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.)
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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.
Dragunov is a fundamental- and pressure-oriented character revolving heavily around iWR2. iWR2 is a 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.


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.
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.

Revision as of 14:21, 22 January 2021

Dragunov is a fundamental- and pressure-oriented character revolving heavily around iWR2. iWR2 is a 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.

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.

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).

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.