Dragunov (Tekken 7) |
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Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. df+2 or qcf+1)
- f+4,4,3 4,4 S! 3,1,4
- Pickup launch (e.g. CH wr2)
- d+2 ws4 b+1,2 S! 3,1,4
- Crouching recovery (e.g. CH FUFT.3)
- ws4 1 f+3~df, u~n 1, f+3~df,u~n 4,4 S! dash f+3~df, u~n 4,1
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Dragunov's optimal combos make use of Crouch Cancel to cancel his stance transition from f+3~df. You can cancel Dragunov's crouch dash by pressing "u~n" during the dash. This can be done at any point of the dash, so make sure to practice the proper timing to get the combos to work.
From here on, any time a crouch cancel is preformed ("u~n") it will be notated as cc instead.
- df+2 / qcb+2
- f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
- f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
- cd2
- f+2,4 f+3,2 S! 3,1,4
- f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
- f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
- wr2 on counter hit
- d+2 ws4 b+1,2 S! f+3~df cc 4,1
- ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
- ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
- qcf+1
- f+4,4,3 4,4 S! 3,1,4
- f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
- f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
- ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
- f+1+2
- S! qcf+4 b+2,1 1 f+3~df cc 3,1,4 (delay the 1 jab a bit after b+2,1)
- S! qcf+4 b+2,1 1 f+3~df cc 3,1~df cd+1+2
- S! qcf+4 b+2,1 1 f+3~df cc 4,4
Rage
- df+2
- f+4,4,3 1 f+3~df cc 4,4 S! wr1+2 b+1+2/d+3+4
- Rage Drive
- qcf4 b+2,1 1 f+3~df cc 4,4 S! f+3~df cc 4,1
- ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
- d+2 ws4 b+1,2 S! f+3~df cc 4,4
Mini-combos
- u/f+1
- qcf1+2
- qcf2
- Rage Drive d3+4/B+1+2
- u/f+4
- d+4,1,3
- b+1+2
- d+3+4
- d+1 on counter hit
- d+3+4
- b+3+4
- d+4,1,3
- b+3+4 (Successful punch parry)
- SSL d+2, ws4, d+4,1,3
- ff+2 on counter hit
- qcf1+2
- qcf+2
- 1,3,2 last hit on counter hit
- qcf1+2
- qcf+2
Wall
- Regular carry (30% scaling)
- db+2,1,<2 - when done correctly, opponent should end up FDFA position.
- b2 ws1+2
- b2,1,3
Float
- d+2
- ws4, 3,1,4[1]
- ↑ Float combo required for float punishing King's db+4 on block.
Back-turned opponent
- b+2,1,3
- d+4,1,3
- d/f+2
- 1 b+4,3 3,1,4
Stage break
- Howard Estate
- big boy break all the walls combo here
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.