Dragunov Combo Thread(simple version atm)

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BlackViper55
War Lord
Joined: Dec 2011
Posts: 718
From: Philippines
PSN: RenegadeBlade27
#101 “Quote” Edit Post
Originally posted by BlackViper55
My goodness. The second to the last combo:

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), f+3,d/f,n,u, d/f+3 = 77 damage

It can be altered to this combo, making this the max damage:

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), f+3,d/f, 1+2 = 81 damage

Never thought there can be a combo stronger than my current Dunk staple:

CH fff+2, qcf+2, 3,1, f+1, f+1+2 (S!), 3,1,2 = 75 damage

To think that he did THAT combo on Lili, I couldn't do them on Lars!

Not only that, it can also be altered to the ff. combos on rage:

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), fff+1+2, b+1+2 = 102 damage

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), f+3,d/f,n,u, f+1, fff+1+2, b+1+2 = 107 damage


I finally did them!

Rage options:

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), fff+1+2, qcf+1+2 = 104 damage

CH fff+2, qcf+2, 3,1, f+1, f+3,d/f,n,u, b+4,3 (S!), d+1+2 = 98 damage

IMPORTANT: CH fff+2 to qcf+2 to 3,1 doesn't work on smalls - the 3,1 is where it fails.
Signature My TTT2 Teams:
Males: Devil Jin/Armor King, Paul/Heihachi, Marduk/Jack-6, Lee/Hwoarang, Ancient Ogre/Jinpachi
Females: Miharu/Asuka, Michelle/Jun, Kunimitsu/Zafina, Jaycee/Anna, Lili/Nina
But I always pick different teams
gamerchamp
Kyu
Joined: Jun 2017
Posts: 4
From: United States
#102 “Quote” Edit Post
df2, f4,4,3, b4,3, S! dash, f3~df, CDc, 4, 1
Is the main purpose of this combo to give better oki as opposed to damage with the 3,1,2 ender?

Also is there a guide to beating wake-ups after various combos?
Like after the combo listed above is it best to dash, b1+2 if you expect sideroll etc...
Are there such things as meaty options?
Does WR2 beat all wake-up options?

Thanks!
tyler2k
____________________
Joined: Jun 2006
Posts: 2795
From: USA California
PSN: tyler2k1
#103 “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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BlackViper55
War Lord
Joined: Dec 2011
Posts: 718
From: Philippines
PSN: RenegadeBlade27
#104 “Quote” Edit Post
Signature My TTT2 Teams:
Males: Devil Jin/Armor King, Paul/Heihachi, Marduk/Jack-6, Lee/Hwoarang, Ancient Ogre/Jinpachi
Females: Miharu/Asuka, Michelle/Jun, Kunimitsu/Zafina, Jaycee/Anna, Lili/Nina
But I always pick different teams

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