Dragunov

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Revision as of 21:01, 6 February 2024 by Tricksyfroggy (talk | contribs) (fixing some typos and clerical errors)
Dragunov
Heat
  • Feint & Catch and Tackle become unbreakable.
  • Can perform Tackle after additional moves.
Heat Smash Mid, i15, +6
Heat Engagers
  • 1,2,1
  • f+3,1+2
  • b+3,4
  • 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 [1]

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

"Dragunov is an aggressive rushdown character who wants to get in close and smother opponents with a relentless assault of pokes and heavy-hitting power mids. If you dare to challenge him, you open yourself up to his punishment, and if you run away, you'll quickly find your back to the wall. Dragunov forces you to make decisions, and makes you pay dearly for choosing incorrectly."

- That Blasted Salami. "Sergei Dragunov Overview." YouTube, 29 March 2020.

Going into Tekken 8, Dragunov benefits heavily from easier instant while running inputs, allowing him to reliably apply WR2 pressure at any range. In addition to this, his combo damage is now exceptionally high, boasting a much improved wall combo alongside his strong wall carry. In the neutral, new lows such as db+3+4 allow him to open his opponent up far easier.

Strengths
  • Very high damage
  • Amazing wall carry and wall combos
  • Threatening plus moves to compliment his throw game
  • Great low pokes to further pester the opponent
  • Good backdash and sidestep
Weaknesses
  • Long startup on some plus frames makes him susceptible to being counterhit
  • Linear moves that are particularly weak to sidestep right
  • 121 is his only real counter hit utility
  • Lacks a good knockdown low to start snowballing with
Fast iWR Input
importance
★★★☆☆
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★☆☆☆

External links