Dragunov combos (Tekken 7)

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

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 or CL db+3)
d+2 ws4 b+1,2 S! 3,1,4
Crouching recovery (e.g. CH FUFT.3)
ws4 1 b+1,2 S! 3,1,4

Mini-combos

[20] u/f+1
[+46] R.ffF+1+2 b+1+2
[+45] R.fff+1+2 d+3+4
[+22] qcf1+2
[+20] qcf2
[22] b+3+4
[21] u/f+4
[+20] d+4,1,3
[+16] d+3+4
[26] b+1+2
[+19] d+3+4
[38] CH 4,3
[21] CH d+1
[20] (4),3
[+19~] d+3+4
[22] b+3+4 (Successful punch parry)
[+30] SSL d+2, ws4, d+4,1,3
[24] CH ff+2
[24] CH (1,3),2
[+22] qcf1+2
[+20] qcf2
[20] CH (b+4,2),1
[+45] f+1+4_f+2+3_ff+1+2[1]
[+27] 4,1
[+18] 2,1
[20] BT.d+3
[+9] d+4
  1. Can be broken, but is a three-way mix-up with 1,2 and 1+2

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.

[25] uf,n,4
[23] qcb+2
[20] qcf+1
[20] uf+2
[15] ws2
[14] df+2
[+52] f+4,4,3 1 f+3~df cc 4,4 S! f+3~df~1+2[1]
[+51] f+4,4,3 1 f+3~df cc 4,4 S! f+3~df~2[2]
[+51] f+4,4,3 1 f+3~df cc 4,4 S! f+3~df cc 4,1[3]
[+49] f+4,4,3 4,4 S! 3,1,4
[25] qcf+2
[21] CH ub+2
[20] qcf+1
[+58] ff+3 S! qcf+4 1 f+3~df cc 1 f+3~df cc 3,1~df~1+2
[+55] ff+3 S! qcf+4 1 f+3~df cc 1 f+3~df cc 4,4
[+53] f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~1+2
[+52] f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~2
[+52] f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1[3]
[+46] f+2,4 f+3,2 S! 3,1,4
[30] CH f,f,F+2
[+43] ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~1+2[1]
[+42] ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~2[2]
[+42] ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1[3]
[+42] df+1 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~1+2
[+42] 3,1,4 b+3 S! f+3~df cc 3,1~df~1+2
[+41] d+2 ws4 b+1,2 S! ff 3,1~df~1+2
[21] CL db+3
[+46] d+2 ws4 1 f+3~df cc 4,4 S! 3,1~df~1+2[1]
[+45] d+2 ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f,f,F+2[2]
[+41] d+2 ws4 b+1,2 S! 3,1~df~1+2
[32] CH (db+2),1,2
[28] CH (f+2),4
[24] CH (1,2),1
[20] (db+2,1),2
[+41][4] d+2 ws4 b+1,2 S! ff 3,1~df~1+2
[+30][5] d+2 ws4 d+4,1,3
[27] CH (4),4
[24] CH (f+3),2
[21] CH (ws1),2
[21] CH (b+1),2
[20] f+1+2
[+45] S! qcf+4 b+2,1 1 f+3~df cc 3,1,4[3][6]
[+45] S! qcf+4 b+2,1 1 f+3~df cc f+3~df~1+2[1]
[+42] S! qcf+4 b+2,1 1 f+3~df cc 4,4
  1. 1.0 1.1 1.2 1.3 For Damage
  2. 2.0 2.1 2.2 Okizeme, opponent is flipped over
  3. 3.0 3.1 3.2 3.3 Wall carry
  4. You might have to delay b+1,2 just a bit for the second hit to connect
  5. This combo is easier on db+2,1,2
  6. You have to either do a SSR before qcf+4 or delay the 1 after b+2,1

Rage

Rage Drive Starter

[30] R.f,f,F+1+2 (Rage Drive)
[+58] ff+3 S! qcf+4 1 f+3~df cc 1 f+3~df cc 3,1~df~1+2
[+55] ff+3 S! qcf+4 1 f+3~df cc 1 f+3~df cc 4,4
[+54] UF,n,4 b+2,1 1 f+3~df cc 4,4 S! f+3~df~1+2
[+53] qcf+4 b+2,1 1 f+3~df cc 4,4 S! f+3~df~1+2
[+41] d+2 ws4 b+1,2 S! 3,1~df~1+2

Rage Drive Ender

[9] R.f,f,F+1+2[1]
[+22] qcf+1+2[2]
[+20] qcf+2
[+20] b+1+2
[+19] OTG.d+3+4

Examples

[15] df+2
[+42] f+4,4,3 1 f+3~df cc 4,4 S!
[+29] R.f,f,F+1+2 b+1+2
[22] f+1+2
[+36] S! qcf+4 b+2,1 1 f+3~df cc 1
[+28] R.f,f,F+1+2 OTG.d+3+4
[33] CH f,f,F+2
[+36] d+2 ws4 b+1,2 S! f+3~df cc 1
[+31] R.f,f,f+1+2 qcf+1+2
[22] qcf+1
[+50] f,F+3 S! qcf+4 1 f+3~df cc 1 f+3~df cc 1
[+29] R.f,f,F+1+2 qcf+2
  1. At 30% scaling, the follow-up is on 80% scaling
  2. Whiffs on some characters

Wall

Regular carry (30% scaling)
[+18] b+2 ws1+2
[+16] db+2,1<2 [1]
[+13] b+2,1,3
  1. When done correctly, opponent should end up FDFA position.

Float

[4] 1
[+37] df+1 1 f+3~df cc 1 f+3~df cc 4,4 S! dash f+3~df~1+2
[+34] b+1,2 4,4 S! 3,1~df~1+2
[+33] 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df~1+2
[+28] 1 1 4,4 S! 3,1~df~1+2
[11] d+2[1]
[+19]ws4 d+4,1,3
  1. Float combo required for float punishing King's db+4 on block.

Back-turned opponent

[49] b+2,1,3
[+20] d+4,1,3
[14] df+2
[+36] 2 4,4 S! 3,1~df~1+2

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.

External links