Dragunov strategy (Tekken 7): Difference between revisions

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{{KeyMove|d/f+4|keepout=core|poke=secondary}}
{{KeyMove|d/f+4|keepout=core|poke=secondary}}
{{KeyMove|u/f+4|mixup=core|poke=secondary}}
{{KeyMove|u/f+4|mixup=core|poke=secondary}}
{{KeyMove|d/b+2|poke=core}}
{{KeyMove|d/b+2,1,2|counter=core}}
{{KeyMove|d+1|poke=core|mixup=secondary|counter=extra}}
{{KeyMove|d+1|poke=core|mixup=secondary|counter=extra}}
{{KeyMove|b+2|poke=core}}
{{KeyMove|b+2|poke=core}}

Revision as of 15:49, 8 November 2022

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2,1
wr2
d+2
ws4
d/f+1
d/f+4
u/f+4
d/b+2
d/b+2,1,2
d+1
b+2
b+1+2
b+3
ws1
ws1,2
qcf+1
qcf+3
qcb+2
f,F+3
f,F+1+2
f+1+4
f+2+3
Tracks left
  • d/b+2

d/f+2

Tracks both
  • d+2
Tracks right
  • u/f+4
  • wr+2
1 - Single Jab
Good range for a jab, key to initiating and maintaining pressure up close. See also:
"What is ONE JAB and why is it important in Tekken 7?" by JDCR
wr2 - Russian Assault
Massively plus on block, knockdown on hit, CH launch. Doing this up close quickly with instant while running is a critical part of Dragonuv's pressure.
d+2 - Razer "finna d+2"
Fast, high-crushing low that deals good damage and gives a free mixup on counter hit. Neutral on hit, but Dragonuv recovers crouching. Tracks both directions extremely well.
d/f+1 - Switchblade
Standard mid check with a high extension in d/f+1,4. Tracks left slightly. Poor vertical hitbox.
d/f+4
Faster than usual mid check (i12) with big range and pushback. Mostly a keepout tool since the pushback on hit makes it hard to pressure much. Tracks right, but rather poorly.
u/f+4 - Slicing Sobat
Dragonuv's main low crushing move. It is a slower, but safe (-9 on block), mid that leads to a mini-combo, or can pick up for a full combo in the case that the wall is to Dragonuv's right.