Dragunov strategy (Tekken 7): Difference between revisions

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{{Dragunov}}
{{Dragunov}}
''This page involves [[Frame|Frame Data]] and CH attack properties, so if you're unfamiliar on the topic feel free to visit the topic's pages!''
 
{{Neutral}}


== Key Moves ==
== Key Moves ==
== While-Running 2/instant While-Running 2 (WR2/iWR2) ==
While-Running 2 (WR2) is one of Dragunov's core moves. WR2 is a CH-launching, knockdown mid that has minor tracking properties. One of WR2's strongest strengths is the move's + on block property as well as huge pushback on block. Dragunov players can also learn to do WR2 from any distance and do what's known as [[Instant_While_running|"instant While-Running 2"]] (iWR2). This allows Dragunov to instantly apply pressure and can be a serious CH threat the opponent needs to keep in mind.
== Down 2 (d+2) ==
Down 2 is another key tool within Dragunov's arsenal that serves as a strong low poke. It's a fast, high-crushing low that deals decent damage and on CH leaves the opponent incredibly (-) [[Ballerina_Spin|but with no guaranteed follow up attacks]]. On hit, keep in mind it does leaves both players in equal frame advantage (0) but puts Dragunov in a crouching state while it leaves the opponent standing.
== Down-Forward 1 (d/f+1) ==
Down-Forward 1 is one of Dragunov's main "quick mid poke" options. It's a quick, short-ranged, mid poke that's +7 on hit and -2 on block. This tool allows Dragunov to help gauge the opponent's habits and keeps them from crouching too much (allowing more room for low pokes). This move tracks slightly to the left so it's a decent way to catch left-stepping opponents. 


== Down-Forward 4 (d/f+4) ==
; wr2
Down-Forward 4 is another one of Dragunov's main "quick mid poke" options. It's a quick, longer-ranged, mid poke that's +2 on hit and -9 on block. This tool is a bit less rewarding on hit and a bit more dangerous on block but serves as a decent keepout tool. On block, it creates some distance between Dragunov and the opponent potentially creating some whiff opportunities. This moves tracks slightly to the right so it's a decent way to catch right-stepping opponents.
: 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
: Fast, high-crushing low that deals good damage and gives a free mixup on counter hit. Neutral on hit, but Dragonuv recovers crouching.
; d/f+1
: Standard [[mid check]] with a high extension. Tracks left slightly. Poor vertical hitbox.
; d/f+4
: Faster than usual mid poke (i12) with big range and pushback. Mostly a keepout tool since the pushback on hit makes it hard to do much. Tracks right, but rather poorly.

Revision as of 10:47, 25 February 2021

Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.

This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.

Key Moves

wr2
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
Fast, high-crushing low that deals good damage and gives a free mixup on counter hit. Neutral on hit, but Dragonuv recovers crouching.
d/f+1
Standard mid check with a high extension. Tracks left slightly. Poor vertical hitbox.
d/f+4
Faster than usual mid poke (i12) with big range and pushback. Mostly a keepout tool since the pushback on hit makes it hard to do much. Tracks right, but rather poorly.