Dragunov (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
mNo edit summary
No edit summary
Line 1: Line 1:
Dragunov is a fundamental pressure character revolving heavily around instant while running (iWR) inputs. This is due to his iWR2, a massively +, CH-launching knockdown mid with some tracking. This could be considered one of the best moves in Tekken 7.  
Dragunov is a fundamental pressure character revolving heavily around instant while running (iWR) inputs. This is due to his iWR2, a massively +, CH-launching knockdown mid with some tracking. This could be considered one of the best moves in Tekken 7.  


Dragunov pairs this with his D2, a fast, high crushing low that cannot be stepped, and with solid pressure-oriented poking. An opponent who tries to stop him risks an iWR2 counter hit from neutral or one of his hard-hitting launching whiff punishers, which lead into exceptional wall carry.  
Dragunov pairs this with his D2, a fast, high crushing low that cannot be stepped, and with solid pressure-oriented poking. An opponent who tries to stop him risks an iWR2 counter hit from neutral or one of his hard-hitting launching whiff punishers, which lead into exceptional wall carry. Passive players have to contend with his full throw game and D2 pressure.  


His flaws include slightly below average standing punishment, no + on hit low, and weaker tracking tools outside of D2.
His flaws include slightly below average standing punishment, no + on hit low, and weaker tracking tools outside of D2.

Revision as of 01:07, 22 January 2021

Dragunov is a fundamental pressure character revolving heavily around instant while running (iWR) inputs. This is due to his iWR2, a massively +, CH-launching knockdown mid with some tracking. This could be considered one of the best moves in Tekken 7.

Dragunov pairs this with his D2, a fast, high crushing low that cannot be stepped, and with solid pressure-oriented poking. An opponent who tries to stop him risks an iWR2 counter hit from neutral or one of his hard-hitting launching whiff punishers, which lead into exceptional wall carry. Passive players have to contend with his full throw game and D2 pressure.

His flaws include slightly below average standing punishment, no + on hit low, and weaker tracking tools outside of D2.