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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.![]() |
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.
- 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 Stop
Guard-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 Pierce
GuardAllStartup30Recovery16Advantage+9 is a fullscreen tracking projectile and combo starter that can effectively shut down opponents despite the long startup. Mysterious Slash
GuardAllStartup22Recovery30Advantage-8 is a long distance lariat that can be cancelled into Conversion to make it safe, and Phase Shift
GuardAllStartup20Recovery42Advantage-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
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.
Normal Moves
5A
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
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +4 | 25 |
5AA
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.
- 5AA > 5S will cross up if not in the corner
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +7 | 30 |
5B
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
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +8 | 50 |
2A
Very slow but very big 2A.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | +7 | 20 |
2B
Lost Warrior's longest reaching normal. Good for poking and extending combos.
While this move is one of his best pokes, itcan be awkward to convert into anything without using an MP Skill.
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 45 |
j.A
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
Cancel Options: j.B, j.S, j.2S, {{{2}}}
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 25 |
j.B
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 better by allowing for stronger mix-ups.
- Slightly stalls air momentum
- Mainly used for combos
Cancel Options: j.S, j.2S, {{{2}}}
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 50 |
Universal Mechanics
Throw
A+B
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) |
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
Skills
Mysterious Slash
5S
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.
- Approximately +5 on jump cancel
Cancel Options: 6S, 4S, Jump
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 80% | +2 | 70 |
Resolute Cut
2S
Mostly used as combo filler, as the slow startup and short horizontal reach make it unreliable as an anti air unless used preemptively.
Cancel Options: 6S, 4S
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 80 |
Phase Shift
6S Is a projectile property attack
Inflicts hard knockdown on hit
Fullscreen hitgrab projectile that side switches and can combo into Vanish CutterGuardAllStartup15Recovery39Advantage-22 or Vanish Strike
GuardAllStartup28Recovery29Advantage-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
Teleports forward into the air, allowing air actions while falling. 4S provides a Faster overhead option than jumping normally.
- Gives a safejump after ending a combo with 2B
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
Mysterious Slash (airborne)
j.S Is a projectile property attack
One of Lost Warrior's only two plus on block moves, alongside 236M, but it recovers airborne. 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.S allows Lost Warrior to land and press grounded buttons afterwards, and has use in combos.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
Mysterious Sphere
j.2S Is a projectile property attack
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 Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.
Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.
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 Can hit a knocked down opponent off the ground
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 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 Inflicts hard knockdown on hit
Counters moves that are not projectiles, throws, or lows
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 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% |
- Parry that loses to lows
Mysterious Pierce
6M or 236M Is a projectile property attack
The third sword can hit knocked down opponents off the ground
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.
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) |
Vanish Strike
4M or 214M Can hit a knocked down opponent off the ground
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 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 whiff against fast-moving characters' forward runs.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×2 (81%) | 50,80 |
Dominate
j.M Inflicts hard knockdown on hit
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.
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
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
