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dragunov Tekken 8 Guide

Written by MadCow

Introduction

Dragunov is an oppressive pressure and rushdown character who excels at freezing his opponents cold with powerful, plus-on-block mids, and then slicing them open with hard-hitting mixups, and a complete throw game. He combines strong poking and above-average movement and whiff punishment, making his small Tekken also difficult to deal with. In Heat, Dragunov's pressure becomes even more chilling due to the constant chip damage, which when coupled with his pokes, will punish you even for blocking.

Dragunov is fairly simple and straightforward to use, and success with him is directly proportional to your skill. He is excellent for players looking to embody Tekken 8's aggressive philosophy and force their opponents to constantly block their big, strong buttons.

Dragunov's pressure moves can be fairly linear, and require skill to land against opponents with good movement. Their slower startup also leaves Dragunov open to interruption, and he doesn't have the best tools to counterhit opponents trying to mash against him.

Strengths

  • Excellent pressure mids (f,f,f+2, b+1+2 etc.) that punish opponents both for getting hit or blocking
  • High damage output
  • Long range on pokes
  • Access to a complete throw game, along with unbreakable tackles in Heat

Weaknesses

  • His primary pressure tools are fairly linear, weak to sidestep right

Heat System

Top 10 moves

1

Standard quick jab. The entire string 1,2,1 is guaranteed if the first hit counter hits. Another usefull extension is 1,1,3 which ends with a safe mid

df+1

Quick mid check. If you think the opponent will attack after blocking this move, you can do df+1,4 and get a wall splat

d+2

A low that high crushes and has good tracking

f,f,F+2

Advantage on block. Knocks down on hit and gives combo on counter hit

SNK.4

Presusre tool

FC.df+1,4

Good low from crouching

db+3+4

High damage low

b+1+2

+6 on block. On hit you get a guaranteed d+3+4

b+4,3

Fast mid heat engager. The second hit can be ducked, but you can mix it up with b+4,2,1

df+4

long range fast mid

Punishers

Standing
10 1,3
12 4,1
14 b+4,3 (heat)
14 f+4,3
15 df+2
15 uf+1 (range)
17 f+1+2 (range)
Crouching
10 FC d+1
11 ws4
12 ws1,3
12 ws1+2 (range)
15 ws2
Whiff punishers
4,1 (Fast punisher)
qcf+1 (Range)

Combos

df+2 | ws+2
4,4 → FC df+1,4 → SNK 2 T! → df+3+4 → 2,1~DF → SNK 2
CH f,f,f+2 | CH (df+1),4
qcf+3+4 → 4,4 → FC df+1,4 → SNK 2 T! → 2,1~DF → SNK2
qcb+2 | Low parry
df+3+4 → qcf+3+4 → 4,4 → FC df+1,4 → SNK 2

Combo enders

Carry
Floor break
Wall break

Wall combos

Normal
4,4, → ws1+4
With tornado
f,f,f+4 T! → d+3,2,1+2
qcf+2 T! → 4,4 → ws+1,4

Small Combos

uf+4 | b+3+4
d+4,1,3
f+1+2
qcf+4
b+1+2 | CH d+1 | CH df+3+4 | CH db+3+4 | uf+1 | CH f,f+2
df+3+4 → qcf+3+4 → 4,4 → FC df+1,4 → SNK 2
(4),3
d+1+3

Notable moves

f+2+3 | f+1+4

Dragnov has command throws that has to be broken with either 1 or 2

2,1

Can go into SNK by holding down-forward

df+2

Main wiiff punisher and block punisher for -15

uf+4

Dragunov lacks a traditional hopkick. But his uf+4 is a safe mid that curshes lows. Gives a mini combo on hit

ws+3

Safe wall splatting mid

qcf+1

launcher, whiff punisher. Done out of his qcf so 1 can be delayed for extra range. Only -3 on block, allowing for SS shenanigans on block.

qcf+2

mid launcher, you can mix this up if they start to duck qcf+1 out of snakedash. -14, so use with caution.

qcf+3

Long range low, but launch punishable on block

Panic moves

1+2

Power crush

qcb+2

Sway back

External Resources

Contributors : TekkenDocs and Sources: WavuWiki, SephiBlack guide