DNFD/Lost Warrior: Difference between revisions

From Dustloop Wiki
No edit summary
 
(98 intermediate revisions by 19 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|stub|sticky=L is real 2401}}
{{MFlag|sticky=L is real 2401}}
{{MFlag|update}}
{{MFlag|stub}}
{{Note|This character must be unlocked via story mode. They are forbidden in the official Neople Tournaments. |error}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
[https://www.dfoneople.com/news/events/2975/DFO-X-DNF-Duel-Tournament?page=1 Source]
{{Overview
==Overview==
| overview = Lost Warrior uses unpredictable attacks that ignore distance by teleporting. He can stop opponents' time by landing {{clr|M|MP}} skills mulitple times. When awakened, Time Stop is extended, and after landing five {{clr|M|MP}} Skills, the opponent is temporarily stopped.
{{DNFD/CharacterLinks}}
| lore = '''An entity that presents hardships to the Adventurer on behalf of Plane: The Gate.'''
<div id="home-content" class="home-grid">
{{card|width=4
|header = Overview  
|content=Lost Warrior is a slow character with highly explosive potential, scoring massively damaging combos off most hits.


His name forgotten due to remaining in a realm where there exists no being to call for him, he wanders about with parts of his memory missing. <br>
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.
On the outside, he looks like a warrior fresh out of battle, with scars decorating the parts of his skin that were not covered in garments. <br>
He uses a single worn blade, and an unfathomable power capable of interfering with space and time flows out from the large void in his abdomen.


| summary= is classified as a '''''{{clr|#9569bc|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.
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.
}}
{{DNFD/Infobox
|fastestAttack=[[#5A|5A]] (7F)
|reversal=
}}
{{ProsAndCons
|intro =  is classified as a '''''{{clr|#9569bc|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 =  
| pros =  
* '''Fullscreen Presence''': Lost Warrior has large normals, complemented by a suite of teleports and moves that track the opponent's position anywhere on the screen, allowing him to convert off any stray hit.
* '''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.
* '''Damage''': Lost Warrior's damage is very high off random hits which only get higher if he has more MP, in awakening, and/or lands time stop.
* '''Time Stop Checkmate''': {{MMC|input=Automatic|label=Time Stop}} 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''': {{MMC|input=236M|label=Mysterious Pierce}} is a fullscreen tracking projectile and combo starter that can effectively shut down opponents despite the long startup. {{MMC|input=5S|label=Mysterious Slash}} is a long distance lariat that can be cancelled into Conversion to make it safe, and {{MMC|input=6S|label=Phase Shift}} is a fullscreen hitgrab with fairly fast startup to punish slower moves.  
| cons =  
| cons =  
* '''Slow Options''' - Lost Warrior's fastest move in his entire moveset is a ''10 frame jab'', tied with Launcher and Ranger, in a game where the average abare speed is 7 frames and some characters are as fast as 5.  
*'''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.
| difficulty_rating = ?
}}
| official_difficulty = yes
</div>
|unique_mechanic1_name=Awakening Effect: [[File:DNFD_Lost Warrior_Awakening_Icon.png|40px]] Logic of the Dimensions
===Unique Mechanics===
|unique_mechanic1=<div style="text-align: center;">
{{card
|header=[[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: Logic of the Dimensions [[File:DNFD_Lost Warrior_Awakening_Icon.png|40px]][[File:DNFD_Defense_Up_Icon.png|40px]][[File:DNFD_Guard_Gauge_Increase_Icon.png|40px]]
|content=<div style="text-align: center;">
{{FrameDataNotes|DNFD|Awakening Overview}}
{{FrameDataNotes|DNFD|Awakening Overview}}


Enchance {{clr|M|MP}} Skill moves and the effect of Time Stop:
Enhances {{clr|M|MP}} Skill moves and the effect of Time Stop:<br>
Every time Engraved Time is inflicted, the opponent will freeze momentarily and the duration of Time Stop will be extended.<br>
Increases Defense.<br>
Decreases Guard Damage taken.
</div>
}}
{{card
|header=[[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Fragment of Force [[File:DNFD_DoubleDamage_Increase_Icon.png|40px]][[File:DNFD_Defense_Up_Icon.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]]
|content=<div style="text-align: center;">
{{FrameDataNotes|DNFD|Awakening Overview2}}


Every time Engraved Time is inflicted, the opponent will freeze momentarily and the duration of Time Stop will be extended.</div>
Increases Damage<br>
Increases Movement speed<br>
Increases Defense.<br>
</div>
}}
}}


==Normal Moves==
==Normal Moves==
===<big>5A</big>===
===<big>{{clr|A|5A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5A
|input=5A
|description=
|description=
* Placeholder
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 {{keyword|abare}} tool as a whole.
 
Due to its speed and high hitbox, it can be a useful anti-air against moves such as {{Character Label|DNFD|Striker|label=Striker}}'s  {{clr|S|j.S}}.
* Useful for starting {{clr|A|5AA}} pressure
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>5AA</big>===
===<big>{{clr|A|5AA}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5AA
|input=5AA
|description=
|description=
* Placeholder
At +2 on block with multiple follow up options, {{clr|A|5AA}} is one of Lost Warrior's best pressure tools. Special cancels, delayed normal cancels, and {{clr|S|5S}} crossup can make the opponent hesitant to challenge when properly conditioned.
 
* {{clr|A|5AA}} > {{clr|S|5S}} will cross up if not in the corner
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>5B</big>===
===<big>{{clr|B|5B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5B
|input=5B
|description=
|description=
* Placeholder
On the slower side in terms of average {{clr|2|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
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>2A</big>===
===<big>{{clr|A|2A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2A
|input=2A
|description=
|description=
* Placeholder
Very slow but very big {{clr|A|2A}}. Sees use as a faster low poke from closer range than {{clr|B|2B}} and occasionally as an {{keyword|abare}} when the extra range over {{clr|A|5A}} is needed.
 
*Has low profile.
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>2B</big>===
===<big>{{clr|B|2B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2B
|input=2B
|description=
|description=
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 without using a M skill.
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.
* Largest normal hitbox
 
* Good for converting combos
Due to this move hitting low and having high active frames, it is a useful option for beating rolls in both neutral and pressure.
* Awkward combo starter
 
*Has low profile.
*Can be used as a meaty to be up to +5 on block.
*Hard knockdown on counter hit, allowing easy {{keyword|OTG}} confirms with moves such as {{clr|M|5M}}
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>j.A</big>===
===<big>{{clr|A|j.A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.A
|input=j.A
|description=
|description=
Lost Warrior's fastest air button making this the go to button for air to airs and jump ins.  
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 which makes this a useful mixup tool against those characters


*Hits slightly behind Lost Warrior.
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|S|j.2S}}, {{clr|M|j.M}}
}}
}}


===<big>j.B</big>===
===<big>{{clr|B|j.B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.B
|input=j.B
|description=
|description=
Slow startup, weak hitbox, and stalling fall speed makes this move less favorable than j.A in many situations besides combos. With conversion however this tool becomes significantly stronger by allowing for stronger mixups.
Slow startup, small hitbox, and stalling fall speed makes this move less favorable than {{clr|A|j.A}} in many situations besides combos. With conversion cancel however, this tool becomes significantly better by allowing for stronger mix-ups.
* Slow startup and weak hitbox
 
* Slightly stalls his fall which can be useful with conversion
* Slightly stalls air momentum
* Mainly used for combos
* Mainly used for combos
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|S|j.2S}}, {{clr|M|j.M}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Throw</big>===
===<big>Throw</big>===
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=A+B
|input=A+B
|description=
|description=
Lost Warrior's fastest move which can make it useful to challenge with at times.
*+6 on hit
}}
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}


* +6 on hit
===<big>Backwards Dodge</big>===
* Lost warrior's fastest move which can make it useful to challenge with at times.  
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}
}}


===<big>Guard Cancel</big>===
===<big>Guard Cancel</big>===
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6B+S
|input=6B+S
|description=
|description=
* Placeholder
Lost Warrior's Guard Cancel uses {{MMC|input=2S|hitboxMode=true|label={{clr|S|2S}}}}’s animation and hitboxes, giving it massive vertical reach at the cost of horizontal reach.
}}
}}


==Special Moves==
==Skills==
===<big>Mysterious Slash</big>===
===<big>Mysterious Slash</big>===
{{InputBadge|{{clr|S|5S}}}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5S
|input=5S
|description=
|description=
Teleports forward, cutting space to strike the opponent. Can cross over, and at a certain distance, hits the opponent from behind.
Teleports forward, cutting space to strike the opponent. Can cross over, and at a certain distance, hits the opponent from behind.
* Lost Warrior's hurtbox does not actually teleport, so don't use this to try to go through attacks or projectiles.  
 
* Can cancel into {{color|S|4S}} or {{color|S|6S}} on hit or block.
While he visually disappears, Lost Warrior has absolutely no invulnerabilities during the animation.
 
*Approximately +5 on jump cancel
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|6S}}, {{clr|S|4S}}, Jump
}}
}}


===<big>Resolute Cut</big>===
===<big>Resolute Cut</big>===
{{InputBadge|'''{{clr|S|2S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2S
|input=2S
|description=
|description=
* Placeholder
Mostly used as combo filler, as the slow startup and short horizontal reach make it unreliable as an anti air unless used preemptively.
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|6S}}, {{clr|S|4S}}, Jump
}}
}}


===<big>Phase Shift</big>===
===<big>Phase Shift</big>===
{{InputBadge|'''{{clr|S|6S}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6S
|input=6S
|description=
|description=
Fullscreen hitgrab projectile that side switches and can combo into Vanish Cutter or Vanish Strike on hit.  
Fullscreen hitgrab projectile that side switches and can combo into {{MMC|input=5M|label=Vanish Cutter}} or {{MMC|input=214M|label=Vanish Strike}} on hit.  
* Causes a hard knockdown on hit
 
* Causes a hard knockdown on hit.
* Cannot hit airborne opponents.
* Cannot hit airborne opponents.
* Cannot be Conversion cancelled in any way
}}
}}


===<big>Vanish</big>===
===<big>Vanish</big>===
{{InputBadge|'''{{clr|S|4S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=4S
|input=4S
|description=
|description=
Teleports forward into the air, allowing air actions while falling.
Teleports forward into the air, allowing air actions while falling. {{clr|S|4S}} provides a Faster overhead option than jumping normally.
* Placeholder
 
* Gives a safejump after ending a combo with {{color|B|2B}}
}}
 
===<big>Mysterious Slash (airborne)</big>===
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon}}
{{DNFD_Move_Card
|input=j.S
|description=
{{keyword|IAS}} {{clr|S|j.S}} functions as a rewarding frametrap off jump cancellable moves such as {{clr|S|5S}}. It is also one of Lost Warrior's best combo extenders, where he can land and then pick up with moves like {{clr|B|2B}} or {{clr|M|5M}}.
 
Can be whiff cancelled into {{clr|A|j.A}} or {{clr|B|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
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|j.A<sup>[+]</sup>}}, {{clr|B|j.B<sup>[+]</sup>}}, {{clr|M|j.M}}
}}
}}


===<big>Mysterious Sphere</big>===
===<big>Mysterious Sphere</big>===
{{InputBadge|'''{{clr|S|j.2S}}'''}} {{DNFDicon|icon=proj}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.S
|input=j.2S
|description=
|description=
Stalls air momentum on use and fires two projectiles at different angles. Recovers in the air, allowing air actions while falling.
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 {{color|S|6S}} or {{color|M|5M}} for a full combo.  
 
If the projectile travels far enough, especially on counterhit, Lost Warrior can land and link into {{color|S|6S}} or {{color|M|5M}} for a full combo.  
}}
}}


==MP Special Moves==
==MP Skills==
===<big>Time Stop</big>===
===<big>Time Stop</big>===
{{InputBadge|'''Automatic after {{clr|M|MP}} Skills'''}} {{DNFDicon|icon=et}} {{DNFDicon|icon=ts}}
{{DNFD_Move_Card|
{{DNFD_Move_Card|
|input=Automatic
|input=Automatic
|conditions= after any '''{{clr|M|MP move}}''' hits
|conditions=
|description=
|description=
All of Lost Warrior's {{clr|M|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.
All of Lost Warrior's {{clr|M|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 {{keyword|Super Armor}} during Time Stop, Lost Warrior cannot kill them until Time Stop ends.
}}
}}


===<big>Vanish Cutter</big>===
===<big>Vanish Cutter</big>===
{{InputBadge|'''{{clr|M|5M}}'''}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=5M
|input=5M
|description=
|description=
A forward teleporting launch strike. At certain distances, Lost Warrior will cross over the opponent and hit them from behind.
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 mana skill, including another {{color|M|5M}}. This allows comboing after {{color|M|5M}} in situations he otherwise couldn't.  
After inputting jump cancel, Lost Warrior has a short window to cancel his prejump frames into any grounded {{clr|M|MP}} skill, including another {{color|M|5M}}. This allows comboing after {{color|M|5M}} in situations he otherwise couldn't.
 
* Jump cancellable on hit but not on block.
* Hits {{keyword|OTG}}, allowing combo extensions after a hard knockdown from {{color|M|j.M}} or {{color|S|6S}}
* Hits {{keyword|OTG}}, allowing combo extensions after a hard knockdown from {{color|M|j.M}} or {{color|S|6S}}
}}
}}


===<big>Absolute Guard</big>===
===<big>Absolute Guard</big>===
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=counter}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=623M,2M
|input=623M,2M
|description=
|description=
A counter-type reversal. Loses against lows, projectiles, and throws.
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.  
* Placeholder
 
During Gold Cube Awakening, Lost Warrior can follow up with {{keyword|OTG}} {{color|M|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.
}}
}}


===<big>Mysterious Pierce</big>===
===<big>Mysterious Pierce</big>===
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg|info=The third sword can hit knocked down opponents off the ground}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=236M,6M
|input=236M,6M
|description=
|description=
Summons three swords at the opponent's location from anywhere on the screen. This attack is considered a Projectile and cal also OTG with the third hit.
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.
* Plus on block
 
* Placeholder
Can be used preemptively to catch jumps or rolls from full screen, and even combos into {{color|M|5M}} on air hit.
 
 
}}
}}


===<big>Vanish Strike</big>===
===<big>Vanish Strike</big>===
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=214M,4M
|input=214M,4M
|description=
|description=
Teleports directly above the opponents head. Ground bounces on hit.
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.
* Hits {{keyword|OTG}}, allowing combo followups from certain hard knockdowns.
 
* Your followup to {{color|S|6S}} when too far for {{color|M|5M}} to reach.  
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 {{keyword|OTG}}, allowing combo follow-ups from certain hard knockdowns like max-range {{color|S|6S}}.
* Can whiff against fast-moving characters' forward runs.  
}}
}}


===<big>Dominate</big>===
===<big>Dominate</big>===
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=j.M
|input=j.M
|description=
|description=
* Causes a hard knockdown, allowing {{keyword|OTG}} followups for a combo extension.
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 {{color|A|j.A}} > {{color|M|j.M}} > {{color|A|j.A}}.
 
{{keyword|IAS}} {{color|M|j.M}} will hit grounded opponents, giving Lost Warrior a good combo if he reads a throw or baits a throw tech.  
}}
}}


==Awakening Moves==
==Awakening Skill==
===<big>Transcendence Impact</big>===
===<big>Transcendence Impact</big>===
{{InputBadge|'''{{clr|AS|AS}}'''}}
{{DNFD_Move_Card|
{{DNFD_Move_Card|
|input=AS
|input=AS
|description=
|description=
* Placeholder
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.
}}
}}


Line 210: Line 328:


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Lost Warrior|32px}}</center>
<center>{{Character Label|DNFD|Lost Warrior|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 00:26, 14 April 2024

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