Dragunov counterplay

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

Overview

Dragunov, despite being heavily nerfed in Season 2, is still a fairly strong character in the right hands. His damage, mixups, and pressure are all significantly above average. Beating a good Dragunov requires solid Tekken fundamentals to exploit his weaknesses.

Effective Range (Keeping Dragunov Out)

Though Drag isn't exactly lacking in mid-range pokes and checks, the range at which he is absolutely the most devastating is right in your face. When he gets in, he can threaten constant use of his myriad of plus moves — whether it be a plus on block mid or a plus on hit low — to chip away at your health bar. Therefore, it's best if you stay at least one step away from him, as this makes most of his dangerous tools either whiff or easier to read. Characters that thrive at longer ranges, such as Clive or Fahkumram are strong counterpicks.

Countering pressure

Sidewalk his WR2, run up, then back throw him.

Now, it's clear Drag wants to be up close, but how does he get there? His WR2 is a fast, plus on block running move that knocks down on hit if you happen to be crouching, and CH-launches if it catches you pressing buttons at the wrong time. Fortunately, this move has pretty clear counterplay once you get the hang of it and has far more whiff recovery than most other similar WR moves (such as Claudio's). The best thing to do when anticipating it is to sidewalk right (SWR), and go for a backturned punish. A simple, universal backturn punish is doing a throw from behind, which deals 50-60 non-recoverable damage and is not techable, although in most cases you may get more off of a launcher or string, for example Bryan's 3,3,2.

Key Moves to Punish

Move Punish Purpose
WR2 Sidewalk and punish Key approach and mid pressure tool, explained more above.
b1+2 SSR
OR take one step back
Key mid pressure tool. Typically for when Drag is already in his range and wants to vary between mids and lows that keep his pressure going.
SNK.4 SSR
Works even after getting hit by most strings
Hugely plus mid pressure tool that Drag usually does off of moves that transition into his Sneak Step, such as 3,1 or b4,2. If you see him enter this step off of these moves, it's a safe bet to try to start stepping, as his Sneak moves tend to be linear.
b4,2,1 Duck third hit and launch A highly abusable mid-mid-high pressure string if not ducked correctly.
db3+4 -31, launch OR Backdash A threatening hatchet kick low that is hard to react to. The prime move you want to be out of range of, as it also deals pretty significant damage that you can't recover. If you can't react, all you can really do is guess the low and launch or backdash each time it hits you to get to a safer range. After backdashing, because it is only +3 after the nerf, a second db3+4 will no longer land, so this is generally a safe bet.
d2 Low Parry
OR Backdash
OR i13 WS punish
A lower risk, lower reward low. Unreactable and puts Drag in a crouching state, which may be worth noting as it can limit his options in some scenarios.


Punishment

-15 or more standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
White Angel of Death

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39

ub+3

m
16
-17
-6
i17~21
  • js9~27
  • fs28~30
t53 r32
Separator
45

d+4,​1,3

L,​h,​h
12,​8,​21
-16
+9a (+0)
,i15~16
t88 r40
Slay Ride
qcf+3
97

SNK.3

L,​t
17,​20
-16
+0
+1d/(+26a)
i17~18
  • fs10~42
  • cs12~
t52 r34 FC
Sometimes written qcf+3
Chernobog Sweep
73

WR.F+3

L,​t
20,​20
-15
+1d
i17~18
  • cs12~44
  • fs10~42
t51 r33
Mass Elbow
74

qcb+2

m
23
-15
i26~27
t62 r35
Sometimes written Backswing Blow

-12,-13,-14 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Frost Tackle
SNK.1+2
83

ws1+2

m
28
-14
+19a (+9)
i12~13
t49 r36
Stiletto
46

d+4,4

L,​h
12,​23
-14
+16a (+6)
,i22~23
t77 r38
Death's Door
47

db+2,​1,2

m,​m,​m
12,​10,​20
-14
,i25
t92 r31
Stinger Elbow
qcf+2
96

SNK.2

m
25
-14
i18~19
t54 r35
Sometimes written qcf+2
Bloodhound Strike
28

1+2

m
25
-14
+19a
i21~22
pc7~20
t52 r30
Salvo
19

1,​2,1

h,​m,​m
5,​8,​20
-14
+15g
,i19~20
t82 r34
Snap Knee
qcf+3+4
100

SNK.3+4

m
20
-13
+27g
i17~18
pc8~16
t45 r27
Sometimes written qcf+3+4
Hammer and Sickle
20

1,​3,2

h,​h,​m
5,​14,​20
-13
,i22~23
t88 r21
Iron Flail
38

f+3+4

h
25
-13
i25~26
  • js13~37
  • fs38~40
  • gs41~
t60 r34 FUFT

u+3

m
16
-13
+14a (+4)
i17~21
  • js9~27
  • fs28~30
t53 r32
Delayed Rising Toe Kick
65

uf,n,4

m
20
-13
+32a (+22a)
i23~i25
  • js9~30
  • fs31~33
t55 r30
Sometimes written Delayed Hopkick
Double Hilt
79

ws1,3

m,​m
11,​17
-13
+15a (+6)
+36a (+0)
,i17~18
t61 r29
Russian Sickle
66

f,F+2

m
20
-12
+15a
i15~16
t50 r34
Disconnector Combo Middle
23

3,​1,2

m,​h,​m
10,​8,​24
-12
+12a (+3)
,i19~21
t96 r36
Ballistic Upper
80

ws2

m
15
-12
i15~16
t47 r31
Pommel Fling
51

b+1,2

m,​m
14,​18
-12
+18g
,i25~26
t75 r31
Karnov Kick
26

4,3

h,​m
10,​18
-12
,i23~24
t70 r33

-11, -10 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Detached Kick
44

d+3,4

L,​m
13,​18
-11
+5
+23g
,i28
t78 r32

d+4,1

L,​h
12,​8
-11
+5
,i14~15
t61 r29

f+4,4

h,​h
16,​11
-11
+0
,i20~21
t65 r29

SS.2

m
16
-10
+1
i20~21
t49 r28
Step-in Mantis
31

f+3,3

m,​m
11,​14
-10
+1d / +1c
,i17~20
t72 r26
Integral Blitz
87

SS.2,​1+2,4

m,​m,​m,​h
16,​8,​12,​28
-10
+45a
,i26~27
t118 r33

db+2,1

m,​m
12,​10
-10
+1
+3
,i20~21
t64 r28

b+1

m
14
-10
+1
i17
t46 r29

External Links

How To Beat Dragunov In TEKKEN 8... The Counter Play - TheMainManSWE