Lost Saga TaeKwon Do Guide

Lost Saga TaeKwon Do Guide by Exandriel

If you’ve clicked this guide you’ve just taken your first step into becoming a TAEKWON MASTER.

The taekwon master is an ingenious edger, Taking advantage of anyone foolish enough to be near an edge. And in the right hands, a total combo MACHINE. The more and more you practice with your TKM the higher above the competition you will rise.

In this guide you will encounter both basic and advanced techniques, as well as general tips to help you throughout your battles.

Let’s get started, shall we!?

These are the 4 skills at your disposal. The following are some quick tips to get the best out of each, and I’ll be going into detail a little later in the guide.


Spear Fist
(Weapon Skill): Used to instantly cause faint status to the opponent. It has an auto aiming feature that will essentially punch the closest person roughly 100 degrees in front of you. You are fully invincible during this very fast attack. [insert picture]

The spear fist should almost always be followed up with a [Smash], your Hold D attack. This will hit them up into the air, and allow for additional hits. Hitting anyone with the faint status without a launching attack will cause them to fall on the ground.


Axe Kick (Body Armor): This is your second and only other offensive skill. These two quick kicks will hit anything within 100 degrees in front of you and knock them into the air so you may follow up with an air combo. and because of it’s ability to hit grounded opponents- You will often be using this to knock off people that land close to edges. You are invincible till after the first hit, but can then be interrupted.

I cannot stress enough that you should save this skill for these occasions. It doesn’t do much damage on it’s own (See the bottom of the guide for details, courtesy of Unbounded). So your main method of utilizing this attack will be edges. This is one of your greatest assets! Don’t use it unless you can edge! (with the exception being a needed skill cancel.)


Break Fall (Helm): This is a highly underrated passive skill that can save you a lot both in big and small battles. With this helm, pressing jump as you approach the ground after being knocked down will cause you to pop back up on your feet. You can use this to save yourself from Templar smashes, Mage dash attack -> skill combos. You can avoid being horned on the ground, electro shock, fire wave, etc. etc. The utility is endless and it will often save you if you use it at the right time. Don’t use it if your enemy is too close by, however. As they will hit you again as you get up. You can’t use this under a shock or burn status, and you are not invincible as you get up.


Concentrate (Trinket): This is an active skill, used to completely restore the cooldown of your least ready-to-use skill. The activation is extremely fast. This skill will often be used to extend your combos, most especially with axe kick. The skill will effect the cooldown of the gear part across all heroes, so you may use this to create otherwise impossible combos for other heroes. One of the most useful aspects of the TKM. You are invincible during the very brief animation.

Now that we’ve had a rundown of the skills, it’s time to get into what makes a Taekwon unique. His attacks!

The taekwon master, with practice, can unleash furiously long combos. Even without the use of skills!!

Lets take a look at some of his most useful Attacks.

Smash – this will be one of the most used attacks in your arsenal. connecting with 1 smash will allow you to start combos that have no chance to be blocked, as you will keep your opponent juggled in the air. It has a slower startup than your regular D attack, but it is faster than every other Hold D attack in the game. Use this on distracted opponents to initiate your juggle combos! (such as enemies that are attacking your teammates). Another good opportunity to use smash is on opponents that are being hit with ground attacks from bombs, jokers, and grand templar. Time your smash to when they hit and you can rocket them into the air for more comboing!!

Standard Combo – The final two hits of his 4 hit DDDD combo combine for a lot of knockback compared to most heroes standard attacks. Just make sure that after the third melee hit, you pause for a moment before finishing the combo with the last hit. The third hit causes them to pop into the air, and you may accidentally kick at the air if you press it too soon.

Counter – His counter is another useful tool in his arsenal. To counter, either press D while holding block (S) (just be sure not to do it too soon or you will Spear Fist) or let go of block and immediately press D. Counter anyone that finishes their standard combo on you, as well as jump attacks and dash attacks. TKM’s counter launches the enemy into the air- follow up with a smash to continue to juggle them. This is going to be one of your most useful assets in a 1 v 1 situation.

Air Combo – The TKM’s air attack is unique in that it does two hits. It does not generate any more knockback than a normal air attack, but with some practice you can use both air attacks on a standing opponent. If you connect with both, you will cause the faint status! allowing you to start yet another juggle combo. *** This requires a lot of practice *** I recommend you have a long session with Dev K before you attempt this much in normal fights.

Dash attack – His dash attack is 2 hits than can be blocked after the first, however, if both connect, you will generate more knockback than any other dash attack. Use this to your advantage for some easy edges.

It’s the section you’ve been waiting for: Combos!!

As you’ve probably heard, the taekwon is the single most combo-heavy character in the game. He has the most versatile repertoire of combos, many of which are able to used on fainted opponents. One counter, or one connected Smash can potentially be DISASTROUS for the opponent.

There are many more combos than this, but I’ll be going over the most effective and efficient ones. I.E. You could always just throw a spear fist or axe kick into a combo for flashiness, but that doesn’t mean it’s a good idea.

Easy Combos: *** All of these can start with a spear fist, and end with an axe kick -> air combo ***.

Smash ->  Dash attack. (requires some timing)
Smash -> Smash -> D -> Smash
Smash -> Smash -> D – > D (Use this to knock people off edges) **good for novices**
Smash -> D -> D -> D -> pause -> D **use this after mastering the previous**

(You can do any of the previous combos after a successful counter or on fainted/distracted opponents)

Example of using skills: Spear Fist -> Smash -> D -> D -> D -> pause -> D -> Axe Kicks -> Smash -> D -> D

This is a pretty basic combo for Taekwon and can be expanded upon.

*** One important thing to note is that often in order to do one axe kick after another you have to hit the opponent as they’re falling. You can get away with more hits the sooner in the combo it is. The longer a combo goes on, the sooner the opponent will rise up off the ground when being knocked down. ***

If you connect with your third melee hit, make sure you follow up with a smash, then try and get a hit in as they fall.

Now here it comes: ADVANCED COMBOS..

Smash -> Smash -> Dash attack
Smash -> Smash -> D -> Smash -> D -> D -> D -> D (the trick to this is to time your final smash to hit the opponent as they’re very close to the ground) This will be one of your bread and butter attacks once you master your TKM.


The more advanced you get in your timing, the more versatility you have in your combos. Experiment with using smashes and standard combos after axe kicks. Practice on Dev K a LOT. You’d be surprised how many combos you can pull off and i encourage you to test them out.

Now: For the most important section of all (yeah, you heard me) Battle Tactics!


*** As a TKM, most of your damage will come from assisting teammates, fighting stragglers in 1 v 1 on the battlefield, and Edging (your prime method of damage).***

The most important thing I could possibly tell you is to never ever use your skills for the sole purpose of standalone damage. Your skills are there to help you set up for edges, and to skill cancel if needed. Having your skills always ready will allow you to axe kick anyone who falls close to an edge. Or to Spear Fist anyone running remotely close to an edge. You can spear fist -> axe kick -> air combo -> concentration -> axe kick -> air combo, for huge distance. And usually a guaranteed edge.

As flashy and cool-looking as it may be, Don’t use your skills to merely tack on damage to your combos UNLESS they’re going to edge someone, or you’re prepared to burn your concentration for a new axe kick. (With the exception being that you’re on a map with very little edging potential, or you’re playing against very defensive opponents in which you rarely have an opportunity to use skills.)

Now that that’s out of the way, lets cover some other ways to maximize your potential in a battle. Your speed is helpful in traversing the battlefield easily, use this to assist teammates you see that are in danger. Smash them in the back and start up your unblockable juggles.

– Always keep an eye out for edging opportunities. Dash attack people you see traveling near edges.

Pick on isolated mages and rangers. They have no chance of defeating you in 1 v 1 if you play your cards right. But don’t stick around if you become outnumbered.

Never use your standard attack more than twice in a row immediately, incase the opponent has a skill charged.

– Bate enemies into using their skills by running near them, or attacking twice and backing off. When they miss, smack them with a spear fist and commence comboing!

Abuse your counter. Block and counter anyone spamming dash attacks or jump attacks, and use it any time the enemy finishes their standard combo. Punish them for their mistakes. Counter people that are near edges, and then edge them with an axe kick!


– Spamming dash attack. Even though TKM’s dash attack has good knockback, it’s also one of the slowest and easily punishable, not to mention the second hit can be blocked. Instead, practice stopping mid-dash and starting up a regular combo- this can infact be a better way to edge, often.

– Rushing in. Your attacks simply don’t do enough damage and your skills are useless by themselves. You are not the unstoppable damage demon on your team and most of your combos take a while to complete. You fight with your mind more than anything else as a TKM, with this, you excel.

Taekwon Attack Damage: *courtesy of Unbounded* check out his thread at http://nforum.ogplanet.com/lostsaga/forum_posts.asp?TID=194987.

Taekwon Master

First hit: 7
2nd hit: 6
3rd hit: 7
4th hit: 9

First hit: 5
Second hit: 7

Jump attack:
First hit: 7
2nd hit: 8

Hold D: 10

Counter: 10

Axe Kicks:
First hit: 11
2nd hit: 11
Spear Fist: 10

*** Note: Currently i’m having trouble getting my coloring tool to work, i’m also quite ill so it would seem I’ll have to finish this at a later date beyond the contest’s deadline. I have yet to add pictures and videos. Oh well, I hope you all can benefit!! ***

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1 Response

  1. Compliment Guy says:

    Pretty cool, you should update these guides

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