You can help by editing it.
Key Moves
These 3 buttons are some of Lost Warrior's least committal neutral moves. 5A can be used to continuously pressure the opponent with (5A > 66 The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.)xN
. However, due to Lost Warrior's height and the lack of hitboxes on this move at the bottom allows certain moves such as Striker's 2BGuardLowStartup10Recovery26Advantage-11~-20 to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. it.
2B is long enough to cover roundstart distance, and can catch people who aren't blocking low unawares. Do note however that it is on the slower side, and you can be punished with a well-timed jump from the opponent.
Thus, 2A can often be a better tool to use in neutral than either, serving as a comfortable middle option. It is much faster than 2B, covers lows unlike 5A, and is 0 on block, making it one of your best options to throw out in neutral.
Due to Lost Warrior's height, he can actually anti-air just with his 5A. The combo resulting from it will suffer in damage due to proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount., but you can still score 2-3 stacks of Engraved Time.
2S is very effective against jump-happy opponents, and moves that lift the opponent into the air such as Grappler's 5MGuardMidStartup31Recovery24Advantage-4, owing to its massive hitbox-to-hurtbox ratio. You can often throw this move out when you're anticipating one such move -- if you hit, you can continue with a combo with great proration, and if they block it, you're usually safe due to pushback, unless they were really close.
You can respond to an incoming air move surprisingly often with 5M. Not only does it cross under in such scenarios, Lost Warrior's hurtbox also shrinks during the startup of the move, letting him dodge moves such as Grappler's j.MGuardStartup10RecoveryUntil landing+7Advantage- that would have caught him standing otherwise. 5M can also be a great tool against jump-happy opponents, even more so than 2S, though do note that a misread will lead you to getting punished heavily.
j.M triples as a "please no shimmy Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's." button, a low crush A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. button, and an option to do j.S again.
As explained in the sections above, 5A is a pretty effective pressure option. You can usually go for a 5AA > 5B > 5S
route to start your pressure. You can leave out 5B to frametrap the opponent (though watch out for Grappler, Lost Warrior, and Spectre who can parry your 5S!), or you can add 2B after 5B to push the opponent further away.
5S > jc j.S
only really acts as mix-up at low levels, where people might not be used to the guard button or Lost Warrior's attack pattern, allowing you to cross them up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.. At higher levels, its purpose is more to keep the opponent guessing just how much will you actually commit to repeating it. An opponent that's intent on blocking, you can run up and throw, as holding the guard button disallows teching throws. An opponent that's pressing buttons will either get caught by a j.S flying back at them, or by you simply doing nothing instead of continuing the pressure as they expected. Do note that 5S > jc j.S
is gapped, allowing the aforementioned characters to parry you.
5S by itself has the benefit of being able to combo into other ground-based skills and MP skills, while j.S allows you to use j.M to force yourself to face the opponent again for another j.S.
j.M has many uses. With a few exceptionsGuardAllStartup10Recovery18Advantage-3, it can low crush A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. most low moves. j.M also halts your aerial momentum, allowing you to hang in the air to fire off another j.M, or a j.A or j.B if you're high enough. Additionally, as explained above, like most j.M moves, this too can force you to face your opponent in case of a crossup, allowing you to do5S > (j.S > j.M)xN
while you have the MP to afford it.
What to do after a knockdown
After a hard knockdown, usually achieved with j.M, dash forward, jump forward, and input j.2SGuardAllStartup24RecoveryTotal 38Advantage- as you descend upon your opponent. Do note that you have to input j.S as you descend and not earlier, otherwise it stalls you in the air long enough for you to get caught by DPs.
Against DPs.
If the opponent presses into it.