Dragunov
Excellent pressure mids (wr2, b+1+2 etc.) that punish opponents both for getting hit or blocking.
Oppressive pressure and rushdown
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.
Excellent pressure mids (wr2, b+1+2 etc.) that punish opponents both for getting hit or blocking.
His primary pressure tools are fairly slow, and he has very few ways to compensate for them outside of his pokes.
Stances
- SNK (Sneak) – qcf
Heat Smash
Mid, i15, +6
- Feint & Catch and Ambush Tackle become unbreakable.
- Can perform Ambush Tackle after additional moves.
Strengths
- Rushdown
Excellent pressure mids (wr2, b+1+2 etc.) that punish opponents both for getting hit or blocking.
- Hard-hitting
High damage output and decent wall carry.
- Dancer's legs
Long range on some pokes.
- Geared for success
Great Heat Engagers, including ws1+2, an i12 punish from crouch, and 1,2,1, an i10 CH wall splatting string.
- Sambo master
Access to a complete throw game, along with unbreakable tackles in Heat, and throws that remove recoverable health.
- Fear of pigeons
Amazing oki at the wall with the addition of Pigeon Roll 2 and 3.
Weaknesses
- Interruptible
His primary pressure tools are fairly slow, and he has very few ways to compensate for them outside of his pokes.
- Side-switcher
Has to give up wall position to deal optimal damage with b+1+2 and uf+1, and most of his throws also side switch to some degree.
- Linear
Most - if not all - of his key moves have little to no tracking, making him very vulnerable against lateral movement.
- Lack of CH-utility
His counterhit tools are below average and fairly risky, so he has to rely mostly on movement and fairly low-reward parries against offensive opponents.
Moves to learn first
Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.
- Signature←✕○
b+3+4
Inertia Kick
- Signature↙✕○
db+3+4
Deadly Scorpion
- Signaturewr△
wr2
- Launcher↘△
i15 · 14 dmg · -12 on block
Scimitar
- Wall splat←○✕
i17 · 15 dmg · -9 on block
Tundra Slash
- Wall splat↓□✕
i17 · 11 dmg · -13 on block
Double Hilt
- Counter-hit launcherwr△
mid
- Counter-hit launcher↖△
i20 · 18 dmg · -5 on block
Counterstrike
- Heat engager□△□
i19 · 5 dmg · -14 on block
Salvo
- Heat engager→✕□△
i30 · 11 dmg · -3 on block
Crushing Blizzard
- Heat engager←○✕
i17 · 15 dmg · -9 on block
Tundra Slash
- Fastest launcher↓□△
i12 · 28 dmg · -14 on block
Frost Tackle
- Safe on block→R1✕
i21 · 35 dmg · +5 on block
Stinger Kick
Missing generics: {{Plainlist| * d+2 * d+3
Watch the guide
Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.