Dragunov: Difference between revisions

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|name=Dragunov
|name=Dragunov
|heat={{Plainlist|
|heat={{Plainlist|
* Feint & Catch and Tackle become unbreakable.
* Feint & Catch and Ambush Tackle become unbreakable.
* Can perform Tackle after additional moves.}}
* Can perform Ambush Tackle after additional moves.}}
|heatSmash=Mid, i15, {{MoveGet|Dragunov-H.2+3|block}}
|heatSmash=Mid, i15, {{MoveGet|Dragunov-H.2+3|block}}
|heatEngagers={{Dotlist|
|heatEngagers={{Dotlist|
* 1,2,1
* 1,2,1
* f+3,1+2
* f+3,1+2
* b+3,4
* b+4,3
* SNK.4
* SNK.4
* d+1+3
* d+1+3
* db+3, 1+2}}
* db+3,1+2}}
|stances={{Plainlist|
|stances={{Plainlist|
* SNK ''(Sneak)'' – qcf  
* SNK ''(Sneak)'' – qcf  
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* i12 – ws1,3 ''(crouching)''}}
* i12 – ws1,3 ''(crouching)''}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i15 – WR2 ''(mid)''
* i15 – wr2 ''(mid)''
* i20 – ub+2 ''(high)''}}
* i20 – ub+2 ''(high)''}}
|parry={{Plainlist|
|parry={{Plainlist|
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* b+4 ''(standing)''
* b+4 ''(standing)''
* b+2 ''(standing)''
* b+2 ''(standing)''
* ws4 ''(crouching)''}}
* ws4 ''(crouching)''}}
|sabaki=b+3+4
|sabaki=b+3+4
|powerLow=db+3+4
|powerLow=db+3+4
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|twitter=T8_Dragunov
|twitter=T8_Dragunov
|lore=[[fandom:Sergei Dragunov|Sergei Dragunov]]
|lore=[[fandom:Sergei Dragunov|Sergei Dragunov]]
|discord=[https://discord.gg/TVYgHZM]
|discord=[https://discord.gg/TVYgHZM Sergey 🇷🇺 Dragunov]
}}
}}
{{See other}}
{{See other}}


"'''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."
"Just like the cold winds of Siberia, '''Dragunov''' excels at freezing opponents in place with his potent lockdown tools—chief among them the notorious Russian Hook Special (f,f,F+2 AKA wr2), a powerful mid that not only nets great advantage when blocked—alongside chip damage—but also grants a full launch on counterhit. At close range, Blizzard Hammer (b+1+2) is another strong lockdown tool. It's less rewarding on counterhit, but gives more damage on normal hit thanks to the guaranteed follow-up (d+3+4). Ignition Switch (SNK.4) is a very advantageous mid heat engager and one of the main threats from his Sneak stance.


<small>- That Blasted Salami. [https://www.youtube.com/watch?v=13hg-izH3wA|"Sergei Dragunov Overview."] ''YouTube'', 29 March 2020.
To compensate for these moves' linearity, Stinger Kick (f,F+3) takes center stage as a commanding, homing high. This has great range and deals a lot of chip damage to boot. Bunker Buster Elbow (d+1) comes as a significantly faster check and rocks deceptively good range. This always grants advantage—either on hit or block—and forces the opponent in a crouch state limiting their retaliation and frustrating them to play into Dragunov's many follow-up traps such as Salvo (1,2,1), a fast jab string that's fully guaranteed on counterhit, and Tundra Slash (b+4,3) as a powerful mid check.
 
Once the opponent is frozen in place, Dragunov has access to a flurry of quick pokes such as One Two (2,1) with its newfound transition (df) to Sneak allowing for more complex mixup scenarios. Both the generic Side Kick (df+4) and Switchblade Ripper (df+1,4) are his go-to mid checks—the latter being blessed with a highly delayable last hit that gives a full launch on counterhit making it incredibly risky to contest in any way besides ducking.
 
Razer (d+2) is Dragunov's premium low poke boasting great evasion, good tracking, and solid damage. It leaves Dragunov in a crouch state which is particularly oppressive if it manages to land on counterhit pressing the opponent into an extremely precarious spot opening them up to Gelid Smash (ws4). Deadly Scorpion (db+3+4) is a heavy-hitting power low that serves as a high risk, high reward option to open up overly defensive opponents.
 
When it comes to effective reach, Dragunov boasts an incredible arsenal of long-range checks and punishes such as Stun Gun (f+2,4) with its timing-based counterhit trap, Cocked Hammer (SNK.1) and Scabbard (f+1+2) used to punish big mistakes for fittingly big damage, and space-control tools like the homing Serrated Edge (b+3) or the ever reliable Step In (f+3) that can go into Sneak to seamlessly close in on the opponent."
 
<small>- That Blasted Salami. [https://www.youtube.com/watch?v=qnVy00vDJgU|"Tekken 8 - Sergei Dragunov Overview & Changes (4K)"] ''YouTube'', 16 March 2024.
</small>
</small>


Going into Tekken 8, Dragunov benefits heavily from easier [[instant while running]] inputs, allowing him to reliably apply WR2 pressure at any range. In addition to this, his combo damage is now exceptionally high, boasting a much improved wall combo alongside his strong wall carry. In the neutral, new lows such as db+3+4 allow him to open his opponent up far easier.
Dragunov benefits heavily from Tekken 8's easy [[instant while running]] input which allows him to reliably apply wr2 pressure at any range.
 
Dragunov has a complete throw game, and his combos boast exceptionally high damage both in the air and on the wall as well as strong wall carry.


{{BlueRed
{{BlueRed
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|blue=
|blue=
* Very high damage  
* '''Chilling Mids''': Drag has many excellent and advantageous mids, including qcf+4, b+1+2 and wr2. The latter is an absolutely exceptional move in almost every way: a fast mid that's plus on block, has good range, damage, deals chip on block, and even launches on [[counter hit]]. So long as his mids connect, Dragunov benefits in some way.
* Amazing wall carry and wall combos
* '''Big Reward''': Drag's average damage is significantly beyond most of the cast. He also gets fantastic corner carry and has many solid wall strings for ending combos. This makes his punish game just as strong as his pressure.
* Threatening plus moves to compliment his throw game
* '''Long Limbs''': Due to his lanky arms and legs, Dragunov can effectively play keepout or chip away at his opponents with pokes.
* Great low pokes to further pester the opponent
* '''Cold Clutches''': Drag has a full throw game, including the unique Ambush Tackle that becomes an unseeable guessing game if he lands it in [[Heat]].
* Good backdash and sidestep
|red=
|red=
* Long startup on some plus frames makes him susceptible to being counterhit
* '''Please Sit Still''': Drag's best pressure often relies on the opponent respecting his plus frames, which are generally quite slow or [[linear]]. This makes him susceptible to those that frequently respond to his options appropriately with movement or buttons, and he's somewhat lacking in rewarding [[counter hit]]s and [[tracking]] moves that could be used to better counter this strategy.
* Linear moves that are particularly weak to sidestep right
* '''Lacking Lows''': Most of Drag's offensive potential is loaded into his mids and throws. His lows have little advantage on hit, lacking a good [[power low]], giving opponents that can throw break little reason to crouch block against him.
* 121 is his only real counter hit utility
* Lacks a good knockdown low to start snowballing with


}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Fast iWR Input|importance=3|value=3|dexterity=3|rhythm=2}}
{{KeyTech|[[Instant while running]]|importance=3|value=3|dexterity=3|rhythm=2}}
{{KeyTech|SNK [[Crouch#Crouch_cancel|Crouch Cancel]]|importance=3|dexterity=2|rhythm=2|value=4}}
}}
}}


== External links ==
== External links ==


* [https://www.youtube.com/watch?v=INKAHFNcMNA Dragnov 8 minute guide by TheMainManSWE]
* [https://www.youtube.com/watch?v=INKAHFNcMNA TEKKEN 8 In Eight Minutes | Sergei Dragunov Guide] by TheMainManSWE
* [https://www.youtube.com/watch?v=qnVy00vDJgU Tekken 8 - Sergei Dragunov Overview & Changes (4K)] by That Blasted Salami


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 18:10, 3 June 2024

Dragunov
Heat
  • Feint & Catch and Ambush Tackle become unbreakable.
  • Can perform Ambush Tackle after additional moves.
Heat Smash Mid, i15, +6
Heat Engagers
  • 1,2,1
  • f+3,1+2
  • b+4,3
  • SNK.4
  • d+1+3
  • db+3,1+2
Stances
  • SNK (Sneak) – qcf
Fastest
Launch
  • i15 – df+2
CH launch
  • i15 – wr2 (mid)
  • i20 – ub+2 (high)
Wall splat
  • i14 – b+4,3 (standing)
  • i12 – ws1,3 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
  • db+1+2 (low attacks)
Sabaki b+3+4
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • b+4 (standing)
  • b+2 (standing)
  • ws4 (crouching)
Power low db+3+4
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
Twitter #T8_Dragunov
Discord Sergey 🇷🇺 Dragunov

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

"Just like the cold winds of Siberia, Dragunov excels at freezing opponents in place with his potent lockdown tools—chief among them the notorious Russian Hook Special (f,f,F+2 AKA wr2), a powerful mid that not only nets great advantage when blocked—alongside chip damage—but also grants a full launch on counterhit. At close range, Blizzard Hammer (b+1+2) is another strong lockdown tool. It's less rewarding on counterhit, but gives more damage on normal hit thanks to the guaranteed follow-up (d+3+4). Ignition Switch (SNK.4) is a very advantageous mid heat engager and one of the main threats from his Sneak stance.

To compensate for these moves' linearity, Stinger Kick (f,F+3) takes center stage as a commanding, homing high. This has great range and deals a lot of chip damage to boot. Bunker Buster Elbow (d+1) comes as a significantly faster check and rocks deceptively good range. This always grants advantage—either on hit or block—and forces the opponent in a crouch state limiting their retaliation and frustrating them to play into Dragunov's many follow-up traps such as Salvo (1,2,1), a fast jab string that's fully guaranteed on counterhit, and Tundra Slash (b+4,3) as a powerful mid check.

Once the opponent is frozen in place, Dragunov has access to a flurry of quick pokes such as One Two (2,1) with its newfound transition (df) to Sneak allowing for more complex mixup scenarios. Both the generic Side Kick (df+4) and Switchblade Ripper (df+1,4) are his go-to mid checks—the latter being blessed with a highly delayable last hit that gives a full launch on counterhit making it incredibly risky to contest in any way besides ducking.

Razer (d+2) is Dragunov's premium low poke boasting great evasion, good tracking, and solid damage. It leaves Dragunov in a crouch state which is particularly oppressive if it manages to land on counterhit pressing the opponent into an extremely precarious spot opening them up to Gelid Smash (ws4). Deadly Scorpion (db+3+4) is a heavy-hitting power low that serves as a high risk, high reward option to open up overly defensive opponents.

When it comes to effective reach, Dragunov boasts an incredible arsenal of long-range checks and punishes such as Stun Gun (f+2,4) with its timing-based counterhit trap, Cocked Hammer (SNK.1) and Scabbard (f+1+2) used to punish big mistakes for fittingly big damage, and space-control tools like the homing Serrated Edge (b+3) or the ever reliable Step In (f+3) that can go into Sneak to seamlessly close in on the opponent."

- That Blasted Salami. "Tekken 8 - Sergei Dragunov Overview & Changes (4K)" YouTube, 16 March 2024.

Dragunov benefits heavily from Tekken 8's easy instant while running input which allows him to reliably apply wr2 pressure at any range.

Dragunov has a complete throw game, and his combos boast exceptionally high damage both in the air and on the wall as well as strong wall carry.

Strengths
  • Chilling Mids: Drag has many excellent and advantageous mids, including qcf+4, b+1+2 and wr2. The latter is an absolutely exceptional move in almost every way: a fast mid that's plus on block, has good range, damage, deals chip on block, and even launches on counter hit. So long as his mids connect, Dragunov benefits in some way.
  • Big Reward: Drag's average damage is significantly beyond most of the cast. He also gets fantastic corner carry and has many solid wall strings for ending combos. This makes his punish game just as strong as his pressure.
  • Long Limbs: Due to his lanky arms and legs, Dragunov can effectively play keepout or chip away at his opponents with pokes.
  • Cold Clutches: Drag has a full throw game, including the unique Ambush Tackle that becomes an unseeable guessing game if he lands it in Heat.
Weaknesses
  • Please Sit Still: Drag's best pressure often relies on the opponent respecting his plus frames, which are generally quite slow or linear. This makes him susceptible to those that frequently respond to his options appropriately with movement or buttons, and he's somewhat lacking in rewarding counter hits and tracking moves that could be used to better counter this strategy.
  • Lacking Lows: Most of Drag's offensive potential is loaded into his mids and throws. His lows have little advantage on hit, lacking a good power low, giving opponents that can throw break little reason to crouch block against him.
importance
★★★☆☆
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★☆☆☆
importance
★★★☆☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆

External links