Dragunov Practical pt.3

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Published on ● Video Link: https://www.youtube.com/watch?v=_B9h_DK1Q2M



Tekken 6
Game:
Tekken 6 (2007)
Duration: 2:16
1,949 views
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A video of various okizeme and setups for Sergei Dragunov in Tekken 6 BR, a practical video guide taken from real matches. This is the third video in the series.

For more Dragunov goodness, check out my blog: http://www.tyler2k.com

Full Description:

Pt. 1: f+2,4 combo reset
Although Dragunov's options to stop tech are fairly poor, his reset options are actually quite good. If the opponent does not tech post-B!, (f+2),4 will rest the opponent for a 3,1, 3,1,2 small combo. The amount of carry off the combo and reset can take opponents from end to end on most of the stages.

Pt. 2: d+1 as a wall option
While d+1 is often used for a quick bind and 1,2,1 pressure, it also works very well as a safe wall option if the opponent techs. d+1 on block will set up CH 1,2,1 hit confirm, on hit will grant +7 50/50 options, on CH will guarantee a d+3+4 stomp, and on late flinch may grant a bind for additional wall juice.

Pt. 3: 3,1 style pickups
Forced KND/spike oki is a signature of Dragunov's in BR. 3,1 will catch quickstand and backrolls for a bobble combo and possible wallcarry or re-spike 50/50 oki.

Pt. 4: Blocked qcf+1 to SS options
qcf+1 is a great addition to Dragunov's repertoire in Tekken 6. Although it hits high, it launches for full combo on hit, has misleading range, and best of all is only ~(-2) on block. In this clip I first use SS d/f+2 to get my opponent to the wall and then use qcf+1 again to set up a CH 1,2,1 confirm. In all cases I take the opponent's health and positioning into consideration to maximize damage without sacrificing my advantageous position.

Pt. 5: Wall feint to f,f+1+2
One of the only things Dragunov has that's "gimmicky". Using a quick recovery mid with the opponent's back to the wall and grounded begs for a wakeup 4 counter attack. I immediately follow the mid with a f,f+1+2 which interrupts the wakeup 4 and other options such as quick stand. Worst case scenario, the opponent uses wakeup 3 which will not knock you down as the throw attempt can not be CH, instead leaving you at -2.







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Tekken 6
Dragunov Practical
tyler2k



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