Dragunov (Tekken 7): Difference between revisions

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* Weak [[Tracking|tracking]] on some of his core tools
* Weak [[Tracking|tracking]] on some of his core tools, and his homing moves are a little lackluster
* Weak counter hit game - no [[Standard_move#Magic_four|magic 4]] nor fast counter hit mid launchers
* Weak counter hit game - no [[Standard_move#Magic_four|magic 4]] nor fast counter hit mid launchers
* Lack of defensive tools or panic button
* Lack of defensive tools or panic button

Revision as of 02:00, 9 November 2022

Dragunov
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances CD – d,df,f
Fastest
Launch
  • i15 – df+2 (unsafe, mid)
  • i17 – f+1+2 (safe, high)
CH launch
  • i15(~20) – f,f,F+2 (mid)
Wall splat
  • i14 – b+3 (standing)
  • i12 – ws1+2 (crouching)
Archetypal moves
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • db+2 (standing)
  • ws4 (crouching)
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → db+4
Missing d+2
External links
Lore Sergei Dragunov
Twitter #{{{twitter}}}

Dragunov is an unrelenting, pressure-oriented (rushdown) character with a focus on fundamentals.

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Strengths
  • Good poking thanks to his good jab and long limbs
  • Fast, high-crushing low with d+2
  • Exceptional plus frame pressure with wr2
  • Full stage wall carry with extremely flexible combo structure
  • Complete throw game (1, 2 and 1+2 breaks)
  • Above average movement - very good backdash and sidestep
  • Good while standing punishment - has access to an i12 wallbounce in ws1,3
  • Reliable punishes on heavy pushback moves
Weaknesses
  • Weak tracking on some of his core tools, and his homing moves are a little lackluster
  • Weak counter hit game - no magic 4 nor fast counter hit mid launchers
  • Lack of defensive tools or panic button
  • Weak standing punishment - no knockdowns or wallsplats until i15 or slower
  • Poor vertical hitbox on mid pokes - susceptible to evasion
  • Mediocre low crush options
  • Can be heavily punished for whiffing key moves (wr2, b1+2, cd1...) due to their speed and high recovery
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★☆☆☆
Crouch dash cancel
importance
★★★★☆
value
★★★☆☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆
iWS from crouch dash
importance
★★★★☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★☆☆☆☆

External links