DNFD/Lost Warrior

From Dustloop Wiki
This character must be unlocked via story mode. They are forbidden in the official Neople Tournaments.

Source

Overview

Overview

Lost Warrior is a slow character with highly explosive potential, scoring massively damaging combos off most hits.

His overall gameplan is primarily focused around whiff punishing with this powerful Special and MP moves, which have excellent return from almost anywhere on the screen should they connect. Thanks to his unique Mechanic, Time Stop, hitting the opponent a total of 5 times with any MP skill over the course of the match will freeze them in place, extending his already high damage combos even further, often leading into touch of death sequences from one strong starter against most of the cast.

While his damage output is extremely high, he has very little way to force the damage through against defensive opponents due to his slow movement speed and attack startups, poor frame data on block, and middling reach on his normals. His mixup options are fairly poor, as they are mostly predictable from air teleports, and he has little to no guard gauge pressure to speak of. As such, he generally relies on leveraging the threat of a Time Stop activation in order to put the opponent into a cautious situation where any stray hit from Lost Warrior could lead to death.
Lost Warrior
DNFD Lost Warrior Portrait.png
Health
1050
Guard Gauge
1050
MP Regen Rate
15 /second
Prejump
4F
Backdash
26F
Unique Movement Options
Vanish
Fastest Attack
5A (7F)
Reversals

 Lost Warrior is classified as a Gimmicky type. Has a variety of moves that can ignore distance. Has a variety of moves to switch sides with the opponent. Has strong lockdown through Time Stop.

Pros
Cons
  • Damage: Lost Warrior's damage return is very high off random hits which further increases if he has more MP, is Awakened, and/or lands Time Stop.
  • Time Stop Checkmate: Time StopDNFD Lost Warrior Time Stop.pngGuardStartupRecoveryAdvantage- offers Warrior the ability to end a combo early and threaten a damaging conversion off of any stray hit, especially if the opponent is close to Awakening.
  • Fullscreen Threat: Mysterious PierceDNFD Lost Warrior 236M.pngGuardAllStartup30Recovery16Advantage+9 is a fullscreen tracking projectile and combo starter that can effectively shut down opponents despite the long startup. Mysterious SlashDNFD Lost Warrior 5S.pngGuardAllStartup22Recovery30Advantage-8 is a long distance lariat that can be cancelled into Conversion to make it safe, and Phase ShiftDNFD Lost Warrior 6S.pngGuardAllStartup20Recovery42Advantage-25 is a fullscreen hitgrab with fairly fast startup to punish slower moves.
  • Lacking Midrange: Lost Warrior has a speed and range gap between his long range or fullscreen options and his fastest short range buttons. It can be very difficult to him to fight mid-range opponents that have longer reaching buttons and faster attack speeds.
  • Weak Pressure: Lost Warrior has few mix-up opportunities against defensive opponents and very little guard bar pressure to speak of. Instead, he must rely on whiff punishing and hard reads to secure damage.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: Logic of the Dimensions DNFD Lost Warrior Awakening Icon.pngDNFD Defense Up Icon.pngDNFD Guard Gauge Increase Icon.png

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Enhances MP Skill moves and the effect of Time Stop:
Every time Engraved Time is inflicted, the opponent will freeze momentarily and the duration of Time Stop will be extended.
Increases Defense.
Decreases Guard Damage taken.

DNFD Clear Cube.png Awakening Effect: Fragment of Force DNFD DoubleDamage Increase Icon.pngDNFD Defense Up Icon.pngDNFD Movement Speed Up Icon.png

Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Increases Damage
Increases Movement speed
Increases Defense.

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 All 7 3 13 -2 none

Lost Warrior's fastest button which will make it his go to tool when trying to challenge. However due to its poor range, especially against opponents with low-profiles, it is a weak abare An attack during the opponent's pressure, intended to interrupt it. tool as a whole.

Due to its speed and high hitbox, it can be a useful anti-air against moves such as  Striker's j.S.

  • Useful for starting 5AA pressure

Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
65% +4 25
No results

5AA

5B

2A

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 Low 15 12 17 -6 none

Lost Warrior's longest reaching normal, making it one of his strongest neutral tools. It also serves as a key part of his combos thanks to its speed, high hitstun, and cancel options.

Due to this move hitting low and having high active frames, it is a useful option for beating rolls in both neutral and pressure.

  • Has low profile.
  • Can be used as a meaty to be up to +5 on block.
  • Hard knockdown on counter hit, allowing easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." confirms with moves such as 5M

Cancel Options: Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
75% 45
No results

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Mysterious Slash

5S

Resolute Cut

2S

Phase Shift

6S DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Vanish

4S

Mysterious Slash (airborne)

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
All none

IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.S functions as a rewarding frametrap off jump cancellable moves such as 5S. It is also one of Lost Warrior's best combo extenders, where he can land and then pick up with moves like 2B or 5M.

Can be whiff cancelled into j.A or j.B as a pseudo airdash.

Is always minus on block, with the recovery of the move also replacing the recovery of its whiff cancels.

  • Staggers on Counterhit

Cancel Options: j.A[+], j.B[+], j.M

Proration On-Hit Guard Damage MP Gain Level
No results

Mysterious Sphere

j.2S DNFD Projectile Icon.pngIs a projectile property attack

MP Skills

Time Stop

Automatic after MP Skills DNFD Engraved Time Icon.pngStacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. DNFD Time Stop Icon.pngTriggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
none

All of Lost Warrior's MP Skills apply one stack of Engraved Time. When reaching 5 stacks, they are automatically consumed and Time Stop is activated, freezing the opponent in place for several seconds.

  • If the opponent is using a move that has Super Armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). during Time Stop, Lost Warrior cannot kill them until Time Stop ends.
Proration On-Hit Guard Damage MP Gain Level
No results

Vanish Cutter

5M DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
130 All 15 4 39 -22 none 50

A forward teleporting launch strike. At certain distances, Lost Warrior will cross over the opponent and hit them from behind. While it is primarily a combo and hit confirm tool, it can be used as a high damage anti-air with excellent reach to catch enemies jumping almost anywhere on screen.

After inputting jump cancel, Lost Warrior has a short window to cancel his prejump frames into any grounded MP skill, including another 5M. This allows comboing after 5M in situations he otherwise couldn't.

  • Jump cancellable on hit but not on block.
  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", allowing combo extensions after a hard knockdown from j.M or 6S
Proration On-Hit Guard Damage MP Gain Level
90% 130
No results

Absolute Guard

2M or 623M DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Counter Attack Icon.pngCounters moves that are not projectiles, throws, or lows

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
160 total All 1 19 41 1-?? Mid/High Strike 50

A counter-type reversal option. Invincible on frame one but but loses against projectiles, lows, and throws. It is useful when opponent is being too predictable with gaps, but overall Lost Warrior should rely more on blocking and Guard Counter than on this parry. Since it's a frame 1 counter, safejumps don't work against Lost Warrior.

During Gold Cube Awakening, Lost Warrior can follow up with OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M for a combo, changing the counter from a low damage neutral-reset into a high damage combo starter. If the enemy has 4 Engraved Time stacks and he gets a time stop, he can combo even without Awakening.

Version Proration On-Hit Guard Damage MP Gain Level
623M 50%
  • Parry that loses to lows

Mysterious Pierce

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngThe third sword can hit knocked down opponents off the ground

Vanish Strike

4M or 214M DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
80,60 All 28 5,2 29 -4 none 70

Teleports directly above the opponent's head and descends with a strike. Ground bounces on hit. White it is safe on block, it can be anti-aired on reaction if the enemy is expecting it.

Teleports on frame 12, making it a somewhat effective abare option, especially with white life to use Conversion and stay plus. Can also work as a long range anti-air, but loses to some air-to-air options.

  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", allowing combo follow-ups from certain hard knockdowns like max-range 6S.
  • Can whiff against fast-moving characters' forward runs.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×2 (81%) 50,80
No results

Dominate

j.M DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
200 total All 15 2 9 none 70

Airborne hitgrab that forces a hard knockdown. Usually used to extend combos or secure a knockdown advantage. White it hits mid, it stalls air momentum, allowing Lost Warrior to go for double overheads with j.A > j.M > j.A.

IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.M will hit grounded opponents, giving Lost Warrior a good combo if he reads a throw or baits a throw tech.

Proration On-Hit Guard Damage MP Gain Level
70% 100
No results

Awakening Skill

Transcendence Impact

AS

Colors

DNFD Lost Warrior Color 1.png
DNFD Lost Warrior Color 2.png
DNFD Lost Warrior Color 3.png
DNFD Lost Warrior Color 4.png
1
2
3
4
DNFD Lost Warrior Color 5.png
DNFD Lost Warrior Color 6.png
DNFD Lost Warrior Color 7.png
DNFD Lost Warrior Color 8.png
5
6
7
8

Navigation

 Lost Warrior
To edit frame data, edit values in DNFD/Lost Warrior/Data.
Mechanics
Application & Advanced Information
Archived Information