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Dragunov — character information

Every Dragunov move in Tekken 8: 59 rows, 5 lows, 7 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Dragunov is throw-heavy (7 throws from neutral) and a floor-breaker (12 strikes break the floor), with 2 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws76th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Dragunov: 7 throws from neutral — 6th of 41. The roster median is 4.

  • Plus on block7.5%37th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Dragunov: 7.5% of the movelist is plus on block — 37th of 41. The roster median is 11%.

  • Lows12%30th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Dragunov: 12% of the movelist is lows — 30th of 41. The roster median is 13.8%.

  • CH launchers1220th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Dragunov: 12 moves launch on counter hit — 20th of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Dragunov: 2 stances: PGR, SNK — 16th of 41. The roster median is 2.

  • Homing314th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Dragunov: 3 homing strikes — 14th of 41. The roster median is 3.

  • Wall / balcony26.3%12th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Dragunov: 26.3% of the movelist carries a balcony break or wall crush — 12th of 41. The roster median is 24.8%.

  • Floor breakers124th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Dragunov: 12 strikes break the floor — 4th of 41. The roster median is 2.

  • Side switches112nd of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Dragunov: 11 moves switch sides on hit — 2nd of 41. The roster median is 2.

  • Chip damage7.5%39th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Dragunov: 7.5% do chip damage on block — 39th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Dragunov: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Dragunov: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki310th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Dragunov: 3 parries or sabaki — 10th of 41. The roster median is 2.

  • Launchable lows50%11th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Dragunov: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.

  • Launchable mids/highs11.1%19th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Dragunov: 11.1% of their highs and mids are -15 or worse — 19th of 41. The roster median is 10.9%.

  • Turn-keeping pokes35.4%22nd of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Dragunov: 35.4% of their pokes stay plus on hit and safe on block — 22nd of 41. The roster median is 35.5%.

  • Duckable highs30.8%4th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Dragunov: 30.8% of the movelist is highs — 4th of 41. The roster median is 21.3%.

  • Low crushes7.5%38th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Dragunov: 7.5% of the movelist jumps over lows — 38th of 41. The roster median is 12.8%.

  • High crushes9%26th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Dragunov: 9% of the movelist ducks under highs — 26th of 41. The roster median is 9.7%.

  • Safe evasions36.8%33rd of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Dragunov: 36.8% of their evasive moves are still safe when blocked — 33rd of 41. The roster median is 45.5%.

  • Fast plus on block2.3%15th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Dragunov: 2.3% of the movelist is plus on block at i15 or faster — 15th of 41. The roster median is 2%.

  • Safe poke damage14.210th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Dragunov: their average safe poke does 14.2 damage — 10th of 41. The roster median is 13.2.

  • Follow-ups per move0.7710th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Dragunov: 0.77 follow-ups per standalone move — 10th of 41. The roster median is 0.61.

Shading shows where Dragunov sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Dragunov reaches it on 4 of 23.

Your back to the wall

26.3% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

Expect a side switch. 11 of their moves swap positions on hit, among the highest on the roster — cornering Dragunov is a temporary state, and the move that undoes it is often the one they were saving.

Centre stage

3 homing strikes, a little above the roster middle — but 2 of them are highs. Dragunov is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.

On a breakable floor

A stage that rewards them. 12 strikes break the floor, in the top fifth of the roster — on these stages the floor is a resource Dragunov is holding and you are not.

Key Dragunov moves

Plus on block

  • SNK.4Ignition Switchstancei19, mid, +7 on block
  • H.2+3Ultra Russian Sicklesituationali15, mid, +6 on block, needs Heat
  • b+1+2Blizzard Hammeri22, mid, +6 on block
  • f,F+3Stinger Kicki21, high, +5 on block

Plus you cannot ignore

  • f,f,F+2Russian Assault, Russian Hook Speciali15, mid, +4 on block
  • d+1Bunker-buster Elbowi18, mid, +1 on block
  • SNK.4Ignition Switchstancei19, mid, +7 on block

Fastest mids

  • df+4i12, mid, -9 on block
  • df+1i13, mid, -2 on block

Lows, safest first

  • BT.d+3Cane Stabsituationali16, low, -11 on block, too fast to see coming
  • 2,1,4One Two Mine Kickfrom 2 (i10), low ending a string that opens high, -12 on block
  • f+4,d+4Orca Combinationfrom f+4 (i14), low ending a string that opens high, -12 on block
  • FC.df+1situationali16, low, -13 on block, too fast to see coming

Panic buttons

  • 1+2Bloodhound Strikei21, absorbs a hit, -14 on block
  • b+1+3Red Alertparries, block frames unpublished
  • d+1+2Pit Fallparries, block frames unpublished
  • b+3+4Inertia Kicki28, parries, -2 on block

Launches on counter-hit

  • db+3Clipping Sweepi27, counter-hit +67a (+51)
  • df+1,4Switchblade Ripperfrom df+1 (i13), counter-hit +58a
  • ub+2Counterstrikei20, counter-hit +53a
  • 4,4Karnov Avalanchefrom 4 (i12), counter-hit +46a

Homing

  • f,F+3Stinger Kicki21, homing, +5 on block
  • df+3+4Reaper Kicki22, homing, -7 on block
  • b+3Serrated Edgei14, homing, -9 on block
  • PGR.3Frozen Heel Hookstancei18, homing, -26 on block

Parries and sabaki

  • b+3+4Inertia Kicki28, Punch parry
  • b+1+3Red AlertParries mid and high punches and kicks
  • d+1+2Pit FallParries lows except weapons

Free launches for you

  • d+4i15, -15 on block
  • WR.F+3Chernobog Sweepsituationali17, -15 on block
  • qcb+2Mass Elbowi26, -15 on block
  • SNK.3Slay Ridestancei17, -16 on block
What Dragunov punishes you with
Dragunov’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,120—
−12 or worse4,127ws1,328 launches
−13 or worse4,127ws1,328 launches
−15 or worsef+4,338 launchesws1,328 launches
What you get to do about Dragunov’s strings

All high, but you have to block first

  • d+42 follow-ups, all high

Fuzzy guard candidates

  • 4,1high, 6f before 2 slower branches
  • b+4,3high, 4f before b+4,2
  • d+3,2high, 4f before d+3,4

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • H.2+3,db+1+2interrupt with i15
  • 4,4interrupt with i16
  • b+4,2,1+2interrupt with i21
  • SS.2,1+2,1+2interrupt with i22
  • f,f,F+2,H.1+2interrupt with i24
  • …and 1 more

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,3jails — you stay in blockstun
  • 2,1jails — you stay in blockstun

Steps out of a string, in wavu’s words

  • f,f,F+2,H.1+2“Whiffs vs SSL, SWL and SWR from 1st block”
  • FC.df+1,H.1+2“Whiffs vs SSL, SWL and SWR from 1st block or hit”

Jailing is unrecorded on 95% of Dragunov’s string continuations, so a string missing from the last list was probably never checked.

Getting into Dragunov’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Dragunov there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

PGR — 3 moves out of it

No move in the movelist names PGR as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

SNK — 5 moves out of it

No move in the movelist names SNK as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

0 of 2 stances in Dragunov’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Dragunov has 7 throws that can start from neutral.

Default break: 1. It covers 3 of 5 breakable throws (60%).

What 1 does not cover, most damaging first:

  • f+2+3 Victor Clutch — breaks with 2, 40 damage
  • uf+1+2 Blizzard Rush — breaks with 1+2, 40 damage

1 of their throws cannot be broken at all (uf+3+4). No break input helps — the counterplay is not being in the state that lets them land it.

1 throw has no break documented at the source, and is left out of these counts.

Dragunov neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Volk Clutch1 or 235—Against sidestepping
2+4Purge Slam1 or 235—Against sidesteppingTo escape a corner
db+3~1+2Feint & Low Catchnot documented35—To escape a corner
f+1+4Reverse Victor Clutch140—To escape a corner
f+2+3Victor Clutch240——
uf+1+2Blizzard Rush1+240—On a breakable floorTo escape a corner
uf+3+4Scorpion Scissorsunbreakable35——

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 153 moves
Level
Properties

153 moves

Search any column from its heading.

Dragunov frame data — 153 moves
DetailsProperties
(During enemy wall stun).f,f,F+4Death's FragranceMid ⋯20~21———20,20,25,35
1JabHigh10+1+8—5—
1,1—Highi20 rel-4+7—,8—
1,1,3Eye Gouge > HiltMidi25~26 rel-9+15a (+6)+36a (+0),22
1,2—Midi18 rel-9+2—,8—
1,2,1SalvoMidi19~20 rel-14 HD+15g—,20
1,3—Highi16~17 rel-7+1+9,14—
1,3,1—Highi27~28 rel-3+8—,10—
1,3,1,2—Midi17~18 rel-16-5-5,12—
1,3,1,2,1—Highi21 rel-20-9-9,6—
1,3,1,2,1,1—Midi30~31 rel-21-10-10,14—
1,3,1,2,1,1,4—Lowi21~22 rel-22-11-11,5—
1,3,1,2,1,1,4,1—Highi14~15 rel-18-7-7,8—
1,3,1,2,1,1,4,1,3—Highi15~16 rel-42-20-20,14—
1,3,1,2,1,1,4,1,3,2—Midi22~24 rel-14+12+12,25—
1,3,2Hammer and SickleMidi22~23 rel-13+41a—,20
1,3,2~1+2Feint & CatchThrowi29~32 rel+5-2d—,40—
1,4—Highi16~17 rel-7+1+9,14—
1,4,1—Highi27~28 rel-3+8+8,10—
1,4,1,2—Midi17~18 rel-16-5-5,12—
1,4,1,2,4—Midi23~25 rel-14+11+11,15—
1,4,1,2,4,1+2—Midi26~27 rel-21+7+7,24—
1+2Bloodhound StrikeMid21~22-14+19a—25
1+2+3+4Ki Charge———————
1+3Volk ClutchThrow12~14-2+1d—35
2—High10+0+9—10—
2,1—Highi12 rel-3+8—,10—
2,1,3One Two Scud KickHighi18~19 rel-9+40d (-18)—,24
2,1,4One Two Mine KickLowi23 rel-12+3c—,14
2+3Heat BurstMid16+1+2c—[12;12]
2+4Purge SlamThrow12~14-2+1d—35
3—Mid15~16-9+2—10—
3,1—Highi21~22 rel-2+7—,8—
3,1,2Disconnector Combo MiddleMidi19~21 rel-12+12a (+3)—,24
3,1,4Disconnector Combo HighHighi22~23 rel-9+42d (-16)—,24
3+4Pigeon Roll——————
4—High12-9-1+210—
4,1Karnov HookHighi17~18 rel-4+8—,17—
4,3Karnov KickMidi23~24 rel-12+14c—,18
4,4Karnov AvalancheMidi35~36 rel+5+29a (+20)+46a,23
b+1—Mid17-10+1—14—
b+1,2Pommel FlingMidi25~26 rel-12+18g—,18
b+1+2Blizzard HammerMid22~23+6+13c—26
b+1+3Red Alert———-5d—25
b+2—Mid15-3+8—14—
b+2,1—Highi17~19 rel-5+6—,11—
b+2,1,3Eye Gouge > StingrayLowi29~31 rel-26-2c+1d,17
b+3Serrated EdgeHigh14~15-9+11g—17
b+3+4Inertia KickHigh28~29-2+1d—22
b+3+4:1+2Inertia Kick (throw)Throwi28~29 rel—+1d—,20
b+4—Mid14-7+4—15—
b+4,2—Midi21 rel-7+4—,10
b+4,2,1Tundra Strike > Ear GrabHighi23~24 rel+1+5+14c,17—
b+4,2,1+2Tundra Strike > Ambush TackleThrowi40 rel-5+3d——
b+4,3Tundra SlashHighi17~18 rel-9 HD+21a (+12)—,16
Back throwAbsolute SilenceThrow——+1d—50—
BT.d+3Cane StabLow16-11+10d—20—
d+1Bunker-buster ElbowMid18~19+1+8c+13d18
d+1+2Pit Fall———+5d—40
d+1+3Cold FateThrow12~14—+1d—35—
d+2RazerLow18~19-13-1c+13g14
d+3—Low17~18-14-3+1c13—
d+3,2—Highi24~25 rel-8+6—,18—
d+3,2,1+2Avalanche Hammer RushMidi35~36 rel-2+20a—,24
d+3,4Detached KickMidi28 rel-11+5+23g,18
d+4—Low15~16-15-9-412—
d+4,1—Highi14~15 rel-11+5—,8—
d+4,1,3SeparatorHighi15~16 rel-16+9a (+0)—,21
d+4,4StilettoHighi22~23 rel-14+16a (+6)—,23
db+2—Mid14~15-7+4—12—
db+2,1—Midi20~21 rel-10+1+3,10—
db+2,1,2Death's DoorMidi25 rel-14+29a (+23)—,20—
db+3Clipping SweepLow27~29-26-2c+67a (+51)17
db+3+4Deadly ScorpionLow20~21-31+3g+20a23—
db+3~1+2Feint & Low CatchThrow19~20—+1d—35
df+1—Mid13-2+7—13—
df+1,4Switchblade RipperHighi22~23 rel-7+22a (+13)+58a,23
df+2ScimitarMid15~16-12+28a (+18)—14—
df+3Mantis HeelMid17~20-6~-3+5c~+8c—16
df+3+4Reaper KickMid22~24-7+12g+24d19
df+4—Mid12-9+2—14—
f,f,F+2Russian Assault, Russian Hook SpecialMid15~17+4+6cg+44a22
f,f,F+2,H.1+2Russian Hook Special > Ambush TackleThrowi40 rel—-2d—,0
f,f,F+4Snap Knee AssaultMid ⋯20~21-7+1d—20,25
f,F+2Russian SickleMid15~16-12+15a+30d (+22)20
f,F+3Stinger KickHigh21~23+5+30a (+4)—35
f,F+4Rolling ThunderMid26~28-1+13c—21
f+1+2ScabbardHigh16~17-9+35d—27
f+1+4Reverse Victor ClutchThrow11-2+0d—40—
f+2—High19~20-8+3+816
f+2,4Stun GunMidi19~20 rel-7+28a (+23)+31a (+25),24
f+2+3Victor ClutchThrow11-2-1d—40—
f+3—Mid20-6+5—11—
f+3,1+2Crushing BlizzardMidi30~31 rel-3 HD+22a—,27
f+3,3Step-in MantisMidi17~20 rel-10+1d / +1c—,14
f+3+4Iron FlailHigh25~26-13+41a—25
f+4—High14~15-7+8—16
f+4,3Falcon CombinationHighi30~32 rel-9+20a—,22
f+4,4—Highi20~21 rel-11+0+22a (+15),11
f+4,4,3Cougar CombinationHighi22~23 rel-5+21a (+12)—,17
f+4,d+4Orca CombinationLowi25 rel-12+3c—,12
FC.df+1—Low16~17-13-4—8—
FC.df+1,4Hail SlicerMidi16~17 rel—+7—,10
FC.df+1,H.1+2Hail Slicer > Ambush TackleThrowi40 rel—-2d—,0
FDFA.1+2Living Dead——————
FDFA.1+2,1+2Living Dead > Ambush TackleMidi20~21 rel-5+3———
FDFT.3 (Close)Clipping Heel HookLow ⋯19-9+0d—8,30
H.2+3Ultra Russian SickleMid ⋯15~16+6+3d—25,14,23
H.2+3,db+1+2Ultra Russian Sickle > Ambush TackleThrowi26 rel—-2d—,0—
Left throwTarantula StingThrow—-3+1d—40—
OTG.d+3+4Six Feet UnderLow24-11+0—24
PGR.1+2Pigeon Roll > Ambush TackleMid26-5+3d——
PGR.2Frozen ScytheMid16~17-9+19a (+2)—24
PGR.3Frozen Heel HookLow18~19-26-1d—21
qcb+2Mass ElbowMid26~27-15+32a—23
R.df+1+2White Angel of DeathMid20-18+0d—55+
Right throwReverse FractureThrow—-3+1d—40—
SNKSneak———————
SNK.1Cocked HammerHigh15~16-8+51a—20—
SNK.2Stinger ElbowMid18~19-14+36a (+26)—25
SNK.3Slay RideLow ⋯17~18-16+0+1d/(+26a)17,20
SNK.3+4Snap KneeMid17~18-13+27g—20
SNK.4Ignition SwitchMid19~20+7+8c—22
SS.2—Mid20~21-10+1—16
SS.2,1+2—Mid ⋯i27~29i8~9 rel-4+2c—,8,12—
SS.2,1+2,1+2Integral Blitz > Ambush TackleMidi40 rel-5+3d——
SS.2,1+2,4Integral BlitzHighi26~27 rel-10+45a—,28—
SS.2,3Integral Slicer ClutchHigh ⋯i18 rel-9+1d—,20,20
Tackle.1Frost BiteThrow——+0d—35
Tackle.1+2Iron CurtainThrow——+3d—45—
Tackle.2Achilles' HoldThrow——+3d—40—
u+3—Mid17~21-13+14a (+4)—16
u+4Slicing SobatMid22~23-13~-12+15a—21
ub+1Hunter HookHigh15~16-4+8+18g17—
ub+1+2Sub-ZeroMid63~64—+26d (-32)—60
ub+2CounterstrikeHigh20-5+9+53a18—
ub+3—Mid17~21-17-6—16
ub+4Slicing SobatMid22~23-17~-16+11a—21
uf,n,4Delayed Rising Toe KickMid23-13+32a (+22a)—20
uf+1Eye BlastHigh14-9+12c—20
uf+1+2Blizzard RushThrow12-6-5d—40
uf+2Under PressureMid30-5+42a—20
uf+3Breaching Charge KickMid17~21-7+20a (+10)—16
uf+3+4Scorpion ScissorsThrow38~42—-12d—35—
uf+4Slicing SobatMid22~23-9+19a—21
WR.F+3Chernobog SweepLow ⋯17~18-15+1d—20,20
ws1—Mid12~13-3+4—11—
ws1,2QullionHighi22~23 rel-7+10g—,14
ws1,3Double HiltMidi17~18 rel-13+15a (+6)+36a (+0),17
ws1+2Frost TackleMid12~13-14+19a (+9)—28
ws2Ballistic UpperMid15~16-12+28a (+18)—15—
ws3Glacial HiltMid16~17-9+15a (+6)+36a (+0)21
ws4Gelid SmashMid11~12-5+6—15—