GiantDojoALPHAv0.01
Dragunov

Dragunov

Dragunov - rushdown/oki. Tools include i12 launcher, CH-launch low.

rushdownoki
14 / 14 combos

Combos

Starter

Most Important

  • df+2df+14,4FC df+1,4SNK 2 T!(3+4),2qcf+1+2
  • CH fthenfthenf+2qcf+3+44,4FC df+1,4SNK 2 T!(3+4),2qcf+1+2
  • dthendfthenfthen1(sidestep left) qcf+3+44,4FC df+1,4SNK 2 T!(3+4),2qcf+1+2
  • db+3 (clean hit)df+3+4qcf+3+44,4FC df+1,4SNK 1+2

More Combos

  • uf+2qcf+3+44,4FC df+1,4SNK 2 T!(3+4),2qcf+1+2
  • (db+2then1)then2d+2ws+4b+1,2 T!df+3+4(3+4),2qcf+1+2
  • heat on ws+1+2~Fqcf+3+44,4FC df+1,4SNK 2 T!(3+4),2qcf+1+2

Wall Combos

  • d+3,2,1+2
  • b+2ws+1+2
  • f+3~DFSNK 2 (PGR okizeme)

Wall Carry

  • qcf+3+4 for short distance, and b+4,3 to carry medium distance

With Tornado

  • f,f,f+4 T!d+3,2,1+2
  • b+1,2 T!b+2ws+1+2

Heat Burst Ender

  • After T!, you can df+3+4Heat Burstf+3,1+2~Fb+1+2

Key Moves

  • 1Fast attack to start offense and check situations If you commit to 1,2 it's possible to counterhit into 1,2,1 You can use other follow-ups or alternatively use 2,1 for poking and creating different situations
  • df+1Mid poke to check situations. df+1,4 can be used to catch players that often challenge the first hit on block.
  • b+4A 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+2Low poke with great tracking and range. Useful to mix with your mid pokes and to catch stepping opponents.
  • FC df+1then4Low from full crouch that leads to strong pressure on hit.
  • dthendfthenfthen1Advancing 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+2Slow mid attack to pressure opponents up close.
  • fthenfthenf+2Mid approach tool that launches on counterhit and leads to a strong pressure situation on block.
  • ThrowsMix Dragunov's strong throws and Ambush Tackle with your mixups to make them uncomfortable using defensive options against your pressure.

Heat Engagers

  • 1then2then1Jab string that can be counterhit confirmed into the last hit and activate Heat. Strong option to challenge situations.
  • dthendfthenfthen4Great button to start pressure at midrange.
  • b+4then3Useful in punish situations. Launches as a heat dash move.
  • f+3then1+2Long range heat engager that is safe on block, however the second hit can be interrupted. Useful in combos.
  • WSthen1+2Mostly useful in punish situations.

Command Grabs

  • f+1+41 escape
  • f+2+32 escape
  • uf+1+21+2 escape
  • uf+3+4unescapable

Block Punishers

StartupStandingCrouching
102then1 1then3FC d+1
11WSthen4
124then1WSthen1then3 ws+1+2 (heat)
14b+4then3 (heat) uf+1 (range)
15df+2WSthen2
17f+1+2 (range)

Suggested Whiff Punishers

  • 4then1
  • df+2
  • b+4then3 (heat)

Guaranteed Follow-ups

  • fthenf+4WSthen1+2 ― d+1+3 (or d+2+4)
  • f+1+2fthenf+4 ― (dash) db+3+4
  • dthendbthenbthen2(dash) db+3 ― (dash) db+3+4
  • CH fthenf+2dthendfthenfthen2
  • uf+1d+1+3 (or d+2+4)
  • b+1+2-
  • uf+4d+4then1then3 ― d+3then2then1+2
  • b+3+4d+4then1then3 ― d+3then2then1+2
  • (4)then3d+1+3 (or d+2+4)
  • (4)then3b+4then3 (heat)
  • CH (b+4then2)then1-
  • CH d+1db+3 ― db+3+4
  • CH df+3+4db+3 ― db+3+4
  • CH db+3+4db+3 ― db+3+4
  • heat on b+4then3~Fb+1+2 ― dthendfthenfthen1+2
  • heat on CH 1then2then1~F-

Defensive Options

  • b+1+3 (or b+2+4)Reversal
  • d+1+2Manual low parry
  • 1+2Power crush

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3fthenf+2 ― d+3
  • Kazuya db+1,2fthenf+2 ― f+1+2
  • Ling RDS f+3+4,3+41then2then1
  • Ling AOP 3+4WSthen4 float
  • evade Leo's b+1,4sidestep left the 2nd hit
  • Paul's Deathfistf+1+2 ― d+3
  • Demoman (3rd hit)f+1+2 ― d+3
  • Alisa's b+3+4,(3+4)uf+1 before 2nd hit
  • Claudio's f+2,2...
  • Kuma's f,f+2f+1+2
  • Heihachi's f,f+2uf+1
  • Jack's d+1+2f+1+2
  • Jack's df+1,2,1,2f+1+2
  • King's JGS 4WSthen4 float

Notes

  • Ambush Tackle becomes unbreakable and can be performed after certain moves