Warrior/Basic Tech

This page demonstrates Warrior's Basic Tech in Dragon Marked For Death.
If you are looking for other details about Warrior, please see the following subpages:
*Warrior Overview
*Warrior/Attacks & Abilities
*Warrior/Elemental Contracts
*Warrior/Advanced Tech
*Warrior/Recommended Builds
__TOC__
==Basic Actions==
===Jumping Charged Slash===
center
A normal Charged Slash automatically makes Warrior jump, but is slow. However, you can land a Charged Slash faster by manually jumping before attacking. The length of the jump does not matter, so even an extremely short jump allows this technique. The video above demonstrates the difference between a normal Charged Slash and a jumping Charged Slash.
War Cry Charged Slash benefits greatly from this technique as it allows squeezing in additional hits before Bosses enter an “invulnerability” state.
==Basic Combos==
===Axe Full Combo ("Retreat"-style)===
center
Actions 	Buttons
charge Slash → jump (hop) → release charged Slash → jump (hop) → aerial Slash → ground Slash → Tackle → run away, repeat	Hold to charge → → release → → → → → run away, repeat
By combining actions in the Axe arsenal, you can execute a "Retreat"-style combo. In this way, you can maximize your non-Berserk damage while building DP through charged Slashes and giving yourself time to recover from cooldowns.
The "Retreat"-style combo can be performed while under the effects of Berserk, although the timing of the Dragon Tackle may be slightly different depending on the Elemental Contract.
===Greatsword Full Combo ("Rush"-style)===
center
Actions 	Buttons
charge Slash → jump (hop) → release charged Slash → ground Slash → Tackle Rising Slash → jump (hop) → air Slash → ground Slash → Tackle Rising Slash, repeat	Hold to charge → → release → → → → → → , repeat
By combining actions in the Greatsword arsenal, you can execute a "Rush"-style combo. In this way, you can maximize your non-Berserk damage while incessantly attacking and closing the distance between yourself and the enemy. However, if you want to build DP, it is recommended to attack with charged Slashes instead.
Like the "Retreat"-style combo, the "Rush"-style combo can also be performed while under the effects of Berserk, although the timing of the Dragon Tackle may be slightly different depending on the Elemental Contract.
*Performing a Dragon Tackle while wielding a Greatsword will automatically continue the combo into a Rising Slash, so the resulting combo is similar with or without Berserk.
Actions 	Buttons
charge Slash → jump (hop) → release charged Slash → ground Slash → Tackle Rising Slash → charge Slash → jump (hop) → release charged Slash	Hold to charge → → release → → → hold to charge → → release
Alternatively, there is enough time to end this Rising Slash combo with another charged Slash instead. This is helpful when fighting a weak enemy or needing to build DP at the last second.
===Greatsword Jump Slash Ground Slash Combo===
<a href="https://twitter.com/hashtag/DragonMFD?src=hash&ref_src=twsrc%5Etfw">#DragonMFD</a> <a href="https://twitter.com/hashtag/DMFD?src=hash&ref_src=twsrc%5Etfw">#DMFD</a> Ice warrior + Emanuel + 2 Berserker belt + Items = Death Twin Dragon <a href="https://t.co/fvE3yYNcoI">pic.twitter.com/fvE3yYNcoI</a>— Tornado Fang (@Tornado_Fang) <a href="https://twitter.com/Tornado_Fang/status/1275464260802326528?ref_src=twsrc%5Etfw">June 23, 2020</a>
Actions 	Buttons
jump (hop) → air Slash → ground Slash, repeat	→ → , repeat
This combo is only the tail end of the typical Axe combo. As a rule of thumb, Ground Slash cancels Aerial Slash. This combo is best used when a Charged Slash is unnecessary to defeat an enemy since you do not need to charge up to perform it.
==Stunning Bosses==
center
Exclusive to Warrior, when using Dragon Tackle or Dragon Smash on a Boss that is flashing red, the Boss will be stunned for approximately 6 seconds. Some Bosses cannot be stunned.
The following table contains a list of Bosses and their stun timing windows.
Boss Stun Timing Windows
Boss 	Stun Timing Window
Equus () 	The short moment between braking and performing a back kick
Equus () 	While braking after the rush attack
The Trampling Lance 	While braking after the rush attack
The Tempest Steed 	While braking after the rush attack
Ogre Prince 	Before throwing down the club
Jinryu 	Before throwing down the club
The Demon's Puppet 	Before throwing down the club
The Horn Breaker 	Before throwing down the club
Mandrake 	After the shockwave attack on the large main body
Cthulhu 	Far left and far right: before shooting the water laser Middle left and middle right: before shooting gas
Sumahiko 	Before the headbutt attack
Asura Dragon 	When rising from the ground before the large breath attack
The Ancient Primal Lord 	When rising from the ground before the large breath attack
Tonitrus 	After a contact-damage rush attack to the ground
Vasith 	Before initiating the afterimages tackle
Lycanthrope 	Highly randomized: sometimes right after the invulnerable full-screen claw slash attack, sometimes right before the lunging afterimages attack, sometimes right before the rock throw attack
Bandit (Rivalis) 	Not a true stun, but has beneficial effects: stun Rivalis while they are holding a healing item to drop the healing item and take it for yourself
Main Scenario Final Boss (1st Form)	Before the pink body flame attack
DLC Scenario Final Boss 	While in form, between launching the 3rd horizontal tornado and releasing the vertical tornados
=="Warrior Superjump"==
center
Actions 	Buttons
While holding the forward direction: charge Slash → Tackle → VERY QUICKLY release charged Slash	While holding the forward direction: Hold to charge → → VERY QUICKLY release
"Warrior Superjump" is a mobility technique that horizontally launches Warrior a significant distance. It is done by holding the forward direction, then releasing a charged Slash and a normal Tackle at nearly the same time. You still have a lot of maneuverability mid-launch, so it is easy to reposition yourself if you overshoot.
This technique is typically performed to pass through enemies without flinching, as a starting attack to close the distance between the enemy, and to reach areas that Warrior cannot normally reach.
Since it is harder (and more DP-costly) to perform Warrior Superjump with Berserk enabled, it is best to use this technique without Berserk if you are trying to quickly run through a stage. However, in niche cases (such as Warrior's charged Dragon Tackle), Berserk can help increase the distance of Warrior Superjump.
center
Warrior Superjump is usually done without Berserk enabled to easily bypass enemies and maintain your momentum without flinching. This is especially helpful for enemies that are too tall to jump over or too dangerous to take raw contact damage from.
center
Warrior Superjump can be used as a starting attack to quickly close the distance between you and the enemy. Even if you overshoot, you can easily reposition yourself with the left and right directions.
center
Warrior Superjump can also be used to reach some areas that Warrior normally should not reach, such as this gap in Sica Village.
Category:Warrior