DNFD/Lost Warrior

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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 also struggles greatly on defense. He does not have an invincible reversal and his Counter is only active on frame 3. This defensive downside is further exacerbated by his fastest normal being 10 frames without having any notable reach or utility to back it up. As such, Lost Warrior players will often be forced to rely on Guard Cancel to escape pressure which harms his otherwise powerful whiff punish sequences due to its high mana cost.
Playstyle
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.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    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.pngGuard:
    All
    Startup:
    30
    Recovery:
    16
    Advantage:
    +9
    is a fullscreen tracking projectile and combo starter that can effectively shut down opponents despite the long startup. Mysterious SlashDNFD Lost Warrior 5S.pngGuard:
    All
    Startup:
    22
    Recovery:
    30
    Advantage:
    -8
    is a long distance lariat that can be cancelled into Conversion to make it safe, and Phase ShiftDNFD Lost Warrior 6S.pngGuard:
    All
    Startup:
    20
    Recovery:
    42
    Advantage:
    -18
    is a fullscreen hitgrab with fairly fast startup to punish slower moves.
  • Exploitable Defense: Lost Warrior's Absolute GuardDNFD Lost Warrior 623M.pngGuard:
    All
    Startup:
    3
    Recovery:
    41
    Advantage:
    -
    parry loses to lows, throws, and is not invulnerable frame 1. Lost Warrior's fastest AbareAn attack during the opponent's pressure, intended to interrupt it. button (other than throw) is 10 frames which makes being on the defense very difficult for him.
  • 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.

Awakening Effect: DNFD Lost Warrior Awakening Icon.png Logic of the Dimensions

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.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Invuln
50 All 10 3 18 -4 none

Lost Warrior's fastest button which will make it his go to tool when trying to challenge. However due to its slow startup and poor range it is a weak AbareAn attack during the opponent's pressure, intended to interrupt it. tool as a whole.

  • Useful for starting 5AA pressure
Proration On-Hit Guard Damage MP Gain Level
65% +2 25

5AA

Damage Guard Startup Active Recovery On-Block Invuln
60 All 13 3 18 0 none

At 0 on block with multiple follow up options, 5AA is one of Lost Warrior's best pressure tools. Special cancels, delayed normal cancels, and 5S crossup can make the opponent hesitant to challenge when properly conditioned.

  • Good for pressure
  • 5AA > 5S will cross up if not in the corner
Proration On-Hit Guard Damage MP Gain Level
70% +5 30

5B

Damage Guard Startup Active Recovery On-Block Invuln
70 All 12 3 24 -2 none

On the slower side in terms of average 5B’s, but has great frame advantage. Whiffs on many crouching characters outside of point-blank range.

  • Despite what the animation may suggest, only hits in front of Lost Warrior
Proration On-Hit Guard Damage MP Gain Level
75% +4 50

2A

Damage Guard Startup Active Recovery On-Block Invuln
50 Low 11 2 18 -3 none

Very slow but very big 2A.

Proration On-Hit Guard Damage MP Gain Level
60% +4 20

2B

Damage Guard Startup Active Recovery On-Block Invuln
70 Low 15 12 17 -6 none

Lost Warrior slams his sword into the ground creating a shockwave. This move is one of his best pokes but can be awkward to convert into anything without using an MP Skill.

  • Lost Warrior's longest reaching normal attack
  • Good for extending combos
  • Can be awkward as a combo starter
Proration On-Hit Guard Damage MP Gain Level
75% 45

j.A

Damage Guard Startup Active Recovery On-Block Invuln
60 High 14 3 30 none

Lost Warrior's fastest air button making this the go to button for air to airs and jump ins.

  • Can instant overhead on Crusader and Lost Warrior himself which makes this a useful mixup tool against those characters
Proration On-Hit Guard Damage MP Gain Level
70% 25

j.B

Damage Guard Startup Active Recovery On-Block Invuln
75 High 18 4 30 none

Slow startup, small hitbox, and stalling fall speed makes this move less favorable than j.A in many situations besides combos. With conversion cancel however, this tool becomes significantly stronger by allowing for stronger mix-ups.

  • Slightly stalls air momentum
  • Mainly used for combos
Proration On-Hit Guard Damage MP Gain Level
75% 50

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 33 none

Lost Warrior's fastest move which can make it useful to challenge with at times.

  • +6 on hit
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+6)

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 All 23 3 45 -34 none

Massive vertical reach at the cost of horizontal reach.

  • Uses 2S’s animation and hitboxes.
Proration On-Hit Guard Damage MP Gain Level
0% +5

Skills

Mysterious Slash

5S

Damage Guard Startup Active Recovery On-Block Invuln
90 All 22 4 30 -8 none

Teleports forward, cutting space to strike the opponent. Can cross over, and at a certain distance, hits the opponent from behind.

  • While he visually disappears, Lost Warrior has absolutely no invulnerabilities during the animation.
  • Can cancel into 4S or 6S on hit or block.
Proration On-Hit Guard Damage MP Gain Level
80% +2 70

Resolute Cut

2S

Damage Guard Startup Active Recovery On-Block Invuln
90 All 20 5 26 -3 none

Mostly used as combo filler, as the slow 20 frame startup and short horizontal reach make it unreliable as an anti air unless used preemptively.

Proration On-Hit Guard Damage MP Gain Level
80% 80

Phase Shift

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

Damage Guard Startup Active Recovery On-Block Invuln
10, 120 All 20 3 42 -18 none

Fullscreen hitgrab projectile that side switches and can combo into Vanish CutterDNFD Lost Warrior 5M.pngGuard:
All
Startup:
15
Recovery:
39
Advantage:
-22
or Vanish StrikeDNFD Lost Warrior 214M 2.pngGuard:
All
Startup:
28
Recovery:
29
Advantage:
-4
on hit.

  • Causes a hard knockdown on hit.
  • Cannot hit airborne opponents.
Proration On-Hit Guard Damage MP Gain Level
100%, 80% 20

Vanish

4S

Damage Guard Startup Active Recovery On-Block Invuln
All 26 none

Teleports forward into the air, allowing air actions while falling.

  • Faster overhead option than jumping normally
  • Gives a safejump after ending a combo with 2B
Proration On-Hit Guard Damage MP Gain Level

Mysterious Sphere

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

Damage Guard Startup Active Recovery On-Block Invuln
50,50 All 24 - Total 38 none

Stalls air momentum on use and fires two projectiles at different angles. Recovers in the air, allowing air actions while falling.

  • If the projectile travels far enough, especially on counterhit, Lost Warrior can land and link into 6S or 5M for a full combo.
Proration On-Hit Guard Damage MP Gain Level
80%×2 (64%) 30 each

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 Guard Startup Active Recovery On-Block 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 ArmorAn 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

Vanish Cutter

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

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
130 All 15 4 39 -22 50 none

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.

  • Jump cancellable on hit but not on block.
  • 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.
  • Hits OTGThe 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

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 Guard Startup Active Recovery On-Block MP Cost Invuln
160 total All 3 19 41 50 3-?? Mid/High Strike

A counter-type reversal option. Has no invincibility until the third frame and 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.

During Awakening, Lost Warrior can follow up with OTGThe 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%
  • 623M (notes: 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

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
60,60,60 All 30 4(4)4(4)4 16 +9 60 none

Summons three swords at the opponent's location from anywhere on the screen. This attack is considered a projectile and can also OTG with the third hit.

  • Lost Warrior's only plus on block move
  • Can be used preemptively to catch jumps or rolls from full screen, and even combos into 5M on air hit.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×3 (~73%) 50 each (150 total)
  • 236M

Vanish Strike

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

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
80,60 All 28 5,2 29 -4 70 none

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, only 2 frames slower than 5A's startup, making it a surprisingly effective abare option, especially with white life to use Conversion and stay plus.

  • Hits OTGThe 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 work as a long range anti-air, but loses to some air-to-air options.
  • Can whiff against fast-moving characters' forward runs.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×2 (81%) 50,80
  • 214M

Dominate

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

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
200 total All 15 2 9 70 none

Airborne hitgrab that forces a hard knockdown. Usually used to extend combos or secure a knockdown advantage.

  • Despite appearances, it hits mid.
  • Stalls air momentum, allowing double overheads with j.A > j.M > j.A
  • IASInstant 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

Awakening Skill

Transcendence Impact

AS

Damage Guard Startup Active Recovery On-Block Invuln
400 All 2+16 16 37 -36 none

A combo finisher that, alongside his Awakening passive, gives Lost Warrior access to obscene damage and practical ToDs. Outside of combos, it's completely useless.

Proration On-Hit Guard Damage MP Gain Level
90% 40

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
Ambox notice.png To edit frame data, edit values in DNFD/Lost Warrior/Data.