Dragunov

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
Dragunov
Heat
  • Feint & Catch and Ambush Tackle become unbreakable.
  • Can perform Ambush Tackle after additional moves.
Heat Smash Mid, i15, +6
Heat Engagers
  • 1,2,1
  • f+3,1+2
  • b+4,3
  • SNK.4
  • ws1+2
Stances
  • SNK (Sneak) – qcf
Fastest
Launch
  • i15 – df+2
CH launch
  • i15 – wr2 (mid)
  • i20 – ub+2 (high)
Wall splat
  • i14 – b+4,3 (standing)
  • i12 – ws1,3 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
  • db+1+2 (low attacks)
Sabaki b+3+4
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • b+4 (standing)
  • b+2 (standing)
  • ws4 (crouching)
Power low db+3+4
Snake edge db+3
Clef cannon 1,2,1
Slash kick wr2
Generic moves
Remapped
  • d+1 โ†’ db+1
  • d+4 โ†’ db+4
Missing
  • d+2
  • d+3
External links
Lore Sergei Dragunov
Twitter #T8_Dragunov
Discord Sergey ๐Ÿ‡ท๐Ÿ‡บ Dragunov

This page is for Tekken 8. For Tekken 7, see Dragunov (Tekken 7).

Dragunov is an oppressive pressure and rushdown character who excels at freezing his opponents cold with powerful, plus-on-block mids, and then slicing them open with hard-hitting mixups, and a complete throw game. He combines strong poking and above-average movement and whiff punishment, making his "small Tekken" also difficult to deal with. In Heat, Dragunov's pressure becomes even more chilling due to the constant chip damage, which when coupled with his pokes, will punish you even for blocking.

Dragunov is fairly simple and straightforward to use, and success with him is directly proportional to your skill. He is excellent for players looking to embody Tekken 8's aggressive philosophy and force their opponents to constantly block their big, strong buttons.

Dragunov's pressure moves can be fairly linear, and require skill to land against opponents with good movement. Their slower startup also leaves Dragunov open to interruption, and he doesn't have the best tools to counterhit opponents trying to mash against him.

Strengths
  • Rushdown: Excellent pressure mids (wr2, b+1+2 etc.) that punish opponents both for getting hit or blocking.
  • Hard-hitting: High damage output and decent wall carry.
  • Dancer's legs: Long range on some pokes.
  • Geared for success: Great Heat Engagers, including ws1+2, an i12 punish from crouch, and 1,2,1, an i10 CH wall splatting string.
  • Sambo master: Access to a complete throw game, along with unbreakable tackles in Heat, and throws that remove recoverable health.
  • Fear of pigeons: Amazing oki at the wall with the addition of Pigeon Roll 2 and 3.
Weaknesses
  • Interruptible: His primary pressure tools are fairly slow, and he has very few ways to compensate for them outside of his pokes.
  • Side-switcher: Has to give up wall position to deal optimal damage with b+1+2 and uf+1, and most of his throws also side switch to some degree.
  • Linear: Most - if not all - of his key moves have little to no tracking, making him very vulnerable against lateral movement.
  • Lack of CH-utility: His counterhit tools are below average and fairly risky, so he has to rely mostly on movement and fairly low-reward parries against offensive opponents.
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†

External links