User:Soup: Difference between revisions

1,865 editsJoined 7 November 2022
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== Shaheen editing ==
= Dragunov =
{{Navbox Dragunov}}
{{Infobox fighter
|name=Dragunov
|heat={{Plainlist|
* Feint & Catch and Ambush Tackle become unbreakable.
* Can perform Ambush Tackle after additional moves.}}
|heatSmash=Mid, i15, {{MoveGet|Dragunov-H.2+3|block}}
|heatEngagers={{Dotlist|
* 1,2,1
* f+3,1+2
* b+4,3
* SNK.4
* d+1+3
* db+3,1+2}}
|stances={{Plainlist|
* SNK ''(Sneak)'' &ndash; qcf
}}
|launch={{Plainlist|
* i15 &ndash; df+2}}
|splat={{Plainlist|
* i14 &ndash; b+4,3 ''(standing)''
* i12 &ndash; ws1,3 ''(crouching)''}}
|chLaunch={{Plainlist|
* i15 &ndash; wr2 ''(mid)''
* i20 &ndash; ub+2 ''(high)''}}
|parry={{Plainlist|
* b+1+3 ''(high or mid attacks)''
* db+1+2 ''(low attacks)''}}''
|midCheck={{Plainlist|
* df+1 ''(standing)''
* df+4 ''(standing)''
* b+4 ''(standing)''
* b+2 ''(standing)''
* ws4 ''(crouching)''}}
|sabaki=b+3+4
|powerLow=db+3+4
|snakeEdge=db+3
|clefCannon=1,2,1
|slashKick=wr2
|remappedGenerics={{Plainlist|
* d+1 → db+1
* d+4 → db+4}}
|missingGenerics=d+2
|twitter=T8_Dragunov
|lore=[[fandom:Sergei Dragunov|Sergei Dragunov]]
|discord=[https://discord.gg/TVYgHZM Sergey 🇷🇺 Dragunov]
}}
{{See other}}
 
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{{BlueRed
{{BlueRed
|blue=
|blue=
* '''Chilling Mids''': Drag has many excellent and advantageous mids, including qcf+4, b+1+2 and wr2. The latter is an absolutely exceptional move in almost every way: a fast mid that's plus on block, has good range, damage, deals chip on block, and even launches on [[counter hit]]. So long as his mids connect, Dragunov benefits in some way.
* '''Big Reward''': Drag's average damage is significantly beyond most of the cast. He also gets fantastic corner carry and has many solid wall strings for ending combos. This makes his punish game just as strong as his pressure.
* '''Long Limbs''': Due to his lanky arms and legs, Dragunov can effectively play keepout or chip away at his opponents with pokes.
* '''Cold Clutches''': Drag has a full throw game, including the unique Ambush Tackle that becomes an unseeable guessing game if he lands it in [[Heat]].
|red=
* '''Please Sit Still''': Drag's best pressure often relies on the opponent respecting his plus frames, which are generally quite slow or [[linear]]. This makes him susceptible to those that frequently respond to his options appropriately with movement or buttons, and he's somewhat lacking in rewarding [[counter hit]]s and [[tracking]] moves that could be used to better counter this strategy.
* '''Lacking Lows''': Most of Drag's offensive potential is loaded into his mids and throws. His lows have little advantage on hit, lacking a good [[power low]], giving opponents that can throw break little reason to crouch block against him.


* '''Powerful [[Shaheen_strategy#Full_Crouch_Mixup|full crouch mixup]]''': Slide (FC.df,d,df+3) is arguably the best low in the entire game, and can be VERY difficult deal with if done correctly.
}}
* '''Consistency is Key''': Shaheen's gameplan is very simple, his moves are intuitive, and he has great block and whiff punishment tools.
* '''Heat Wall Pressure''': Al-Ghul Master into f+2,3 along with f,f,F+2 and df+3 can turn Shaheen into a menace at the wall while he's in Heat.
* '''Grey Health Deletion''': Has the rare ability to erase opponent's grey health with easy setups.
* '''Combo Artist''': Has very lenient and varied combo routes that allow for good damage, wall carry, or decent [[okizeme]]. Also has the ability to easily switch sides during combos, giving him great control over stage positioning.
* '''Agile''': Great movement and approach tools.
* '''Solid Counter-hit Tools''': Has reliable CH tools in a game where CH tools tend to be weak and risky.


|red=
{{KeyTechs|
{{KeyTech|[[Instant while running]]|importance=3|value=3|dexterity=3|rhythm=2}}
* '''Can't Open Turtles''': Struggles versus patient players since he lacks threatening lows from standing, and relies on a very unsafe slide to open defensive players.
{{KeyTech|SNK [[Crouch#Crouch_cancel|Crouch Cancel]]|importance=3|dexterity=2|rhythm=2|value=4}}
* '''Average Defense''': Few defensive gimmicks without any standout evasive attacks or reversals. He has to rely on good reads, movement and precise Heat Burst/power crush placement to get out of jams.
* '''Weak Strings and Knowledge Checks''': The few strings Shaheen has don't lead to any real mix, and almost all of them can be blocked standing.
}}
}}
== External links ==
* [https://www.youtube.com/watch?v=MquV0-lK40g Sergei Dragunov Optimal Combo Guide | TEKKEN 8] by TheFURY
* [https://www.youtube.com/watch?v=INKAHFNcMNA TEKKEN 8 In Eight Minutes | Sergei Dragunov Guide] by TheMainManSWE
* [https://www.youtube.com/watch?v=qnVy00vDJgU Tekken 8 - Sergei Dragunov Overview & Changes (4K)] by That Blasted Salami
{{Navbox fighters}}
__NOTOC__

Revision as of 22:41, 20 August 2024

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test test test

Dragunov

Dragunov
Heat
  • Feint & Catch and Ambush Tackle become unbreakable.
  • Can perform Ambush Tackle after additional moves.
Heat Smash Mid, i15, +6
Heat Engagers
  • 1,2,1
  • f+3,1+2
  • b+4,3
  • SNK.4
  • d+1+3
  • db+3,1+2
Stances
  • SNK (Sneak) – qcf
Fastest
Launch
  • i15 – df+2
CH launch
  • i15 – wr2 (mid)
  • i20 – ub+2 (high)
Wall splat
  • i14 – b+4,3 (standing)
  • i12 – ws1,3 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
  • db+1+2 (low attacks)
Sabaki b+3+4
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • b+4 (standing)
  • b+2 (standing)
  • ws4 (crouching)
Power low db+3+4
Snake edge db+3
Clef cannon 1,2,1
Slash kick wr2
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → db+4
Missing d+2
External links
Lore Sergei Dragunov
Twitter #T8_Dragunov
Discord Sergey 🇷🇺 Dragunov

This page is for Tekken 8. For Tekken 7, see User:Soup (Tekken 7).

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Strengths
  • Chilling Mids: Drag has many excellent and advantageous mids, including qcf+4, b+1+2 and wr2. The latter is an absolutely exceptional move in almost every way: a fast mid that's plus on block, has good range, damage, deals chip on block, and even launches on counter hit. So long as his mids connect, Dragunov benefits in some way.
  • Big Reward: Drag's average damage is significantly beyond most of the cast. He also gets fantastic corner carry and has many solid wall strings for ending combos. This makes his punish game just as strong as his pressure.
  • Long Limbs: Due to his lanky arms and legs, Dragunov can effectively play keepout or chip away at his opponents with pokes.
  • Cold Clutches: Drag has a full throw game, including the unique Ambush Tackle that becomes an unseeable guessing game if he lands it in Heat.
Weaknesses
  • Please Sit Still: Drag's best pressure often relies on the opponent respecting his plus frames, which are generally quite slow or linear. This makes him susceptible to those that frequently respond to his options appropriately with movement or buttons, and he's somewhat lacking in rewarding counter hits and tracking moves that could be used to better counter this strategy.
  • Lacking Lows: Most of Drag's offensive potential is loaded into his mids and throws. His lows have little advantage on hit, lacking a good power low, giving opponents that can throw break little reason to crouch block against him.
importance
★★★☆☆
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★☆☆☆
importance
★★★☆☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆

External links