Dragunov strategy (Tekken 7)

From Wavu Wiki, the 🌊 wavy Tekken wiki

Core Game Plan

Dragunov' game plan is centered around pressuring with his good jabs, WR2, and d+2. These moves, complimented by a good arsenal of mids, a full throw game, and good movement, allow Dragunov to whittle his opponent's life bar down with pokes while posturing to capitalize on any mistakes made by a frustrated opponent.

1 jab and jab strings
A lengthy jab, key to initiating and maintaining pressure up close.
1,1,3 - The first two hits can be used as a checking tool to see if your opponent likes to mash after 1 jab. The last hit is a safe on-block mid that wallsplats. If the second counter hits, then the last hit is a natural combo. Be careful as the string is non-jailing, so the opponent is able to duck and punish the second hit if the first hit is blocked.
1,2,1 - Dragunov's fastest counter hit option. The full string only combos if the first or second hit counter hits, and leads to a knockdown or wallsplat. A risky option to mash out of your opponents pressure, or to check if they're mashing on yours, as it is -14 on block.
Give "What is ONE JAB and why is it important in Tekken 7?" by JDCR a watch.
WR2
Massively plus, knocks down on hit for a guaranteed stomp, launches on counter hit, and breaks the floor - what's not to love? This move is easily one of Dragnouv's best tools as it gets his offense going while also moving you and your opponent towards the wall. Doing this up close and quickly with instant while running (iWR) is a critical part of Dragunov's pressure, but beginners shouldn't prioritize learning iWR techniques over fundamentals.
d+2 "Finna Down 2"
Dragunov's go-to low. It's fast, high-crushing, tracks both directions extremely well, and gives massive plus frames on counter hit. On normal hit it's neutral but leaves Dragunov in crouch, making his WS4 a good option to check your opponent afterwards. Utilize crouch cancel to continue your offense with non-while standing moves or even another d+2. The trick is to use this move as much as possible to annoy your opponent without becoming too predictable.
d/f+1
A standard mid check that tracks slightly to the left. Has a high extension in d/f+1,4 that is non-jailing and only combos on counter hit, but it does knockdown or wallsplat. Use the extension at your own risk as good opponents can duck and punish the second hit if they're sharp.

Weaknesses

Dragunov's biggest weakness is his poor tracking

The this is worsened by his low-reward homing moves:

  • b+3 is his best homing move. Fairly quick at i14, but gives nothing but plus frames on normal hit or counter hit.
  • f,f+3 is a another high homing move, but this one knocks down on hit and is +3 (at worst) on block, and +17g at the wall due to the wallcrush mechanic. This move is just too slow to throw out often, but can be funny to use when your opponent is really respecting you when back is to the wall.
  • d/f+3+4 is his only mid homing move. At i22, this move is just not that good. When trying to keep the opponent in place after during pressure this move leaves to big of a gap and susceptible to your opponents faster options if they chose to challenge you.

Covering his weaknesses

Since it seems best to use his homing moves sparingly, it's important to know which of his moves track to which direction. The following list does not include every move you could use to stop lateral movement, just the ones that are most common:

Tracks left
  • d/f+1, u/f+4
Tracks both
  • d+2, jabs, WS4, d/b+4 (FC4)
Tracks right
  • d/b+2, b+2


Jabs are a great choice after WR2

Dragunov's 1,3 and 2,1 consistently stuff opponents trying to step your pressure. This is because WR2 is +6, making Dragunov's i10 jabs effectively i4 and un-steppable. You can always opt to do just a singular 1 jab to continue pressure. These options also don't expose you to the risk of being low-parryable or punishable like d+2 does.

JDCR talks about the options he likes to use in his video "How to improve your offense with Dragunov". The video is three years old now so the section about d+2 is a little outdated; d+2 is now neutral on hit, not -1, meaning it's just a little bit easier to maintain pressure afterwards.


Key moves

WS4
Maybe one of his best mid pokes, use instant while standing (iWS) and crouch dash to best take advantage of this move. It gives similar frame advantage as his d/f+1 but deals more damage and has significantly more range and tracking.
d/f+4
Faster than usual mid check (i12) with big range and pushback. Mostly used as a keepout tool since it's -9 on block, bud it's great a setting up whiff punishing scenarios due to the pushback.
d/b+2 String
d/b+2 - Another mid poke, but this time it tracks slightly to the right! Slightly slower than d/f+1 at i14
d/b+2,1,2 - the second and third hits are also mids that can be delayed to create stagger pressure. Create mental frame advantage by using your opponent's fear of the last hit to continue your pressure. The last hit of the string is a launcher, but also very punishable at -14.
b+1+2
Another mid that is massively plus on block and knocks down on hit for a guaranteed stomp. This move has very poor tracking so it's best used when your opponent has nowhere to go or is already afraid of moving.
b+2
Yet another mid poke. This move leaves Dragunov in crouch, allowing him to use moves like WS4 or FC4 afterwards.
b+4 series
b+4,3 - safe mid, high string that leads to a knockdown or wallsplat. Be careful as it does not jail so the opponent can duck and punish the second hit.
b+4,2,1 - a safe mid, mid, high string to compliment b+4,3. When the second hit connects it leaves the opponent in crouch and leaves you at +4. The third hit is a high that is plus on block and if it counter hits leads to a guaranteed 4,1. Again, the last hit does not jail so your opponent can duck and punish.
u/f+4
Dragunov's main low crushing move. It is a slower, but safe (-9 on block), mid that leads to a mini-combo, or can pick up for a full combo in the case that the wall is to Dragunov's right.

Move Functionality Chart

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2,1
WR2
d+2
ws4
d/f+1
d/f+4
u/f+4
d/b+2
d/b+2,1,2
d+1
b+2
b+1+2
b+3
WS1
WS1,2
qcf+1
qcf+3
qcb+2
f,F+3
f,F+1+2
f+1+4
f+2+3