| Dragunov |
|---|
| Tech (Tekken 8) |
|---|
Pigeon Roll
In Season 2, Dragunov had his Pigeon Roll (3+4 or d+3+4, formerly SS3+4) buffed, now functioning as a stance with a few new options:
- PGR2 is a i16 mid that wallsplats, hits grounded opponents, and gives a strong aerial tailspin when hitting an airborne opponent.
- PGR3 is a high-crushing homing i18 low that turns into a throw (Clipping Heel Hook) when hit from the front, with the downside of it being -26 on block.
- In addition, Dragunov can also perform Ambush Tackle from this stance (PGR 1+2), which becomes unbreakable in Heat, opening up a 3 way mixup (1, 2, or 1+2 break) if not avoided.
Pigeon Roll gives Dragunov excellent oki. When comboing at the wall, consider using an ender that flips your opponent over, such as f+3,SNK2, as this allows you to mix your opponent during their wakeup, forcing them to guess between a wallsplat (or a flipover if they stay on the ground) and a homing low.
Some moves can transition into PGR, making it usable, albeit risky, in neutral. These moves include:
- df+1
- 2,1
- any move that go into SNK (e.g. b+4,2, FC.df+1,4, etc.)
Keep in mind that even though it looks like a Dark Souls dodge roll, PGR doesn't have any invincibility frames. It's very easy to get clipped or even launched if you're not careful. It's also not very effective as a sidestep, as it is slower, and leaves Dragunov with a chunkier hitbox.
A seemingly obvious, but not entirely self-evident characteristic of Pigeon Roll is that it puts Dragunov in crouch. This allows for some interesting mind games if you play around with the timing. A delayed FC.df+1,4 into SNK gives you more pressure options, or an unexpected ws1+2 can be devastating if you catch your opponent off-guard.
PGR2 can be used in combos as a Strong Aerial Tailspin, but it also aligns you slightly off-axis, which can result in you dropping the combo if you don't adjust your route. A good use case for it is after a SNK1 launch, since it also misaligns you a little bit if it connects.
- qcf1
- 3+4,2 > qcf3+4 > 4,4 > FC.df+1:4 > SNK2 T! > d+3+4,2 > qcf3
SNK cancel
While no longer a crucial part of his toolkit like it was in previous games, Dragunov still makes use of his Sneak (SNK) Cancel for his optimal combos and for wall carry.
SNK cancels are done by inputting u~n during Drag's SNK transition, and then immediately pressing an attack button (such as 1 or 3,1~df). A good visual cue is just before Dragunov's head reaches its lowest point, but after a bit of practice, you'll be able to do it based off of muscle memory alone. The input window for u~n is much more generous in Tekken 8 than in previous games, allowing it to be done basically at any point during the SNK animation. Pressing u~n too early will result in Drag doing a SNK move, which drops your combo.
Optimal combo routes utilize SNK canceling, most commonly after FC.df+1:4. For more info, see Staples.