Dragunov combos (Tekken 7): Difference between revisions

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m (RogerDodger moved page Dragunov combos to Dragunov combos (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
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 1 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,u 4,1
: ws4 1 f+3~df, u~n 1, f+3~df,u~n 4,4 S! dash f+3~df, u~n 4,1
}}
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== Staples ==
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{{Staple}}
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'''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.
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From here on, any time a crouch cancel is preformed ("u~n") it will be notated as [[Jargon#c|cc]] instead.
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{{Combolist|
; 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
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; 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
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; 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
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; 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
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; 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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=== Rage ===
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{{Combolist|
; df+2
: f+4,4,3 1 f+3~df cc 4,4 S! wr1+2 b+1+2/d+3+4
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; 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
}}
}}


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: qcf1+2
: qcf1+2
: qcf2
: qcf2
: Rage Drive d3+4/1+2
: Rage Drive d3+4/B+1+2


; u/f+4
; u/f+4
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; ff+2 on counter hit
; ff+2 on counter hit
: qcf1+2
: qcf1+2
: qcf+2


; 1,3,2 last hit on counter hit
; 1,3,2 last hit on counter hit
: qcf1+2
: qcf1+2
}}
: qcf+2
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== Staples ==
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{{Staple}}
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{{Combolist|
; df+2
: f+4,4,3 1, f+3,df,u 4,4 S! dash f+3,df,u 41
: f+4,4,3 1, f+3,df,u 4,4 S! dash f+3,df,cd2
: f+4,4,3 1, f+3,df,u 4,4 S! dash f+3,df,ws+1+2
: f+4,4,3 1, f+3,df,u 4,4 S! run 3,1,df,ws+1+2
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; cd2
: f+2,4 f+3,2 S! 3,1,4
: f+2,4 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,u 4,1
: f+2,4 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,cd2
: f+2,4 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,ws+1+2
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; wr2 on counter hit
: ws4 1 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,u 4,1
: ws4 1 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,cd2
: ws4 1 f+3,df,u 1 f+3,df,u 4,4 S! dash f+3,df,ws+1+2
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; qcf+1
: f+4,4,3 1, f+3,df,u 4,4 S! dash f+3,df,u 41
: f+4,4,3 1, f+3,df,u 4,4 S! dash f+3,df,cd2
: ff+3 qcf4 1 f+3,df,u 1 f+3,df,u 4,4
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; qcb2 (same combos as df+2)
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; f+1+2
: S! dash qcf+4 b+2,1 1 f+3,df,u 3,1,4 (delay the 1 jab a bit after b+2,1)
: S! dash qcf+4 b+2,1 1 f+3,df,u 3,1,df,ws+1+2
: S! dash qcf+4 b+2,1 1 f+3,df,u 4,4
}}
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=== Rage ===
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{{Combolist|
; df+2
: f+4,4,3 1, f+3 df u 4,4 S! wr+1+2 b+1+2
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; Rage Drive
: qcf4 b+2,1 1, f+3,df,u 4,4 S! dash f+3,df,u 4,1
: ff+3 qcf4 1 f+3,df,u 1 f+3,df,u 4,4
}}
}}


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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 ws1+2
: b2,1,3
: b2,1,3
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== 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 ==

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 ยง 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. โ†‘ 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 ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links