DNFD/Lost Warrior/Combos: Difference between revisions

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902 damage from somewhat impractical conditions, requiring full MP, {{clr|M|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.
902 damage from somewhat impractical conditions, requiring full MP, {{clr|M|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.
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{{TheoryBox
| Title      = j.M awakening TOD
| Oneliner  = Do not attempt to throw Lost Warrior
| Difficulty = {{clr|5|Hard}}
| Recipe    = {{color|M|j.M}} > {{clr|M|5M}}~8~{{clr|M|5M}}~{{clr|M|2369M}} > 66 {{clr|S|5S}} > {{clr|M|5M}} > (time stop) > jc {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|S|2S}} > {{clr|S|4S}} > {{clr|B|j.B}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|S|2S}} > {{clr|S|2S}} > {{clr|M|236M}} > {{clr|M|236M}} > 66 {{clr|B|2B}} > {{clr|AS|AS}}
| content    =
907 damage. Can get more damage with different time stop routing, but 950 is not currently known to be possible, and this route is stable and consistent.
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Revision as of 23:08, 25 July 2022

 Lost Warrior
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic 2-stack comboCombo from anything
Very Easy


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
406 damage plus sideswap.

Only applies 2 stacks of engraved time so you will need 3 touches to get off a time stop combo. You can replace 6S with pretty much any button as a combo starter and it will still work.


Midscreen 6S comboDay 1 bnb
Easy


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
369 damage, builds 2 stacks and is very easy. After the j.M ender, you can (dash) and manually time a safejump.


2A comboDay 1 bnb
Easy


2A > 2B > 5M > jc > j.B > j.M

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Lost Warrior can jump cancel his 5M on hit, but cannot special cancel it. However, by inputting either 8 or 9 before inputting a special, he becomes able to use a special during his jump startup frames. For exemple, you can do 5M~2369M OR 5M~8236M and will cancel 5M into 236M. While cancelling 5M into itself is possible and leads to LW's more obscenely damaging combos, the window seems significantly stricter than cancelling it into 236M or 214M (which is frankly way easier than it looks).



Midscreen 6S combo100 mana, 3-stack combo
Medium


6S > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5M~2369M > dash > 2B > 2S > 214M > dash > 2B > 2S > falling j.B safejump
Great damage, builds 3 stacks and ends in an autoimed safejump in the corner. May require a dash before the 5M.


Long range starterWhen 5M won't reach (though 5M can indeed connect after 6S even at max range if you dash, it can be a bit tight to do in the heat of battle)
Medium


6S > 214M > dl. 2B > 5S > 5M > jc j.M
409 damage damage and 3 stacks from 100 mana.

Allows converting from 6S at absolutely any range. At 100 mana the 2b needs to be delayed slightly so you have enough time for mana to regenerate, otherwise you won't be able to afford j.M at the end. With higher starting mana that's not necessary. You can use the same combo for raw 214M hits, though you may need to add a j.B before the j.M.


Awakening comboDo some damage
Medium


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.


Awakening combo 2Do some damage, but simpler
Medium


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.


214MS Awakening comboPlease do keep jumping, I insist
Medium


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.


There are also 5M jump kara loops that can be done for true ToDs, they'll probably be added here within the week.


Awakening TODHit the big numbers
Hard


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 awakening TODDo not attempt to throw Lost Warrior
Hard


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 with different time stop routing, but 950 is not currently known to be possible, and this route is stable and consistent.

Combo Theory

Lost Warrior's combo starters are fairly interchangeable. All the combos here are listed with 6S starter but most will work off of 2B, j.B > 2B, 5S, etc as well.

An important technique for Lost Warrior combos is jump-cancel-cancels. By jump canceling 5M and then immediately canceling that prejump animation into another mana skill, Lost Warrior can effectively cancel 5M into 236M, 214M, or even another 5M (though the timing for this is much stricter, it gives the best combos). This is accomplished by using a 5M~2369M or 5M~2147M motion for the first two, or by plinking 5M~8~5M for the last one.


Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

REPLACEME

Titleshort descriptor
Difficulty


X > X
description

Miscellaneous Combos

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