Ch. 1,2,1 - with 8 frame jabs gone, this move is better than it has ever been. The second hit is a mid attack, so you can sometimes catch opponents who do while standing moves or high crush moves. Hit confirmable, decent okizeme afterwards, and not too bad at -12 if you happen to get it blocked. 1,2,1 is perhaps Dragunov's best move in BR.
d+2 - better than ever due to toned down low parry follow ups in BR. On the other hand, many characters have gained new 13 frame while standing punishing moves. Regardless, d+2 is a very good low attack because it tracks fairly well. On hit, you are at neutral frames, but you can side step and bait while standing moves. Whatever button your opponent presses, you can usually react in time and launch with d/f+2.
WR+2 - the pretty bounce-like launch is gone, which is, needless to say, a tremendous loss. It still launches on a counter hit, though, and you may follow up with the old Tekken 6.0 juggle thereafter. WR+2 is namely useful for its +4 block advantage and its bind properties. For example, you can catch back-rollers with it and follow up with d/b+2,1,2, d+4,4. Otherwise, use it wisely. WR+2 has mediocre tracking for the most part. Let us pray for a guaranteed QCB+1+2 follow up in the near future, LOL. This move deserves to be a little better considering the powerhouse it was in Tekken 6.0.
d/f+2 - standard 15 frame launcher; launches crouching opponents as well but is -12 on block as a result. d/f+2 has some range and hitbox issues in BR as evidenced by the fact that it cannot punish Lars' u/f+3 consistently. This ought to be fixed, because no other character's d/f+2 in BR exhibits such problems.
d/f+1 - decent 13 frame mid poke. Poor tracking, though. You may want to dash in slightly and then perform this attack in order to re-align yourself with your opponents if they are side stepping.
d/f+4 - decent 12 frame mid poke that has a lot of range. It looks as though it ought to track to the left side but it does not. In fact, it does not track to either the left or the right side, so use this carefully. You are very vulnerable to happy side step~launch opponents.
d/b+3 - one of the fastest sweep attacks in the game with instant high crush properties. You can follow up with a consistent combo afterwards, unlike in DR. d/b+3 is -18 on block, though, which means that every character, even Steve this time around, can launch you if he/she happens to block it.
b+1+2 - a slow mid attack that is +3 on block. b+1+2 is mostly used in okizeme situations. If your opponent likes to tech roll, run up and do this move. It is an easy way to re-gain and keep momentum. Watch out for characters who have parries and/or reversals, though.
f+2,4 - very underrated move because the initial attack, f+2, is a slow high attack. If you happen to mess up your iWR+2s, f+2s will most likely come out instead, which is not necessarily a bad thing. The 4 after f+2 can be delayed a lot. If your opponents try to attack after f+2, the 4 will stun them. The 4, when delayed properly, cannot be side stepped. As a result, opponents will be trained to stand still after blocking f+2. You can take advantage of this by throwing them or doing d+2s. f+2 tracks to the left, and f+2,4 will combo on a counter hit no matter how long you delay the 4 if I recall correctly.
f,f+2_f+1+4_f+2+3 - all very good throws with good okizeme follow ups. Throw a lot with Dragunov, but be aware of opponents who like to duck throws occasionally.
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