dragunov

dragunov

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CommandHit levelDamageStartupBlockHitCounter hitNotes
d+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
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* Parry state 5~15
* High crush 1~25</div>
d+2L14i18~19-13-1c+13g
High crush 6~
db+3l17i27~29-26-2c+67a (+51)
Clean hit [[Dragunov combos#Staples|+67a (+51)]]
High crush 6~49
1+2m25i21~22-14+19a
* Balcony Break
* Spike
* -9 on block after absorbing and attack and chip damage on block
Power crush 7~20
SNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to [[Dragunov movelist#Dragunov-f,f,F+4|Snap Knee Assault]]
Power crush 8~16
ub+3m16i17~21-17-6
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* Low crush 9~27
* fs28~30</div>
ub+4m21i22~23-17+11a
* Balcony Break
** on airborne hit
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* Low crush 9~27
* fs28~30</div>
u+3m16i17~21-13+14a (+4)
Balcony Break
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* Low crush 9~27
* fs28~30</div>
u+4m21i22~23-9+15a
* Balcony Break
** on airborne hit
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* Low crush 9~27
* fs28~30</div>
uf+2M20i30-31-5+42a
Spike
Low crush 9~30
uf+3m16i17~21-7+20a (+10)
Balcony Break
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* Low crush 9~27
* fs28~30</div>
uf+4m21i22~23-9+19a
* Balcony Break
** on airborne hit
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* Low crush 9~27
* fs28~30</div>
uf,n,4m20i23~i25-13+32a (+22a)
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* Low crush 9~30
* fs31~33</div>
SNK.3L,t17,20i17~18-16+0+1d
* Throw when CH from the front
** Called "Needle Hold" in-game
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* fs10~42
* High crush 12~</div>
WR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
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* High crush 12~44
* fs10~42</div>
3+4h25i25~26-13d+41a
* Tech-rollable on frames 34~38
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* Low crush 13~37
* fs38~40
* gs41~</div>
b+2,1,3m, h, l14, 11, 17,i29~31-26-2c+1d
* Clean hit +4
* Shift to [[Dragunov movelist#Dragunov.FDFT.3 (Close)|Clipping Heel Hook]] on close range CH
,High crush 15~050
4,4h, m10, 23,i25~36+5+29a (+20)+46a
* Balcony Break
* Chip damage on block
* Interrupt with i16 from 1st block
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* Low crush 22~42
* fs43~45</div>
2+3m12i16+1+2c
* Heat Burst
* 100% recoverable damage
* Chip damage on block
Power crush
H.2+3m,m,m25,14,23i15~16,i30~32,i31~35+6+2c
* Heat Smash
* Balcony Break
** Only 1st and 3rd hit
* Chip damage on block
* Throw on 1st hit - 50 damage
Power crush
H.2+3,db+1+2m,m,m, t25,14,23, 0,i26-2d
Heat Smash
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 8,i20-4+7
Combo from 1st hit
1,1,3h, h, m5, 8, 22,i25~26-9+15a (+6)+36a (+0)
* Balcony Break
* Combo from 2nd CH with 5f delay
* Input can be 10f delayed
1,2h, m5, 8,i18-9+2
Combo from 1st hit
1,2,1h, m, m5, 8, 20,i19~20-14+15g
* Heat Engager
* Heat Dash +5, [[Dragunov combos#Mini-combos|+43a (+35)]]
* Balcony Break
* Combo from 1st or 2nd CH
* Opponent recovers Crouching
1,3h, h5, 14,i16~17-7+1+9
* Jail from 1st attack
1,3,2h, h, m5, 14, 20,i22~23-13+41a
* Spike
* Combo from 2nd CH
1,3,2~1+2h, h, t5, 14, 40,i29~32+5-2d
* Throw break 1+2
** Unbreakable during Heat
** Partially uses remaining Heat time
* Cancel with B
* Alternate input f,F+2~1+2
2h10i10+0+9
2,1h, h10, 10,i12-3+8
* Jail from 1st attack
* Enter SNK -1 +10 r20 with df
2,1,3h, h, h10, 10, 24,i18~19-9+40d (-18)
* Balcony Break
* Input can be delayed 14f
* Move can be delayed 10f
2,1,4h, h, L10, 10, 14,i23-12+3
Spike
3m10i15~16-9+2
3,1m, h10, 8,i21~22-2+7
* Combo from 1st hit
* Enter SNK -3 +6 r23 with df
3,1,2m, h, m10, 8, 24,i19~21-12+12a (+3)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
3,1,4m, h, h10, 8, 24,i22~23-9+42d (-16)
* Balcony Break
* Combo from 2nd CH with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
4h10i12-9-1+2
4,1h, h10, 17,i17~18-4+8
* Balcony Break on airborne hit
* Combo from 1st hit
4,3h, m10, 18,i23~24-12+13c
* Spike
* Combo from 1st CH
* Interrupt with i4 from 1st block
f+2h16i19~20-8+3+8
Elbow
f+2,4h, m16, 24,i19~20-7+28a (+23)+31a (+25)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Input can be delayed 10f
f+3m11i20-6+5
Enter SNK +0 +11 r19 with df
f+3,3m, m11, 14,i17~20-10+1
* Spike
* Combo from 1st CH
* +20 damage throw when hit from the front in close range
f+3,1+2m, m11, 27,i30~31-3+22a
* Heat Engager
* Heat Dash +5, [[Dragunov combos#Staples|+67a (+50)]]
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
f+4h16i14~15-7+8
Knee
f+4,3h, h16, 22,i30~32-9+20a
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
f+4,4h, h16, 11,i20~21-11+0+22a (+15)
* Balcony Break
** Only on CH
* Combo from 1st hit with 5f delay
f+4,4,3h, h, h16, 11, 17,i22~23-5+21a (+12)
Balcony Break
f+4,d+4h, L16, 12,i25-12+3c
* Spike
* Combo from 1st hit with 5f delay
f+1+2h27i17~18-9+35a
* Elbow
* Balcony Break
df+1m13i13-2+7
df+1,4m, h13, 23,i22~23-6+22a (+13)+58a
* Balcony Break
* Combo from 1st CH with 8f delay
* Input can be delayed 12f
* Input can be delayed 10f
df+2m14i15~16-12+28a (+18)
Launches crouching opponent
df+3m16i17~20-6~-3+5c~+8c
* Spike
* +20 damage throw when hit from the front in close range
df+4m14i12-9+2
df+3+4m19i22~24-7+12g+24d
* Strong Aerial Tailspin
* Homing
* Balcony Break
d+1m18i18~19+1c+8c+13d
Elbow
d+3L13i17~18-14-3+1c
d+3,2L, h13, 18,i24~25-6+6
Combo from 1st CH
d+3,2,1+2L, h, m13, 18, 24,i35~36-2c+20a
* Balcony Break
* Spike
* Chip damage on block
d+3,4L, m13, 18,i28-11+5+23g
* Spike
* Combo from 1st CH
d+4L12i15~16-15-9-4
d+4,1L, h12, 8,i14~15-11+5
Combo from 1st CH with 1f delay
d+4,1,3L, h, h12, 8, 21,i15~16-16+9a (+0)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
d+4,4L, h12, 23,i22~23-14+16a (+6)
* Balcony Break
* Combo from 1st CH
db+2m12i14~15-7+4
db+2,1m, m12, 10,i20~21-10+1+3
* Combo from 1st hit with 9f delay
* Input can be delayed 11f
db+2,1,2m, m, m12, 10, 20,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
db+3+4L23i20~21-31+3+20a
Balcony break on airborne hit
b+1m14i17-10+1
b+1,2m, m14, 18,i25~26-12+18g
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching
b+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Side switch on hit
Parry state 5~12
b+2m14i15-3+8
b+2,1m, h14, 11,i17~19-5+6
Combo from 1st hit
b+3h17i14~15-9+11g
* Homing
* Balcony Break
* +18a (+9) on BT hit
b+4m15i14-7+4
b+4,2m, m15, 10,i21-7+4c
* Spike
* Combo from 1st CH with 5f delay
* Enter FC r26 with D
* Enter SNK -6 +5 r25 with df
b+4,2,1m, m, h15, 10, 17,i23~24+1+5+14c
* Combo from 2nd hit with 3f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 10f delay
b+4,2,1+2m, m, t15, 10, 17,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** ss3+4,1+2
** (Face down).1+2,1+2
** FC.df+1,H.1+2
b+4,3m, h15, 16,i17~18-9+21a (+12)
* Heat Engager
* Heat Dash +5, [[Dragunov combos#Staples|+62a (+42)]]
* Balcony Break
* Combo from 1st hit with 1f delay
b+1+2m26i22~23+6+26d
Spike
b+3+4h22i28~29-2+26a
* Balcony break on airborne hit
* Punch parry
Parry state 7~15
ub+2h18i20-5+9+53a
Sidesteps left
ub+1+2m!60i63~64+26d (-32)
Balcony Break
uf+1h20i15-9+37d (+29)
* Tornado
* Balcony Break
f,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
f,F+3h35i21~23+5+30a (+4)
* Homing
* Balcony Break
* Chip damage on block
f,F+4M21i26~28-1+13
Spike
fs10~30
qcb+2m23i26~27-15+68a (+52)
* Tornado
* Elbow
qcf
* Lapses to standing
* Cancel to SS with u
* Input d,DF to transition to FC instead of SNK
f,f,F+2m22i15~17+4+32d (-26)+44a
* Balcony Break
* Spike
* 20% (4) Chip damage on block - 30% (9) when powered up
* Do n,f,n,f+2 within 8 total frames (first forward doesn't matter) for powered up (bluespark) version - 26 damage
f,f,F+2,H.1+2m, t22, 0,i40-2d
Partially uses remaining Heat time
f,f,F+4m,t20,25i20~21-7+1d
* Tornado
** on wall hit only
* Knee
* Transition to attack throw on front standing or wall hit
* Throw is unbreakable
ws1m11i12~13-3+4
Enter SNK -5 +2 r22 with df
ws1,2m, h11, 14,i22~23-7+10g
* Balcony Break
* Combo from 1st hit
ws1,3m, m11, 17,i17~18-13+15a (+6)+36a (+0)
* Balcony Break
* Combo from 1st hit
ws2m15i15~16-12+28a (+18)
ws3m21i16~17-9+15a (+6)+36a (+0)
Balcony Break
ws4m15i11~12-5+6
ws1+2m28i12~13-14+19a (+9)
* Balcony Break
* Shoulder
SS.2m16i20~21-10+1
SS.2,3m, h,t16, 20,20i18-9+1d
* Throw when hit from the front
* Side switch
* Combo from 1st hit
SS.2,1+2m, m,m16, 8,12,i27~29,i8~9-4+2
* Combo from 1st hit
SS.2,1+2,4m, m,m, h16, 8,12, 28,i26~27-10+45a
* Combo from 1st hit
SS.3+4
High crush
FC.df+1L8i16~17-13-4
FC.df+1,4L, m8, 10,i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st
* Input 4 on frames 16~19 to power up - 14 damage
FC.df+1,H.1+2L, t8, 0,i40-2d
Partially uses remaining Heat time
(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
(Face down).1+2
BT.d+3l20i16-11+10d
FDFT.3l,t8,30i19-9+0d
On close hit
High crush
OTG.d+3+4L24i24-11+0
* Floor Break
* +0a (-8) on grounded
SNK.1h20i15~16-3+51a
* Balcony Break
** on airborne hit
SNK.2m25i18~19-14+36a (+26)
* Tornado
* Elbow
SNK.4M22i19~21+7+8c
* Heat Engager
* Heat Dash +5, [[Dragunov combos#Staples|+67a (+50)]]
* Balcony Break
* Spike
* Chip damage on block
SNK.1+2m28i12~13-14+19 (+9)
* Balcony Break
* Shoulder
1+3t35i12~14-2+1d
* Throw break 1 or 2
2+4t35i12~14-2+1d
* Throw break 1 or 2
* Side switch on hit and break
Back throwt50+1d
Left throwt40-3+1d
* Throw break 1
Right throwt40-3+1d
* Throw break 1
Tackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
Tackle.2t40+3d
* Throw break 2
Tackle.1+2t45+3d
* Throw break 1+2
db+3~1+2t30i19~20+1d
* Heat Engager
* Side switch
* Crouch throw
* Cancel into FC with D_DB
* Alternate input b+2,1,3~1+2
High crush
d+1+3t30i12~14+1d
* Heat Engager
* Crouch throw
* Alternate input 2+4
f+1+4t40i11-2+0d
* Throw break 1
* Side switch
f+2+3t40i11-2-1d
* Throw break 2
uf+1+2t45i12-6-5d
* Floor Break
* Throw break 1+2
* Side switch
uf+3+4t35i38~42-12d