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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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2A > 2B/5S > 5M > jc > j.B > j.M
240 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Easy combo that can be done off a variety of starters (i.e 5A > 5AA > 5B > 5S > 5M); as long as you can route into 5M on a grounded or low in the air opponent without using an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", this will work.
Every grounded button, except 5A, combos into 5M.
j.M ender leads into a safejump anywhere on the screen with a manually timed falling j.B.
6S > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M > jc j.B > j.M
396 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Easy 6S combo that can be done from anywhere and leads into good damage + the same safe jump as the 2A combo
236M > (dash) 5M > jc j.B > j.M
402 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Basic 236M that can be done from most of the screen if they are on the ground, anywhere on the screen if they jump. Dash is required if they are far away.
Note that you don't get mana back for j.M immediately, it has to be delayed.
Combo Theory
Lost Warrior possesses some of the strongest and most consistent conversion ability across the entire cast. At all levels of mana, he can dish out large amounts of damage off most of his tools and route into a safejump. He is also adept at being able to choose which part of the stage his combos end, allowing him to OS rolls on top of his safejumps. He generally builds 2-3 stacks per combo, and once he has at least 2 stacks every other hit will timestop.
Lost Warrior is infamous for his awakening touch-of-deaths. During Awakening, his MP skills gain increased amounts of hitstop, hitstun and his timestop is extended. With 200 mana, he can reliably build 5 stacks (Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.) off any hit, use the timestop (Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.) to deal additional damage while his mana recovers and then finish them off with his remaining mana and AS.
An important technique for Lost Warrior combos are jump-cancel combos with 5M. 5M can be jump-cancelled on hit and pre-jump frames (which LW has 4 of) can be cancelled into MP skills such as 236M, 214M or even another 5M. Whenever you see "5M ~ MP Skill" written, it means "5M > jump-cancel > cancel pre-jump frames into a MP Skill".
For both 5M ~ 236M and 5M ~ 214M, a common way to input it is with a tiger-knee motion; 236 9+M and 214 7+M (do note that some players find it easier to use the buffer by doing [8]236M or [8]214M. It is recommended to try both and see which you prefer).
For 5M ~ 5M, there is an added restriction where you cannot hold up. This is likely implemented to prevent getting "5M ~ 5M" when trying to do "5M > jc > j.M". You will likely find this more difficult to do than "5M ~ 236/214M"
If you are new to Lost Warrior, the single most important one of these to learn is 5M ~ 236M.
5M ~ 236M is used at all levels of health, pre and post-awakening. It is an extremely important part of LW's combos, as it adds a lot of damage and stacks efficiently. 236M has a long duration, which is important in DNF Duel as mana cooldown begins when the MP Skill starts up. This means a skill with a long active duration + untechable time will build the most mana back. With the added launch time and cheap cost of 5M, it is often looped at the end of timestop combos to tack on more damage while buying time for mana to regen.
5M ~ 214M is mostly used when 5M ~ 236M won't combo or would leave them in an undesirable position. As 5M ~ 236M does more damage, costs less mana and has more untechtable time (which means it's net mana cost is even lower) there isn't much of a reason to use it.
5M ~ 5M is mostly used for awakening ToD combos. It piles on damage (and stacks) faster and with less combo scaling than any combination of MP Skills. A common strategy in many awakening ToD routes is to simply loop 5M until you have 2 stacks, then do 5M ~ 236M and pickup with dash 2B (5S) 5M for the last stack.
Core Combos
Core combos balance potency with consistency. They:
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[...] > 5M > heavy delay jc > j.A > j.B > dash 5B > 2B > 5M ~ 236M > dash 2B > 4S > j.B safejump
393 off 5S starter + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
293 off 2A 2B
Highly mana efficient route that works off all of your grounded buttons.
j.B > 5B > 5S > 5M > heavy delay jc > j.A > j.B > dash 5B > 2B > 5M Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening. > jc > j.A > j.B > 5B > 2S > 4S > j.B > 5A > 5AA > 5B > 2S > 5M ~ 236M > dash 2B > 4S > j.B safejump
457 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
The follow-up safejump scenario, with a timestop Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening. combo.
By using "5M > heavy delay jc > j.A > j.B > dash 5B" in both combos, you sustain a healthy amount of mana while still dealing great damage even if they just get hit by the safejump.
Note that j.B > 5.B has a gap on block but j.B > 2A/5A doesn't.
6S > dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M ~ 236M/214M Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening. > (dash) 2S x 4 > 236M > dash 2B > 4S > j.B safejump
533 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Another follow-up to the first combo.
While 6S scales hitstun decay heavily, it leads into high damage and has a long total duration which buys a lot of time for mana to regen.
6S > dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M ~ 236M > dash 2B > 2S > 214M > dash 2B > 4S > j.B safejump
488 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
The standard 6S combo at 100 mana. Works anywhere on the screen. Because of the OTG scaling, 2S > 236M doesn't combo so we are forced to use 214M.
5S/2B > 5M > heavy delay jc > j.A > j.B > dash 5A > 5AA > (delay) 5B > (delay) 5M ~ 236M > dash 2B > 2S > 214M dash 2B > 4S > j.B safejump
373/407 damage + Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Extremely mana efficient coast-to-coast route off 2B/5S. Delays are needed to avoid a side-switch.
Awakening Combos
6S > 5M~2369M > 2B > 5M~2369M > dl. 5M > (time stop) > 5B > 2S > 4S > j.B > 5B > 2S > 4S > j.B > jump > j.B > j.M > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M~AS
845 damage. Starts from 0 stacks and ends with 1. Awakening-only, needs 200 mana. Delay the 5m so you time stop the enemy close enough to the ground that your normals won't whiff.
6S > 5M~j.M > 5M~2369M > 2B > 5M > (time stop) > 5B > 2S > 2S > 2S > 2S > 6M~AS
854 damage, needs 200 mana. Simpler awakening combo and works everywhere, though you probably can do the combo above's timestop combo in this one for more damage (? to be tested idk). TOD on 850 health characters like Inquisitor and Enchantress.
[...] > 5M~j.M > 5M~236M > 2B > 5M > (time stop) > 5B > 2S > 2S > 2S > 2S > 6M > 2B > 5M > AS
880 damage from 6S, 709 from 5A. A nice ole universal awakening combo that works from just about anything. For 214M and 623M stuff, please do refer to the combos below.
214M > 2B > 5S > 5M~j.M > 5M~j.M > (time stop) > 5B > 2S > 2S > 2S > 2S > 6M~AS
766 damage, very nice if you catch them jumping or doing anything that can be punished by 214M (since it always appears above them and 6S doesn't hit airborne opponents), can be very useful to shutdown air projectiles or say, Dragon Knight flinging fireballs at you from flight stance. Don't forget to delay the first j.M (or well, just do it as you're falling back down since doing it right after the jump cancel may whiff) and that your awakening effect gives you ample time after it to connect the second 5M.
214M > 2B > 5S > 5M~j.M > 5M~236M > (time stop) > 5B > 2S > 2S > 2S > 2S > 6M > 2B > 5M > AS
788 damage version from your trusty -4 fullscreen warp attack. Pros are that it doesn't require the 3-frame 5M loop stuff, cons are that you won't oneshot an Enchantress with it. Yet.
623M > 5M~j.M > 5M~j.M > (time stop) > 5B > 2S > 2S > 2S > 2S > 6M > 2B > 5M > AS
No difference if you use 2M rather than 623M. If in the corner, jump-back (1 in numpad notation) both j.M, as if you're too far into the corner your AS will whiff. Anywhere else you can just do the usual forward jump. Heavily prorated combo but a nice 683 damage reversal if anyone feels too cheeky attacking you. Don't forget that 623M loses to lows and has a 3-frame startup.
5M~8~5M~8~5M~2369M > 66 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 > (time stop) > 2S > 2S > 2S > 2S > 2S > 5M > AS
902 damage from somewhat impractical conditions, requiring full MP, 5M to connect on grounded, and it's fairly difficult even if you can get jump cancel cancels consistently, though the rest of the combo is very easy. Will TOD characters with the 2nd lowest health in the game (900), such as Kunoichi. Because of all these factors, it's recommended to be used as a punish combo, and it still works even without counterhit.
j.M > 5M~8~5M~2369M > 66 5S > 5M > (time stop) > jc j.A > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 2S > 236M > 236M > 66 2B > AS
907 damage. Can get more damage, but 950 is not currently known to be possible, and this route is stable and consistent.
236M > (66) 5M~8~5M > 5M > 2B > 5M > (time stop) > jc j.A > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 5B > 2S > 236M > 2B > 5M~2369M > 66 2B > AS
913 damage. More damaging routes, including ones dealing 950+, are possible, but less consistent. 3rd 5M is not a jump cancel.
6S > (66) 5M~8~5M~8~5M~2369M > 5S > 5M > (time stop) > jc j.A > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 2S > 236M > 236M > 66 2B > AS
951 damage. Can get more damage, but 1000 is not currently known to be possible, and this route is stable and consistent.
214M > delay 5M~8~5M~8~5M > 2B > 5S > 5M > (time stop) > jc j.S > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 5B > 2S > 236M > 66 2B > 5M~2369M > 66 2B > AS
951 damage. Delay should be timed such that the first 5M comes out after 7 MP is restored after from the 214M. Can get more damage, but 1000 is not currently known to be possible, and this route is stable and consistent.
5M~8~5M~8~5M > 5M > 2B > 5S > 5M > (time stop) > jc j.S > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 5B > 2S > 236M > 66 2B > 5M~2369M > 66 2B > AS
1000 damage. Can get more damage, but 1050 is not currently known to be possible, and this route is stable and consistent for ground hit 5M. Different route required for air hit and counterhit 5M, see Specialized Combos. 4th 5M is not a jump cancel.
5M > (delay) 5M~8~5M~8~5M > 5S > 5M > (time stop) > jc j.S > j.B > 5AA > 5B > 2S > 4S > j.B > 5AA > 5B > 2S > 2S > 236M > 66 2B > 5M~2369M > 66 2B > AS
1001 damage. Delay after first hit is required if opponent is launched very high, which only typically occurs after airborne counterhit. 2nd 5M is not a jump cancel.