Joined: Jun 2006
Posts: 2795
From: USA California
PSN: tyler2k1
# “Quote” Edit Post
3,1,2 deals an additional point (or two) versus f+3~CDc, 4,1 but the 4,1 carries significantly better and more consistently. For 3,1,2 to carry for full splat requires a somewhat precise distance. Now with that being said, you can always do 3,1 instead of 3,1,2 if you notice the wall is too close whereas with 4,1 you cannot do that (except for f+3,2 instead).

Dragunov doesn't have a great catch-all against wakeup. Overall you're really looking at d+2 (at close range) and if it hits flinch you can get WS+4, b+1,2, S! follow-up or (like you said) i_WR+2 is pretty good at close-mid range.
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