P | 66 5[D] | 66 5K | 6H W! 214P
04:03 (Blocked cS) | CH 2H | 66cS | 2H | 236[H] | 66cS | 6H | 214S W! 236236K
04:16 (Blocked cS) | CH 6H | 236236P | 66 6H | 236236P | 66 6H | 214S W! 5H
04:35 Hairflip
Testament combos seem all about juggling (preferably with 236[H]) and dashing to catch up and continue. 6H is a damage powerhouse but can knock them too far when outside the corner to where you can only follow up with 236S (and sometimes only 214S when out of 236S range). 2H is your other major juggle and is much more stable as it launches them vertically directly in front of you. If you have Stain State anything combos into 66cS, but it feels like you really need a strong starter + launcher to be able to apply it midcombo and still be able to pick up (usually with 5K). Most combos were ended in 214P in order to have Stain state after wallbreak - for more damage 214S as the breaker or even right beforehand as the wallsplatter. 214S and 236S/H sometimes were avoided as splatters because 214P couldn't break afterwards. 236236P + 6H can be used to break and maintain Stain state as well, and interestingly 236236P unsticks - perhaps there is a way to knock them out of the super and maintain corner?