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Dragunov (Tekken 6)

From Dark Upper Wiki

Sergei Dragunov

Dragunov is very technical character that requires great spatial awareness to optimize his combos on top of his amazing throw game use the many counterhit launchers paired with his outstanding combo damage and rage damage to shred your opponents healthbar.


Legend

  • cd: Crouch Dash


Key Moves

These are the main moves you will want to use in a match.


fff+2


Startup Hit Level On Block On Hit On Counter
18 M +6 KND KND

Despite its linearity its a great tool to catch approaching opponents as it has amazing range, launches on counterhit and has plus on block frames.

1,2,1

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
10 H,M,M -4 KND KND

Devastating if you learn how to counterhit confirm it as it wallsplats for a potential 100+ damage combo.

b+1

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
16 H -7 +9 KND

Pretty difficult for your opponent to tech the stun if counterhit by this move, guarantees a launch with f+1+2 if the opponent fails to press down fast enough.

f+1+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
18 H -13 KND KND

Great as a whiff punish as it has good range and comes out decently fast, fully launches on normal hit.

df+1,4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
13 M,H -6 KND KND

If positioned well enough, guarantees a d+4,1,3 wallsplat for potential triple digit damage.

d+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
18 L -13 0 +4

Evasive, plus on counterhit, forces your opponent to crouch.

db+3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
24 L -17 KND KND

Pretty hard to combo after this move as you have to crouch cancel into either d+2 or d+4,1,3

db+3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
22 M +3 KND KND

Plus on block,guarantees a stomp on hit (d+3+4)

Combos

Combo resources can be found here.

Stance Transitions

How to get into stance.

Input Transitions To
qcf cd

Punishers

Use these moves when you have at least a +10 frame advantage to punish your opponent.

Frames Standing Crouching
10 1,3 FC d+1
11 1,3 ws 4
12 4,1 ws 1+2
14 f+4,4 ws 1+2
15 df+2 ws 2