Dragunov combos (Tekken 7): Difference between revisions

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Tag: Script
 
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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
; Regular launch (e.g. df+2 or qcf+1)
: f+4,4,3 4,4 S! 3,1,4
: f+4,4,3 4,4 S! 3,1,4


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; Crouching recovery (e.g. CH FUFT.3)
; Crouching recovery (e.g. CH FUFT.3)
: ws4 b+1,2 S! 3,1,4
: ws4 1 f+3~df, u~n 1, f+3~df,u~n 4,4 S! dash f+3~df, u~n 4,1
}}
}}


== Mini-combos ==
== Staples ==


{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Staple}}


== Staples ==
'''Dragunov's optimal combos make use of [[Crouch#Crouch_cancel| 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.


{{Staple}}
From here on, any time a crouch cancel is preformed ("u~n") it will be notated as [[Jargon#c|cc]] instead.


{{Combolist|
{{Combolist|
; df+2
; df+2 / qcb+2
: f+4,4,3 f+1, f+3,df,u 4,4 S! dash f+3,df,u 41
: f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
: f+4,4,3 f+1, f+3,df,u 4,4 S! dash f+3,df,cd2
: f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
: f+4,4,3 f+1, f+3,df,u 4,4 S! dash f+3,df,ws+1+2
 
: f+4,4,3 f+1, f+3,df,u 4,4 S! run 3,1,df,ws+1+2
; cd2
: f+2,4 f+3,2 S! 3,1,4
: f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
: f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
 
; wr2 on counter hit
: d+2 ws4 b+1,2 S! f+3~df cc 4,1
: ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
: ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
 
; qcf+1
: f+4,4,3 4,4 S! 3,1,4
: f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
: f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
: ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
 
; f+1+2
: S! qcf+4 b+2,1 1 f+3~df cc 3,1,4 (delay the 1 jab a bit after b+2,1)
: S! qcf+4 b+2,1 1 f+3~df cc 3,1~df cd+1+2
: S! qcf+4 b+2,1 1 f+3~df cc 4,4
}}
}}


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{{Combolist|
{{Combolist|
; df+2
; df+2
: f+4,4,3 f+1, f+3 df u 4,4 S! wr+1+2
: f+4,4,3 1 f+3~df cc 4,4 S! wr1+2 b+1+2/d+3+4
 
; Rage Drive
: qcf4 b+2,1 1 f+3~df cc 4,4 S! f+3~df cc 4,1
: ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
: d+2 ws4 b+1,2 S! f+3~df cc 4,4
}}
 
== Mini-combos ==
 
{{Combolist|
; u/f+1
: qcf1+2
: qcf2
: Rage Drive d3+4/B+1+2
 
; u/f+4
: d+4,1,3
 
; b+1+2
: d+3+4
 
; d+1 on counter hit
: d+3+4
 
; b+3+4
: d+4,1,3
; b+3+4 (Successful punch parry)
: SSL d+2, ws4, d+4,1,3
 
; ff+2 on counter hit
: qcf1+2
: qcf+2
 
; 1,3,2 last hit on counter hit
: qcf1+2
: qcf+2
}}
}}


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{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: db+2,1,2 delay last hit
: db+2,1,<2 - when done correctly, opponent should end up [[Wake-up| FDFA]] position.
: b2 ws1+2
: b2,1,3
}}
}}


== Float ==
== Float ==


{{Combolist|
{{Combolist|columns=1|
; 1
;d+2
: combo when you anti-air with jab here
:ws4, 3,1,4<ref>Float combo required for float punishing King's db+4 on block.</ref>
}}
}}
<references/>


== Back-turned opponent ==
== Back-turned opponent ==


{{Combolist|
{{Combolist|
; df+2
; b+2,1,3
: combo when you hit df+2 in the back
: d+4,1,3
 
;d/f+2
:1 b+4,3 3,1,4
}}
}}



Latest revision as of 15:53, 25 January 2024

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)
d+2 ws4 b+1,2 S! 3,1,4
Crouching recovery (e.g. CH FUFT.3)
ws4 1 f+3~df, u~n 1, f+3~df,u~n 4,4 S! dash f+3~df, u~n 4,1

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.

df+2 / qcb+2
f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
cd2
f+2,4 f+3,2 S! 3,1,4
f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
f+2,4 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
wr2 on counter hit
d+2 ws4 b+1,2 S! f+3~df cc 4,1
ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cc 4,1
ws4 1 f+3~df cc 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
qcf+1
f+4,4,3 4,4 S! 3,1,4
f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cc 4,1
f+4,4,3, 1 f+3~df cc 4,4 S! f+3~df cd2/1+2
ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
f+1+2
S! qcf+4 b+2,1 1 f+3~df cc 3,1,4 (delay the 1 jab a bit after b+2,1)
S! qcf+4 b+2,1 1 f+3~df cc 3,1~df cd+1+2
S! qcf+4 b+2,1 1 f+3~df cc 4,4

Rage

df+2
f+4,4,3 1 f+3~df cc 4,4 S! wr1+2 b+1+2/d+3+4
Rage Drive
qcf4 b+2,1 1 f+3~df cc 4,4 S! f+3~df cc 4,1
ff+3 qcf4 1 f+3~df cc 1 f+3~df cc 4,4
d+2 ws4 b+1,2 S! f+3~df cc 4,4

Mini-combos

u/f+1
qcf1+2
qcf2
Rage Drive d3+4/B+1+2
u/f+4
d+4,1,3
b+1+2
d+3+4
d+1 on counter hit
d+3+4
b+3+4
d+4,1,3
b+3+4 (Successful punch parry)
SSL d+2, ws4, d+4,1,3
ff+2 on counter hit
qcf1+2
qcf+2
1,3,2 last hit on counter hit
qcf1+2
qcf+2

Wall

Regular carry (30% scaling)
db+2,1,<2 - when done correctly, opponent should end up FDFA position.
b2 ws1+2
b2,1,3

Float

d+2
ws4, 3,1,4[1]
  1. Float combo required for float punishing King's db+4 on block.

Back-turned opponent

b+2,1,3
d+4,1,3
d/f+2
1 b+4,3 3,1,4

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