Dragunov (Tekken 7): Difference between revisions

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(d2 can be stepped just fine. Saying that d2 cannot be stepped is just false. Search "Tekken 7 Stepping Dragunov's d2" on YouTube. Also added useful info and fixed inaccuracies.)
(add {{See other}})
 
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{{Dragunov}}
{{Dragunov}}


Dragunov is a fundamental- and pressure-oriented character revolving heavily around iWR2. iWR2 is CH-launching knockdown mid with some tracking that is also massively plus on block and carries the opponent closer to the wall on block. This could be considered one of the best moves in Tekken 7.
{{Infobox fighter (Tekken 7)
|name=Dragunov
|stances=CD – d,df,f
|launch={{Plainlist|
* i15 – df+2 ''(unsafe, mid)''
* i17 – f+1+2 ''(safe, high)''}}
|splat={{Plainlist|
* i14 – b+3 ''(standing)''
* i12 – ws1+2 ''(crouching)''}}
|chLaunch={{Plainlist|
* i15(~20) – f,f,F+2 ''(mid)''}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* df+4 ''(standing)''
* db+2 ''(standing)''
* ws4  ''(crouching)''}}
|remappedGenerics={{Plainlist|
* d+1 → db+1
* d+4 → db+4}}
|missingGenerics=d+2
|parry=df+1+2 (lows)
|reversal=b+1+3 or b+2+4 (high/mid punches and kicks)
|sabaki=b+3+4
|snakeEdge=db+3
|clefCannon=1,2,1
|slashKick=wr2
|lore=[[fandom:Sergei Dragunov|Sergei Dragunov]]}}
{{See other}}


Dragunov pairs this with his D2, a fast(for a high-crushing low), high-crushing low (that leaves Dragunov at +-0 frames on hit at a disadvantage: crouching vs a standing opponent), and with pressure-oriented poking. An opponent who tries to stop him risks to eat iWR2 counter hit from neutral or one of his hard-hitting launching whiff-punishers, which lead to exceptional wall carry that lets Dragunov combo the opponent up to the wall in around 95% of situations.
<big>"Dragunov is an aggressive rushdown character who wants to get in close and smother opponents with a relentless assault of pokes and heavy-hitting power mids. If you dare to challenge him, you open yourself up to his punishment, and if you run away, you'll quickly find your back to the wall. Dragunov forces you to make decisions, and makes you pay dearly for choosing incorrectly."</big>


Passive players have to contend with his full throw game and D2 pressure(that leaves Dragunov at a disadvantage on hit - crouching vs standing opponent).  
<small>- That Blasted Salami. [https://www.youtube.com/watch?v=13hg-izH3wA|"Sergei Dragunov Overview."] ''YouTube'', 29 March 2020.
</small>


His flaws include slightly below average standing punishment, lack of ch utility outside of wr2, highish mids, lack of lows that don't leave Dragunov at a disadvantage on hit and weaker tracking tools outside of d2 and iws4.
{{Archetype|Dragunov}}
 
{{BlueRed
|blue=
* Good poking thanks to his good jab and long limbs
* Fast, high-crushing low with d+2
* Exceptional plus frame pressure with wr2
* Full stage wall carry with extremely flexible combo structure
* Complete [[throw]] game (1, 2 and 1+2 breaks)
* Above average movement - very good backdash and sidestep
* Good [[Crouch#While_standing|while standing]] punishment - has access to an i12 wallbounce in ws1,3
* Reliable punishes on heavy pushback moves
 
|red=
* Weak [[Tracking|tracking]] on some of his core tools, and his homing moves are a little lackluster
* Weak counter hit game - no [[Standard_move#Magic_four|magic 4]] nor fast counter hit mid launchers
* Lack of defensive tools or panic button
* Weak standing punishment - no knockdowns or wallsplats until i15 or slower
* Poor vertical hitbox on mid pokes - susceptible to evasion
* Mediocre low crush options
* Can be heavily punished for whiffing key moves (wr2, b1+2, cd1...) due to their speed and high recovery
}}
 
{{KeyTechs|
{{KeyTech|[[Instant while running|iWR]] 2
|importance=4|dexterity=3|rhythm=2|value=4}}
{{KeyTech|f+3~df [[Crouch#Crouch_cancel|Crouch Cancel]]
|importance=4|dexterity=2|rhythm=2|value=4}}
{{KeyTech|[[Instant while standing|iWS]] from crouch dash
|importance=3|dexterity=2|rhythm=1|value=4}}
}}
 
== External links ==
 
* [https://www.youtube.com/watch?v=13hg-izH3wA Dragunov Overview by That Blasted Salami]
* [https://www.youtube.com/watch?v=MdVyqtD-y-A Dragunov Beginner's Guide by PeterYMao]
* [https://www.youtube.com/watch?v=qZ5_qUx-gv0 Dragunov S4 Changes Breakdown by TheMainManSWE]
 
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:35, 4 February 2024

Dragunov
Stances CD – d,df,f
Fastest launch
  • i15 – df+2 (unsafe, mid)
  • i17 – f+1+2 (safe, high)
Fastest CH launch
  • i15(~20) – f,f,F+2 (mid)
Fastest wall splat
  • i14 – b+3 (standing)
  • i12 – ws1+2 (crouching)
Parry df+1+2 (lows)
Sabaki b+3+4
Reversal b+1+3 or b+2+4 (high/mid punches and kicks)
Archetypal moves
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • db+2 (standing)
  • ws4 (crouching)
Snake edge db+3
Clef cannon 1,2,1
Slash kick wr2
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → db+4
Missing d+2
External links
Lore Sergei Dragunov

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

"Dragunov is an aggressive rushdown character who wants to get in close and smother opponents with a relentless assault of pokes and heavy-hitting power mids. If you dare to challenge him, you open yourself up to his punishment, and if you run away, you'll quickly find your back to the wall. Dragunov forces you to make decisions, and makes you pay dearly for choosing incorrectly."

- That Blasted Salami. "Sergei Dragunov Overview." YouTube, 29 March 2020.

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Strengths
  • Good poking thanks to his good jab and long limbs
  • Fast, high-crushing low with d+2
  • Exceptional plus frame pressure with wr2
  • Full stage wall carry with extremely flexible combo structure
  • Complete throw game (1, 2 and 1+2 breaks)
  • Above average movement - very good backdash and sidestep
  • Good while standing punishment - has access to an i12 wallbounce in ws1,3
  • Reliable punishes on heavy pushback moves
Weaknesses
  • Weak tracking on some of his core tools, and his homing moves are a little lackluster
  • Weak counter hit game - no magic 4 nor fast counter hit mid launchers
  • Lack of defensive tools or panic button
  • Weak standing punishment - no knockdowns or wallsplats until i15 or slower
  • Poor vertical hitbox on mid pokes - susceptible to evasion
  • Mediocre low crush options
  • Can be heavily punished for whiffing key moves (wr2, b1+2, cd1...) due to their speed and high recovery
iWR 2
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★☆☆☆
importance
★★★★☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆
iWS from crouch dash
importance
★★★☆☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★☆☆☆☆

External links