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dragunov Tekken 8 Season 2 Guide

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Last updated Aug 13, 2025, Game version 2.04.00

Introduction

Sergei Dragunov is a relentless rushdown character that controls the game with strong plus frames, complete grab game (F+1+4, F+2+3 and UF+1+2) and amazing pokes. Dragunov gameplay is more about chipping away at the opponent's health. While he has options that take big damage. You are using his pokes (1, DF+1, D+2, etc.), faster than normal movement, and heavy plus frames moves (WR+2, B+1+2, Qcf+4, DB+3+4) to generate big rewards and whiff punishment. His counter hit tools are some of the best control tools in the game. While he does not generally get launchers for his counter hits outside of f,f,f+2 (WR+2), 1,2,1 and B+4,2,1 are hit confirmable CH strings. Dragunov can also be a very strong 50/50 character to open up opponents who are overly defensive by entering crouch. Using moves such as FC DF+1,4 and WS+3.

Dragunov does not have many flaws, is very accessible, and uses his Combat Sambo to be cold, calculated, and efficient. If you want a low execution, fast-paced, aggressive character that can teach you fundamentals along your Tekken journey. Dragunov is the character for you.

Strengths

  • Pokes: Dragunov pokes are some of the safest and most effective in the game.
  • Rush down: Strong hitting mids and lows that allow you to maintain pressure even on block
  • Full crouch game: Dragunov can enter crouch and mix with FC DF+1,4 and other While standing moves such as WS+3, WS+4 and WS+1
  • Great movement: Dragunov has an above average backdash and weird hitbox making difficult to hit

Weaknesses

  • Has to win many small interactions which can expose you to getting stepped or CH.
  • Struggles versus evasive characters such as Zafina because of inconsistent hitboxes
  • Tracking is inconsistent and is weak to sidestep right

Heat System

Top 10 Moves

1 (and extensions)

Dragunov has one of the best jabs in the game. It sets up most of his offense. Great reach on 1 jab, and 1,2,1 is one of the best CH strings. 1,3 is a jailing string that has two extensions, 1,3,1 and 1,3,2. If the 2nd hit of 1, 3 counter hits, it guarantees the 3rd hit. 1,3,2 is a launcher and only -13, so it's great risk/reward.
h, i10, +1 oB, +8 oH

df+1

Dragunov's best mid poke. Decent hitbox and great frame data. Has some pushback on block to create whiff punish opportunities, and it is only -2. It's common to threaten 1,2,1 after this mid because it has a CH launching extension in Df+1,(4). Df+1, 3+4 can also go into Pigeon roll.
m, i13, -2 oB, +7 oH

B+4 (and extensions)

This move is a fast mid that has 2 extensions, B+4,3 and B+4,2,1. B+4,3 is a fast wall splatting heat engager mid high that can track to Dragunov's strong side (His right, but your opponent's SSL). B+4,2 complements this move well. It's a safe mid mid that can catch the opponent ducking for B+4,3. B+4,2 also has two extensions, B+4,2,1, which is a high, and B+4,2,1+2, which goes into Dragunov's tackle. You can also go into Sneak (SNK) stance by inputting B+4,2 df and go into crouch with B+4,2,d. The string is delayable, guaranteed on CH, and the high extension B+4,2(1) gives a free B+4,3 if you land the last hit on CH.
m, i14, -7 oB, +4 oH

f,f,f+2

This is one of Dragunovs signature moves. A strong advancing, plus on block, mid CH launcher. It has two variations in Tekken 8. When executed at its fastest. The move has blue sparks around it doing extra damage and chip. You can also delay the input while using the running animation unique to Tekken 8 to increase its tracking.
m, i15~17, +4 oB, +32d (-26) oH, +44a oCH

d+2

Another signature Dragunov move. Relatively fast low poke that high crushes. Incredible tracking and extremely annoying for the opponent to deal with. On counter hit, it gives huge plus frames to mix the opponent. Forces crouch for you and the opponent. Allows Dragunov to control and get your opponent ducking. Pairs well with Wr+2 because of the tracking.
L, i18~19, -13 oB, -1c oH, +13g oCH

Fc Df+1,4

Strong full crouch low that gives Dragunov great plus frames and access to SNK. Very long range and great for opening up turtles. Has a special input to increase damage by timing the (4). Do not mash it. Allows Dragunov to mix from crouch with his other great while standing moves.
L, m, i16~17, +7 oH

b+2

Strong fast mid poke with a high extension (b+2,1). B+2 is great on its own. On block, it's extremely safe at -3. Puts Dragunov in crouch. On hit, he is +8, which guarantees a mix-up from crouch.
m, i15, -3 oB, +8 oH

SNK 4 (Qcf+4)

Long-range advancing mid heat engager that is plus on block and puts Dragunov in crouch at +7. On hit, it leaves him at +8 in crouch, similar to B+2 situation. Creates a ton of space in the open on block to create opportunities for your opponent to whiff. If your opponent respects the plus frames, you can dash up and be aggressive. This move is great with your opponent back against the wall because some of the pushback gets eliminated, which allows Dragunov to mix up his opponent.
m, i19~20, +7 oB, +8c oH

B+1+2

Dragunov's strongest single hit mid. Gives him +6 on block and leaves the opponent close. Guarantees a crouch (d+1+3) throw on hit, which makes this his strongest single hit mid. Incredibly strong if you can confirm your plus frames off single jab.
m, i22~23, +6 oB, +13c oH

Db+3+4

A strong but risky standing low. Does a good chunk of damage and leaves Dragunov at +3. Great for opening up players who are overly defensive and pairs well with Dragunov's strong mids to get your opponent ducking. On counter hit, it also gives a free follow-up db+3.
L, i20~21, -31 oB, +3g oH, +20a oCH

Punishers

Standing
i10f 2,1 (Best situation hit. Free SNK mix)
i10f 1,3 (Furthest reaching i10 punish. Good for moves with pushback like Bryan "B+4")
i12f 4,1
i14f B+4,3 (Heat engager punish)
i14f f+4,3 (More damage than b+4,3, wall splats but does not put you in heat.)
i14f Uf+1 (Most damaging punish with crouch throw. Switches sides with opponent)
i15f df+2
i17f F+1+2 (For moves like Bear ff+2)
Crouching
i11f ws+4
i12f ws+1+2 (heat engager punish. wall splats)
i12f ws+1,3 (Knd, most damage in rage.Wall splats)
i12f ws+1,2 (Furthest wallsplatting punish. Keeps opponent standing in the open, large plus frames)
i15f ws+2
Whiff punishers
4,1 (up close fast whiff punish)
df+2 (Fastest mid launcher. Good for whiff punishing moves that recover in crouch.)
qcf+1 (high fast launching whiff punisher)

Combos

Df+2 | WS+2
df+1 → 4,4 → fc df+1,4 → SNK 2 T! df+3+4 → b+4,3
SNK 1 (Qcf+1)
SSL Qcf+3+4 → 4,4 → fc df+1,4 → SNK 2 T! (3+4) PGN 2 → dash b+4,3
CH WR+2
Qcf+3+4 → 4,4 → fc df+1,4 → SNK 2 T! (3+4) PGN 2 → dash B+4,3
SNK 2 (Qcf+2)
df+3+4 → 4,4 → fc df+1,4 → SNK 2 T! (3+4) PGN 2 → dash b+4,3
db+(2,1),2 | CH f+(2),4
iws4 → 1 → 4,4 → fc df+1,4 → SNK 2 T! (3+4) PGN 2 → dash b+4,3
Db+3 | Low parry
Df+3+4 → Qcf+3+4 → 4,4 → fc df+1,4 → SNK 3

Beginner Combos

Df+2 | Ws+2
4,1 → 4,4 → fc df+1,4 → SNK 2 T! B+4,3
SNK 1 (Qcf+1)
d+2 → Ws+4 → b+1,2 T! → 3,1,4
CH WR+2 | SNK 2 (qcf+2) | db+(2,1),2 | CH f+(2),4
d+2 → Ws+4 → b+1,2 T! → dash df+3+4 → 3,1,4
db+3
d+2 → ws+4 → 1 → 3,1,4
low parry
df+3+4 → 4,1 → 2,1,3

Combo Enders

Carry
Floor break
wr+2
Wall break
Qcf+1+2

Wall Combos

Normal
f+3 df, → SNK 2
With tornado
WR+4 → d+3,2,1+2
qcf+2 → b+4,2 d → ws+4

Small Combos

B+1+2 | Uf+1
d+2+4
CH B+(4,2),1 | 4,3
B+4.3
CH d+1
db+3 or db+3+4

Notable Moves

Db+2

Safe fast mid that tracks the opposite side of Df+1. Decent window to connect its follow-up on hit, db+2,1. If the extension db+2,(1) lands on ch, it can combo into the third hit of the extension Db+2,1,2 which launches.
m, i14~15, -7 oB, +4 oH

Ws+4

Great fast mid poke. He can access this from his crouch dash by inputting d,df,N,4. Good pushback on block at -5. Great approach tool and overall safe option.
m, i11~12, -5 oB, +6 oH

Ws+1

Fast mid poke that has two wall splatting extensions (WS 1, 2 and WS 1,3) and can access SNK with ws+1,df for extra mind games. The first hit is only -3. You can fish for a 1,2,1 ch here or use movement.
m, i12~13, -3 oB, +4 oH

Ws+3

Long range wall splatting, KND mid. Best paired with FC df+1,4 because they share the same startup frames.
m, i16~17, -9 oB, +15a (+6) oH, +36a (+0) oCH

Ws 1+2 in heat

Unique to Dragunov. He has access to an i12 launcher in heat. Incredibly powerful tool.

2,1

Quick i10 jabs that are safe on block and give access to a free SNK mix on hit. Has extensions 2,1,3 and 2,1.4 to make the opponent respect it on block. Only -3.
h, h, i10, -3 oB, +8 oH

B+3

Fast high homing with incredible reach, wall splats and CH properties. Great overall tool for whiff punishment, control at the wall or just to throw out cause its safe.
h, i14~15, -9 oB, +11g oH

Uf+1

Fast damaging high that guarantees a crouch throw. His most damaging i14 move. Great range. Can be used as keepout and punishment.
h, i14, -9 oB, +12c oH

D+1

Safe plus on block elbow that forces your opponent into crouch. It's the same speed as D+2 and can beat reversals and parries outside of a select few characters.
m, i18~19, +1c oB, +8c oH, +13d oCH

B+1

An evasive mid poke that can go under some highs. Has a wall splatting extension. Has decent tracking vs characters with advantageous movement like Lili when Dragunov is around +6 or higher.
m, i17, -10 oB, +1 oH

Uf+4

Dragunov highest low crush damaging option
m, i22~23, -9 oB, +19a oH

SNK 1 (Qcf+1)

Basically Dragunovs electric. Safe high launcher.
h, i15~16, -8 oB, +51a oH

SNK 3 (Qcf+3)

Long range low poke that has decent ch properties.
L,t, i17~18, -16 oB, +0 oH, +1d oCH

SNK 2 (Qcf+2)

Dragunov strongest mid launcher. Risky but can go under certain jabs. Pairs well with F+3.
m, i18~19, -14 oB, +36a (+26) oH

F+3

Safe long range mid that has multiple extensions. F+3 into SNK is a very powerful approach tool. Almost like a long range df+1. Its 0 on block when you go into SNK which you can crouch cancel by tapping up. Has strong mind game because of extension F+3, 1+2 is a safe mid mid heat engager that is natural on hit. Can be interrupted by i10 moves or parries. This makes F+3,3 good. While f+3,3 is not natural on hit its covers F+3, 1+2 weakness and guarantees a throw animation that takes away recoverable health. F+3,df SNK2 goes under most characters jabs which increases the layers on F+3.
m, i20, -6 oB, +5 oH

Uf+3

Low crush wall splatting fast mid. Has decent pushback when your opponents back is at the wall.
m, i17~21, -7 oB, +20a (+10) oH

Stances

Qcf/Sneak (SNK)

This stance is accessible by doing a Qcf motion or using moves such as 2,1, b+4,2, f+3, ws+1, 3,1, fc df+1,4, by inputting df after the command. It gives access to a strong mix on hit especially after 2,1.

Pigeon Roll (PGN)

Pigeon roll gives Dragunov an evasive roll by inputting 3+4 (roll towards background) or d+3+4 (roll towards foreground). He has three moves from this stance. PGN 2 is KND safe mid that hits grounded. PGN 3 is a launch punishable sweep that does 41 dmg on clean hit. Dragunov also has PGN 1+2 to tackle. If you let the animation play out, you can use all his full crouch and while standing moves. Can act similarly to AOP by going under moves. Examples are Hwo df+4 or Bryan 1+2.

Panic Moves

Qcb+2

Dragunovs backswing blow very evasive but also very risky.
m, i26~27, -15 oB, +32a oH

1+2

Dragunovs power crush. Can wall splat.
m, i21~22, -14 oB, +19a oH

1,2,1

Its your best get off me tool
h, m, m, i10, -14 oB, +15g oH

Db+1

Your down jab. Fastest high crush move.

Frame Traps

1 1,2,1
WR 2 df+1
B+1+2 B+4,2,1
SNK 4 (Qcf+4) Ws+3

Knowledge Checks

F+2,4

Dragunov players may throw out f+2,4 as the 2nd hit is a delayable ch launcher that is safe.
h, m, i19~20, -7 oB, +28a (+23) oH, +31a (+25) oCH

B+4,2,1

The last hit of B+4,2,1 is duckable, but it's also plus on block and delayable. Dragunov players will fish for 1,2,1 as it frame traps.
m, m, h, i14, +1 oB, +5 oH, +14c oCH

1

1 jab into 1,2,1 is a common frame trap.
h, i10, +1 oB, +8 oH

d+2

D+2 is not plus on hit. Take your turn if you notice the Dragunov player attacking.
L, i18~19, -13 oB, -1c oH, +13g oCH

4,4

i12 high, high string that leaves Dragunov at +5 in crouch. You can step right or jab to interrupt this.
h, m, i12, +5 oB, +29a (+20) oH, +46a oCH

Defensive tips

Sidestep Right

Sidestep right vs Dragunov is generally good as it's considered his weak side. Dragunov players will try to keep you in place with df+1. See if your character can step this after wr+2 and notice if the Dragunov player is overextending to keep you still.

Do not be afraid. Stay patient

Dragunov's game plan is not to kill you in two interactions. While his pressure can feel oppressive at times, the majority of the time it's poke damage. Stay calm and try to make a read.

Scout the Wr+2s

Dragunov players tend to WR 2 when you are at heavy minus frames. Wr+2 can still be walked depending on the situation. Using moves to bait out WR 2 is a good defensive strategy to generate reward.

Fight back

Sometimes your best defensive option is your offense. Establish your game plan first.

Defensive Move Handling

Df+1,4

The second hit is duckable. Full string is guaranteed on CH, but it's not hit confirmable. 2nd hit is also a ch launcher, which leads to huge damage.
m, h, i13, -7 oB, +22a (+13) oH, +58a oCH

B+4,2,1

3rd hit is a high and duckable. As explained in the Knowledge check section. The last hit is also plus on block. Dragunov can frame-trap with 1,2,1 after
m, m, h, i14, +1 oB, +5 oH, +14c oCH

F+3,1+2

You can interrupt the 2nd hit with a move up to i10.
m, m, i20, -3 oB, +22a oH

B+4,2,1+2

Dragunov can tackle from his B+4,2 string. You can walk right the tackle in heat or interrupt. Tackle can be walked right in most cases, outside of heat smash.
m, m, t, i14, -5 oB, +3d oH

B+4,3

Very fast wall splatting move. It can be mixed with B+4,2, but its generally worth looking out to duck this string as you are rewarded with a launch.
m, h, i14, -9 oB, +21a (+12) oH

2,1,3

Dragunov players may finish 2,1,3 at the wall searching for a wall splat. You can duck both extensions from 2,1
h, h, h, i10, -9 oB, +40d (-18) oH

4,4

Dragunov players tend to use 4,4 after established pressure to force a mix. You can step right or Jab float it.
h, m, i12, +5 oB, +29a (+20) oH, +46a oCH

External Resources