The Dragunov Combo Thread

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tally_ho
Berserker
Joined: Jul 2007
Posts: 405
From: Philippines
#681 “Quote” Edit Post
Originally posted by sandilord
213 isn't a ncc. If your foe quickstands after 121, fff2 is a good option. Dash ff1+2 is also a possibility.
After ff3_(21)3, ff4 is guaranteed if your opp doesn't quickbackroll (hold b, does that have a name?)

About nc's there's a pretty complete list somewhere here, but I don't exactly know where. From the top of my head:
12
21
11
13
b21
f44
ws13
d41

ncc
121
db212
d44
(d4)43
f24
(2)13 (I think)

I'm missing a lot of ncc's but these are the most important I think. I'm still doubting if d413 is ncc. I would say yes, cuz I've hit it too many times.


thanks!
db212 ncc sounds painful. but the last hit is -16 on block. that sucks. is it CH hit confirmable? ii was wondering if dragunov has something like ganny's CH b1 df141, df41 combo. simple ground strings that arnt blockable.
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sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#682 “Quote” Edit Post
Originally posted by tally_ho
thanks!
db212 ncc sounds painful. but the last hit is -16 on block. that sucks. is it CH hit confirmable? ii was wondering if dragunov has something like ganny's CH b1 df141, df41 combo. simple ground strings that arnt blockable.
Hehe, that's my favorite setup with Ganny. Drag doesn't have a move that puts your foe in BT. What you can do is ss/sw and give 'm b213 cc/ss d3+4 in the back for a world of pain.

About db212, it's hit confirmable. I mostly do it at the wall, d413 is guaranteed after it. When I'm with my back against the wall I sometimes throw out 2+4. On throw, people try to getup attack after it often, which gives you db212, d413!!! On throwbreak, you still switch sides and you seem to get the advantage. Mental advantage for sure.
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tally_ho
Berserker
Joined: Jul 2007
Posts: 405
From: Philippines
#683 “Quote” Edit Post
Originally posted by sandilord
Hehe, that's my favorite setup with Ganny. Drag doesn't have a move that puts your foe in BT. What you can do is ss/sw and give 'm b213 cc/ss d3+4 in the back for a world of pain.

About db212, it's hit confirmable. I mostly do it at the wall, d413 is guaranteed after it. When I'm with my back against the wall I sometimes throw out 2+4. On throw, people try to getup attack after it often, which gives you db212, d413!!! On throwbreak, you still switch sides and you seem to get the advantage. Mental advantage for sure.


Or something like wangs b21, 14. Hehe yeah it feels great when you get B1 on CH. 2+4 grab into db212 sounds nice, does it pick up rollers? thanks for the help sandilord.

so b213 in the side or back is guaranteed?
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tally_ho
Berserker
Joined: Jul 2007
Posts: 405
From: Philippines
#684 “Quote” Edit Post
wait d41 is an NC? You sure? and it gives +7 on hit? why isn't it in anyones top 10 moves list? so d41 to db212 is a perfect CH setup?
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sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#685 “Quote” Edit Post
I tried it yesterday and I think d41 isn't nc. Almost never use it anyway.

b213 isn't guaranteed, you can duck the 1. But it's hard to do. I do this quite a lot and it's only happened about 3 times in total that my foe ducked it.
If you want to be 100% sure, b2, ws1+2 in the back is guaranteed.

I think db212 hits rollers, but I'm not sure.

Drag also doesn't have anything (cheap) like b21 14.
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tally_ho
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Joined: Jul 2007
Posts: 405
From: Philippines
#686 “Quote” Edit Post
i played earlier and used drag and won a few and lost a few. so over all, df1 is good, so i b1+2 and uf3. wish i could say i get db3 to hit bu i get blocked EVERY time. tried to fish ch 121 with a blocked b1+2 and b421, but i keep on trading jabs. and i never really got to juggle. im not playing him seriously but its just fun to land tackles and uf3+4s. thanks sandilord.
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Southtown'King
RETIRED
Joined: Apr 2005
Posts: 1893
#687 “Quote” Edit Post
Originally posted by sandilord
b2, ws1+2 in the back is guaranteed.


i always get b213,ws4,d413 on the back all the time, alos on bigs b421, b213,ws4,d413 because of the frames b421 grants.
sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#688 “Quote” Edit Post
Originally posted by Southtown'King
i always get b213,ws4,d413 on the back all the time, alos on bigs b421, b213,ws4,d413 because of the frames b421 grants.
In b213, the 1 can be ducked. In b421, the 1 can be ducked. And in 1,3,1,2,4,1+2 the second 1 can be ducked. Only b2, ws1+2 is 100% guaranteed.
I tried connecting ws4, d413 some time ago, but it didn't. Maybe it does on bigs, haven't tested that.
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noble_gases
1st Dan
Joined: Jun 2008
Posts: 11
#689 “Quote” Edit Post
i found this nice qcf2,f4,d44,d413
if its posted. sorry
sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#690 “Quote” Edit Post
Originally posted by noble_gases
i found this nice qcf2,f4,d44,d413
if its posted. sorry
try replacing f4 with uf4...
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noble_gases
1st Dan
Joined: Jun 2008
Posts: 11
#691 “Quote” Edit Post
I actually find this combo interesting. d/f+2, 1, 2, 1, 3, 2 when enemy stands up, CH ff+2,d+4,4, d+4,1,3. Another one is d/f+2, 1, 2 1, 2, 2,1,3.It does 52 DMG and opponent can be hit the wall. Punishment continues after. Is it worth it?
sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#692 “Quote” Edit Post
Originally posted by noble_gases
I actually find this combo interesting. d/f+2, 1, 2, 1, 3, 2 when enemy stands up, CH ff+2,d+4,4, d+4,1,3. Another one is d/f+2, 1, 2 1, 2, 2,1,3.It does 52 DMG and opponent can be hit the wall. Punishment continues after. Is it worth it?
When writing down combos, put strings together for readability, like this: df2, 1, 2, 1,3,2. I think that's what you meant with the fist combo. I mostly don't even use commas, so it's like this: df2, 1, 2, 132.

Now, for the combos you mentioned: after df2, you can do df2, 213, d413 for most damage, but this combo is easily messed up. I'd say, use one of the following combos:
-df2, f4, d41, d413
-df2, 21, 1, f132_df3+oki (my choice lately)
-df2, 21, f4, d413
-df2, 1, 1, 1, 121 for wallcarry (or even df2, 1, 1, 1, 1, 213)

after ch ff2, your combo is allright. I like to do ch ff2, db212, d413_d44
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noble_gases
1st Dan
Joined: Jun 2008
Posts: 11
#693 “Quote” Edit Post
qcb+2. b+2,1. 132 = 60 DMG (I think this is allot better that the one that's on the command training list)
qcb+2. 213. d+413 = 65 DMG
lol
Wednesday
The Wolf
Joined: Dec 2006
Posts: 2835
From: New Zealand
#694 “Quote” Edit Post
qcb+2 f+4 d+4,4 d+4,1,3
66 damage.
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The Wolf "d/f+3,2,3 always an option."
ed50
1st Dan
Joined: Jun 2006
Posts: 12
#695 “Quote” Edit Post
qcf+2, b+31, f+132
62 damage

Last edited by ed50 on Jan 29th, 2009 at 08:27

Toxen
Lone Wolf
Joined: Nov 2007
Posts: 346
From: Denmark
PSN: Toxen-xD
#696 “Quote” Edit Post
i thought all d+4-string enders were techable?
ed50
1st Dan
Joined: Jun 2006
Posts: 12
#697 “Quote” Edit Post
b+2,1,3, WS 4, d+4,1,3 76 damage

b+2,1,3, CC d+4,4, d+4,1,3 81 damage

sorry if already posted
sandilord
Sambo & Senile
Joined: Jan 2005
Posts: 1895
From: Netherlands
PSN: Sandilord
#698 “Quote” Edit Post
Originally posted by Toxen
i thought all d+4-string enders were techable?
It's tricky...some are techable, others have strict timing.
The juggles posted above will work if the timing is right.
Example: df2, f4, d41, d413 will work, while df2, f4, d44, d413 is techable. You have to know which juggles are guaranteed and which are techable.

@Ed50: if your opponent is ANY good, he'll block the 3 in b213 or even better, hopkick to avoid the throwcancelmixup and deal a lot of damage. b213 should only be used in you foes back. After that, d3+4 is guaranteed.
The juggle you talk about can be applied after db3, but I'd say use d3+4 in this situation as well. Juggles after db3 are way to inconsistent to rely on. Plus d3+4 gives full damage if they lay still and gives oki when they try to move.
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King's Spawn
Tekken Lord Black
Joined: Jan 2000
Posts: 946
From: USA New York
#699 “Quote” Edit Post
OK so i looked through this entire thread and couldn't find this one

b+2,1,3, ws+4, d+4,1, d+4,1,3

after the b+2,1,3 trips, hold D/B and wait a slight bit for the ws+4... if you do it too soon it will miss or you will not get the last set to hit.

sorry if i repeated a post...
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