Dragunov combos: Difference between revisions

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(Replaced 2,1 cd1+2 as the ender for most combos with df3+4 4,1 as the latter gives the same damage, but much better oki and wall carry. Changed the df2/ws2 staple to include cc 3,1 after the fc df1:4. Cd1 combo now includes df3+4 at the beginning. The cd2/df(1),4/ch ub2 combos now includes a cd3+4 after the df3+4. Removed the full uf4 combo because it got patched out. Changed the uf4 mini combo to d3,2,1+2 as that does more damage.)
(→‎Staples: fix notation)
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{{Staple}}
{{Staple}}


'''Dragunov's optimal combos make use of [[Crouch#Crouch_cancel| Crouch Cancel]] to cancel his stance transition from moves such as 2,1~df, fc df+1:4, and 3,1~df'''. You can cancel Dragunov's crouch dash by pressing "u~n" during the dash. This can be done at any point of the dash, so make sure to practice the proper timing to get the combos to work.
'''Dragunov's optimal combos make use of [[Crouch#Crouch_cancel| Crouch Cancel]] to cancel his stance transition from moves such as 2,1~df, FC.df+1:4, and 3,1~df'''. You can cancel Dragunov's crouch dash by pressing "u~n" during the dash. This can be done at any point of the dash, so make sure to practice the proper timing to get the combos to work.


From here on, any time a crouch cancel is preformed ("u~n") it will be notated as [[Jargon#c|cc]] instead.
From here on, any time a crouch cancel is preformed ("u~n") it will be notated as [[Jargon#c|cc]] instead.

Revision as of 16:03, 13 February 2024

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

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
4,4 FC.df+1,4~2 T! df+3+4 2,1,df~1+2
Instant Tornado (e.g. low parry)
T! df+3+4 4,4 FC.df+1,4~1+2
Heat Dash (e.g. f+3,1+2,H.F)
df+3+4 4,4 FC.df+1,4~2 T! df+3+4 2,1,df~1+2


Mini-combos

[34] CH (1,2),1,H.F
[29] CH (1),2,1,H.F
[20] (1,2),1,H.F
[+24 (24)] f,f,F+2 (fast)
[+21 (21)] qcf+4
[+19 (19)] d+3+4
[38] f+3,1+2
[27] b+1+2
[27] CH db+3+4
[21] CH d+1
[+21 (14)] qcf+4
[+19 (13)] d+3+4
uf+1
[40 (14)] qcf+2
f+1+2
[48 (14)] qcf+4
[46 (13)] dash d+3+4
CH f,F+2
[46 (15)] qcf+1+2
[42 (12)] db+3+4
f,F+4
[42] d+1+3
[40] ws1+2[1]
[30] CH 4,3
[18] (4),3
[+30] d+1+3
b+3+4
[49] micro dash d+3,2,1+2[2]
[42] d+4,1,3[1]
SNK.4 (near a wall)
[48 (14)] cc qcf+4
[46 (13)] d+3+4

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Dragunov's optimal combos make use of Crouch Cancel to cancel his stance transition from moves such as 2,1~df, FC.df+1:4, and 3,1~df. You can cancel Dragunov's crouch dash by pressing "u~n" during the dash. This can be done at any point of the dash, so make sure to practice the proper timing to get the combos to work.

From here on, any time a crouch cancel is preformed ("u~n") it will be notated as cc instead.

[14] df+2
[15] ws2
[+64 (49)] 4,4[3] FC.df+1:4[4]~2 T! df+3+4 HB![5] qcf+4,H.F f,f,F+2 (fast)
[+49 (28)] 4,4[3] FC.df+1:4[4] cc 3,1~df cd2 T! df+3+4 4,1
[38] f+3,1+2,H.F
[35] b+4,3,H.F
[27] SNK.4,H.F
[+41 (41)] df+3+4 qcf+3+4 4,4 FC.df+1:4[4]~2 T! df+3+4 4,1
[26] CH CL db+3
[23] qcb+2
[22] CL db+3
[20] CH db+3
[0] low parry
[+46 (29)] T! df+3+4 4,4 FC.df+1:4[4] cc 3,1,2
[36] CH f,f,F+2 (fast)
[30] CH f,f,F+2
[20] uf,n,4
[20] uf+2
[20] (1,3),2
[+57 (35)] qcf+3+4 4,4 FC.df+1:4[4]~2 T! df+3+4 4,1
SNK.1
[77 (35)] ssl df+3+4 qcf+3+4 4,4 FC.df+1:4[4]~2 T! df+3+4 4,1
[27] CH (df+1),4
[25] SNK.2
[21] CH ub+2
[+59 (37)] df+3+4 qcf+3+4 4,4 FC.df+1:4[4]~2 T! df+3+4 4,1
uf+4
[41 (12)] d+3,2,1+2
[32] CH (db+2),1,2
[28] CH (f+2),4
[20] (db+2,1),2
[+48 (30)] d+2 ws4 b+1,2 T! df+3+4 df+3+4 4,1
3+4
[76 (32)] tech roll left ws4 1 4,4 FC.df+1:4[4]~2 T! 2,1,df~1+2
CH f+2,4
[108 (59)] micro dash d+3,2 HB! df+3+4 4,4 FC.df+1:4 uf+1[6] T! qcf+4,F HD! f,f,F+2 (fast)
[70 (18)] micro dash d+3,2,1+2[7]
[20] CH (b+4,2),1
[18] (4),3 (far)
[+74 (41)] b+4,3,H.F HD! df+3+4 4,4 FC.df+1:4[2]~2 T! df+3+4 2,1,df~1+2
[+33] b+4,3 HE!

Off-axis

[14] df+2
[15] ws2
[+37 (22)] 4,1 b+1,2 T! 3,1,4
  1. 1.0 1.1 Wall break.
  2. Floor break.
  3. 3.0 3.1 Whiffs off-axis, particularly 2 sidesteps to the right on Xiaoyu.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 1 (16) less damage without just input
  5. df+3+4 is possible here?[untested]
  6. Works on Lars, doesn't on Xiaoyu. Other chars[untested].
  7. Cite error: Invalid <ref> tag; no text was provided for refs named FB

Wall

Regular carry (30% scaling)
[+39 (26)] f,f,F+4 T! d+3,2,1+2[1]
[+29 (21)] qcf+2 T! 4,4 ws1+2
[+20 (15)] d+3,2,1+2[1]
[+19 (15)] 3,1,df~1+2
[+18 (16)] b+2 ws1+2
Regular splat (56% scaling)
[+52 (35)] f,f,F+4 T! d+3,2,1+2[1]
[+42 (30)] qcf+2 T! 4,4 ws1+2
[+27 (20)] d+3,2,1+2[1]
[+23 (19)] 3,1,df~1+2
[+22 (18)] b+2 ws1+2
  1. 1.0 1.1 1.2 1.3 Last hit can whiff off-axis

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

Stage Hazard

Secluded Training Ground
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
[14] df+2
[15] ws2
[+54 (34)] 4,4 FC.df+1:4[1]~cc 3,1,df~2 T! df+3+4 qcf+1+2
  1. 1 (16) less damage without just input

External Links