GiantDojoALPHAv0.01
Dragunov

Dragunov

Dragunov - rushdown/oki. Tools include i15 launcher, CH-launch low.

rushdownoki

Key Moves

df+1

Mid poke to check situations. df+1,4 can be used to catch players that often challenge the first hit on block.

b+4

A mid kick with many follow-ups to mix and pressure opponents. b+4,2 can shift to SNK by holding df adding more layers to this move.

d+2

Low poke with great tracking and range. Useful to mix with your mid pokes and to catch stepping opponents.

FC df+1then4

Low from full crouch that leads to strong pressure on hit.

dthendfthenfthen1

Advancing launching attack to control the midrange. You can delay the attack during the crouch dash animation to give it more range and catch stepping opponents.

b+1+2

Slow mid attack to pressure opponents up close.

fthenfthenf+2

Mid approach tool that launches on counterhit and leads to a strong pressure situation on block.

Throws

Mix Dragunov's strong throws and Ambush Tackle with your mixups to make them uncomfortable using defensive options against your pressure.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • db+3+4 -31 on block (low)
  • db+3 -26 on block (low)
  • PGR.3 -26 on block (low)
  • R.df+1+2 -18 on block
  • ub+3 -17 on block
  • ub+4 -16~17 on block

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • 1+2 -14 on block
  • d+3 -14 on block
  • ws1+2 -14 on block
  • SNK.2 -14 on block
  • f+3+4 -13 on block
  • d+2 -13 on block

Jab punish (-12 to -10, fast string starter):

  • df+2 -12 on block
  • u+4 -12~13 on block
  • f,F+2 -12 on block
  • ws2 -12 on block
  • BT.d+3 -11 on block
  • OTG.db+3 -11 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • f+3+4 (i25, high, -13 on block, launcher)
  • f,F+3 (i21, high, +5 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Dragunov. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Dragunov threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

SNK (5 moves):

  • Launcher: SNK.1 (i15, high, -8 on block, launcher)
  • Mid threat: SNK.4 (i19, mid, +7 on block)
  • Low option: SNK.3 (i17, low, -16 on block, CH launch low)
  • Punishable on block: SNK.3 (i17, low, -16 on block, CH launch low); SNK.2 (i18, mid, -14 on block, launcher); SNK.3+4 (i17, mid, -13 on block)

PGR (3 moves):

  • Mid threat: PGR.2 (i16, mid, -9 on block)
  • Low option: PGR.3 (i18, low, -26 on block)
  • Punishable on block: PGR.3 (i18, low, -26 on block)

FDFT (1 moves):

  • Low option: FDFT.3 (i19, low, -9 on block)
  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

FDFA (1 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.