Dragunov (Tekken 7) |
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Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1 | |||||||
1,2,1 | |||||||
wr2 | |||||||
d+2 | |||||||
ws4 | |||||||
d/f+1 | |||||||
d/f+4 | |||||||
u/f+4 | |||||||
d+1 | |||||||
b+2 | |||||||
b+1+2 | |||||||
b+3 | |||||||
ws1 | |||||||
ws1,2 | |||||||
qcf+1 | |||||||
qcf+3 | |||||||
f,F+3 | |||||||
f,F+1+2 | |||||||
f+1+4 | |||||||
f+2+3 |
Tracks left
- d/b+2
d/f+2
Tracks both
- d+2
Tracks right
- u/f+4
- wr+2
- 1 - Single Jab
- Good range for a jab, key to initiating and maintaining pressure up close. See also:
- "What is ONE JAB and why is it important in Tekken 7?" by JDCR
- 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. Tracks both directions extremely well.
- d/f+1
- Standard mid check with a high extension. Tracks left slightly. Poor vertical hitbox.
- d/f+4
- Faster than usual mid check (i12) with big range and pushback. Mostly a keepout tool since the pushback on hit makes it hard to pressure much. Tracks right, but rather poorly.
- u/f+4
- Dragonuv's main low crushing move. It is a slower, but safe (-9 on block), mid that leads to a mini-combo, or can pick up for a full combo in the rare case that the wall is to your right.