Dedication:
This guide is dedicated to all Dragunov players who've stuck with Dragunov through the thick and thin, from DR to BR.
This is also dedicated to Roy who told me at Strong Style that he dropped Sergei.
Important Links:
Here's a couple links to important sites and pages on Tekken Zaibatsu
First and foremost this guide is written in notation native to TZ found here
General Tekken Information:
Tekken Zaibatsu
Sergei Dragunov Forums
"Cliff Notes" Guide to Dragunov:
Combating Top Tier: Sergei Dragunov
Level Up Your Game:
Episode 7 - Dragunov (Transcript available here)
Dragunov Frame Data:
Dragunov Frame Data (English)
Dragunov Frame Data (ina - Japanese)
Dragunov Mechanics:
iWR 2 FAQ
Dragunov BR Punishment
Dragunov vs Cast Discussion
Dragunov Q & A Thread
PLEASE NOTE:
I wrote this over the course of a few months so there's possibilities of typos, errors, or things that just don't make sense, they'll be corrected one way or another.
This manifesto is not written in stone, it's meant to evolve, please PM me about anything.
This was written for the community, as such will accept knowledge from the community.
This guide is not 100% completed, I'll work on it more as time goes on.
Foreword:
This guide is not meant for people who are brand new to a Tekken game, there was a great beginner video made for Tekken 5 and not too much has changed since then. This guide is not meant as a complete frame data and damage guide, Ina Tekken has that pretty much covered and Icege's frame/hit analysis for Tekken 6 is still basically 100% accurate (except for a few property changes from T6 to BR) as well as Frame Data and Frame Data Discussion by Aris.
So exactly what, or who, is this guide for? Well basically this guide is for everything else in the Dragunov universe. If you're new to Dragunov and just need a push in the right direction, or if you're somewhat familiar with Dragunov and want to know what you should or should not punish, or if you're a seasoned veteran with Dragunov and want to talk frame traps and pressure, then you've come to the right place.
I'll be honest, if this is your first character that you plan to play seriously in Tekken, then I suggest changing to a more beginner friendly character, such as Paul and Feng, who get similar damage with less risk. If you've been bouncing around with characters for a few versions now and have a decent grasp of the game, then welcome.
Introduction:
Sergei Dragunov was introduced in Tekken 5: Dark Resurrection and at the time was easily one of the worst characters in the game. This was due to a large portion of his moves having abysmal tracking as well as many moves being negative frames on hit. Couple with the fact that his quickest attack was 10 frames and he was living in an 8 frame world, Dragunov was far too slow to mount an effective offensive.
The one thing he did right, though, was that he hit like a freight train and getting launched by him meant 55+ damage without a wall. When he did gain momentum near a wall, he could rely on unparalleled 50/50s to quickly end matches. These 50/50s combined with one of the strongest back roll catches in the game (e.g. d+4,4) meant that recovering from KND against Dragunov was a constant danger.
Punishment Basics
Introduction:
In a game all about launchers, one would tend to think that combos are the path to victory, but often victories are decided 15-20 damage at a time. If you can't successfully punish your opponent's attacks, you're going to get walked all over and are bound to lose.
Standing Punishment
10f ? 1,3 or 1,2 or 2,1
12f ? 4,1 or d/f+4
14f ? b+3 or f+4,4 or iWS+1+2
15f ? d/f+2
17f ? f+1+2
18f ? qcf+1
22f ? qcf+2
While Standing Punishment
11f ? WS+4
12f ? WS+1+2 or WS+1,3
15f ? WS+2
23f ? u/f,n,4
Wake-Up Punishment:
Introduction:
Since a good portion of Dragunov's game comes from keeping the opponent on the ground as much as possible, you're going to have to get good at wake-up punishment to keep the pressure on. Once your lose your momentum after KND, it's very hard to get it back.
FUFT Punishment:
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? d/f+4 for any range wake-up 4
FUFA Punishment
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? f+4,4 for mid range wake-up 4
Wake-up 4 ? b+3 for any range wake-up 4
FDFT Punishment:
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 3 (clean) - WS+2
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? f+4,4 for any range wake-up 4
FDFA Punishment:
Wake-up 3 - WS+2
Wake-up 4 - d/f+2_f+1+2_qcf+1
Unfortunately Sergei has no 13-14 frame WS punishment, therefore you're going to have to rely on WS 1,3 or WS 1+2 in order to punish FD wake-up 3.
Grabs, Throws, and Attack Throws:
Introduction:
Dragunov's grab and tackle game is one of the strongest in Tekken because unlike most of the other tacklers, save for Craig, his grab game has near to 0 risk. The only risk Dragunov encounters with his grab game is during a command tackle, in which case the opponent can reverse the tackle via 1+2 flip over. Though if the tackle is initially reversed, he's still at a tremendous advantage due to both punch and arm bar reversals. But if the tackle connects completely, then his follow ups are not reversable, only escapable.
Grabs andThrows:
Standard Throws: 1+3, 2+4, f+1+3, f+2+4
Side/Back Throws: Any throw to their right, left, and back (being inescapable)
Crouch Throws: d+1+3, d+2+4
Transition Throws: f,f+2~1+2, 1,3,2~1+2, 1,3,1,2,1,1,4,1,3,2~1+2, d/b+3~1+2
Instant Throws: f+1+4, f+2+3
Near Instant Throws: f,f+1+2
Inescapable Throws: Back throw, u/f+3+4, Ki Charge f,f+2~1+2 (and all extensions)
Attack Throws:
Attack Throws: Clean d/f+3, iWR 4, WR 3, FDFT D+3
CH Attack Throws: CH f+3,3, CH (SS+2),3, CH d/b+3, CH qcf+3
System Attack Throws: qcf+4~1,3,4,2, qcf+4~2,4,3,1
Tackles:
Tackle: d/b+1+2=1, d/b+1+2=2, d/b+1+2=1+2
Tackle Out of KND: FCD 1+2~1+2
Tackle Transitions: b+4,2,1+2, SS+2,1+2,1+2
If You're Tackled: 1,1,2 (punch reversal) 1+2,2,2,2,2,2,2 (arm bar reversal)
Honorable mentions:
Mid reversal: b+1+3_2+4
Low reversal: d/f+1+2
Post Wake-Up Punishment Oki:
Introduction:
Building on the idea of ?chaining,? it's possible to string follow up attacks with great success post wake-up punishment. Not only are they difficult to predict, but will also help keep the opponent on their toes. This isn't a definitive list for post wake-up punishment, but hopefully this will get you started.
Standing Punishment:
d/f+4 - Even though the frames aren't the best for d/f+4 on hit, the spacing on d/f+4 post hit is incredible and it gives a quite a few options.
iWR 2 buffering off d/f+4 - Pretty straight forward iWR 2 buffer using a d/f+4 as the start of the buffer. After pressing d/f, rotate the joystick forward and hold it in that position, as soon as the frame opens, quickly tap f,f and finally 2. I guess the notation would be something like d/f+4~[F]~f,f+2
Some people also feel the need to SS after a d/f+4 check and since you're at an optimal range, a b+3 check will catch them if they SS/SW.
4,1 - With +8 frames to work with on hit, you definitely have the advantage over your opponent. More options can be found here.
Wake-Up Punishment:
WS+1+2 - The oki options for post WS+1+2 are quite limited and usually a gamble due to their recovery distance. The best option is definitely WR 2 since it will catch back rolls and possibly late recoveries. Other than that, you should just wait to see what they do and act accordingly.
WS 1,3 - The is probably the only time in the game where you'll be able to use qcf+4 with great success. If they tech roll up or down (and crouch guard) out of the KND post WS 1,3, qcf+4 will be able to hit giving the 50/50 chance at additional damage and oki options. Be warned though, if they decide to back roll instead, the qcf+4 will more than likely whiff and you may get launched.
Homing and Tracking Attacks:
Introduction:
No point to beat around the bush, Dragunov's tracking is still horrendous. Here's a list of the known tracking and homing moves to ease the pain.
Homing:
b+3 ? 14 frame high homing attack, used primarily to stop quick SS
f,f+3 ? A more versitle attack, +frames on block as well as good damage and W!
Single Moves (with tracking):
d+2 ? 18 frame low with tracking to both sides
d/b+3 ? Slower low with launch properties, it's possible to KND without chance of launch
Parts of strings (with tracking):
3,1,<2 - 2 tracks nearly 360
f+4,4,3 - 3 tracks nearly 360
4,3 - 3 has some tracking
b+4,3 - 3 has some tracking
1,3 - 3 has basic tracking
Wall Splats:
Introduction:
Always opt for wall splats as you'll get the most out of your 50/50 and pressure game with their back to the wall. Here's a list of W! attacks, please note some are repeated multiple times due to their properties.
Single Attack splats:
f,f+2 ? Wall splats to the back
f,f+3 ? Wall splats to the back
u/f+3 - Wall splats to the back
f+1+2 - Wall splats to the back (high splats)
iWR 2 - Wall splats to the back (non-CH)
WS 1+2 - Wall splats to the back
WS 3 ? Wall splats to the back
NC wall splats:
b+4,3 - Wall splats to the back
WS 1,3 ? Wall splats to the back
NCc splats:
1,2,1 - Wall splats to the back
d+4,4 ? Wall splats to the back
d+4,1,3 ? Wall splats to the back/left
Special directional splats:
b+4,3 - Wall splats to the right
3,1,2 - Wall splats to the back/left
d+4,1,3 - Wall splats to the back/left
f,f+3 - Wall splats to whatever direction they are SS'd to
Wakeup 4 ? Wall splats to whatever direction they are SS'd to (CH)
Misc. Splats:
1,1,3 ? The 3 splats to the back
2,1,3 ? The 3 splats to the back
Splat traps:
These are pretty much limited by your imagination, be inventive and own face.
(any +frame block) 1,2,1
u/f+3 (blocked) iWS 1+2
Maximizing Wall Damage:
Introduction:
Well now that I talked about your standing wall splats, it's time to talk about maximizing your wall damage. In T6, Dragunov could W! and then immediately SS and then bobble the opponent for additional damage by using 3,1. 3,1,2 has been tinkered with and will realign on W! making it one of the most consistent wall combos for Dragunov, but unfortunately this realignment has drastically reduced his ability to squeeze additional damage out of wall splats. Luckily if you're already off-axis, the realignment can easily be countered by SS giving the older T6 style re-bobble.
Click here and here
to get an idea of how much damage potential there is using this technique.
Now obviously those are extreme cases, pre-wall splat the combos were only 2 hits long so the opponent wasn't sent flying post W!, but it should give you an idea of how much more damage you can squeeze out of basic combos.
How To:
SS to whatever wall you're closer to (if the wall is closer to your left, then SSL) and then immediately 3,1. You'll pick them up off the wall and now can perform a mini-bobble dependent on your proximity to the wall and how many hits prior was your combo. The longer the combo was, the less amount of additional attacks you can fit in.
Follow-ups:
d+4,4 ? The most consistent follow up regardless of positioning and number of hits prior.
d+4,1 ? Useful when a wall is close by for re-wall splat possibility
d+4,1,3 ? Useful when the wall is to your right for re-wall splat, also it's Dragunov's most consistent wall combo so should be used as the final wall combo of choice.
Back (Opponent BT) Catches:
Introduction:
Not back roll catches, but instead attacks/strings that catch the opponent BT as they are recovering. The criterion for most of these are the opponent KND in FDFT and Sergei standing near to them, usually post throw/attack throw.
The Catches:
b+2 ? The most basic, safest back catch that Sergei has. On hit, a WS 1+2 follow up is guaranteed and on whiff is ?safe? from guaranteed retaliation (50/50 situation, always duck).
b+2,1 ? A slightly riskier but far more rewarding catch compared to b+2, by hit confirming the initial b+2, you can finish the string as b+2,1,3 which is NC to the back. After which there are options for additional guaranteed damage, such as WS 4, d+4,4 or CC d+3+4.
d+3,4 ? You should notice a pattern by now, d+3,4 is a really good post KND option. On catching opponent BT, the string is NC and will leave the opponent BT. The +frames on hit aren't that great so you shouldn't necessarily rush in, but you can wait to see what the opponent will do and punish accordingly.
This guide is dedicated to all Dragunov players who've stuck with Dragunov through the thick and thin, from DR to BR.
This is also dedicated to Roy who told me at Strong Style that he dropped Sergei.

Important Links:
Here's a couple links to important sites and pages on Tekken Zaibatsu
First and foremost this guide is written in notation native to TZ found here
General Tekken Information:
Tekken Zaibatsu
Sergei Dragunov Forums
"Cliff Notes" Guide to Dragunov:
Combating Top Tier: Sergei Dragunov
Level Up Your Game:
Episode 7 - Dragunov (Transcript available here)
Dragunov Frame Data:
Dragunov Frame Data (English)
Dragunov Frame Data (ina - Japanese)
Dragunov Mechanics:
iWR 2 FAQ
Dragunov BR Punishment
Dragunov vs Cast Discussion
Dragunov Q & A Thread
PLEASE NOTE:
I wrote this over the course of a few months so there's possibilities of typos, errors, or things that just don't make sense, they'll be corrected one way or another.
This manifesto is not written in stone, it's meant to evolve, please PM me about anything.
This was written for the community, as such will accept knowledge from the community.
This guide is not 100% completed, I'll work on it more as time goes on.
Foreword:
This guide is not meant for people who are brand new to a Tekken game, there was a great beginner video made for Tekken 5 and not too much has changed since then. This guide is not meant as a complete frame data and damage guide, Ina Tekken has that pretty much covered and Icege's frame/hit analysis for Tekken 6 is still basically 100% accurate (except for a few property changes from T6 to BR) as well as Frame Data and Frame Data Discussion by Aris.
So exactly what, or who, is this guide for? Well basically this guide is for everything else in the Dragunov universe. If you're new to Dragunov and just need a push in the right direction, or if you're somewhat familiar with Dragunov and want to know what you should or should not punish, or if you're a seasoned veteran with Dragunov and want to talk frame traps and pressure, then you've come to the right place.
I'll be honest, if this is your first character that you plan to play seriously in Tekken, then I suggest changing to a more beginner friendly character, such as Paul and Feng, who get similar damage with less risk. If you've been bouncing around with characters for a few versions now and have a decent grasp of the game, then welcome.
Introduction:
Sergei Dragunov was introduced in Tekken 5: Dark Resurrection and at the time was easily one of the worst characters in the game. This was due to a large portion of his moves having abysmal tracking as well as many moves being negative frames on hit. Couple with the fact that his quickest attack was 10 frames and he was living in an 8 frame world, Dragunov was far too slow to mount an effective offensive.
The one thing he did right, though, was that he hit like a freight train and getting launched by him meant 55+ damage without a wall. When he did gain momentum near a wall, he could rely on unparalleled 50/50s to quickly end matches. These 50/50s combined with one of the strongest back roll catches in the game (e.g. d+4,4) meant that recovering from KND against Dragunov was a constant danger.
Punishment Basics
Introduction:
In a game all about launchers, one would tend to think that combos are the path to victory, but often victories are decided 15-20 damage at a time. If you can't successfully punish your opponent's attacks, you're going to get walked all over and are bound to lose.
Standing Punishment
10f ? 1,3 or 1,2 or 2,1
12f ? 4,1 or d/f+4
14f ? b+3 or f+4,4 or iWS+1+2
15f ? d/f+2
17f ? f+1+2
18f ? qcf+1
22f ? qcf+2
While Standing Punishment
11f ? WS+4
12f ? WS+1+2 or WS+1,3
15f ? WS+2
23f ? u/f,n,4
Wake-Up Punishment:
Introduction:
Since a good portion of Dragunov's game comes from keeping the opponent on the ground as much as possible, you're going to have to get good at wake-up punishment to keep the pressure on. Once your lose your momentum after KND, it's very hard to get it back.
FUFT Punishment:
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? d/f+4 for any range wake-up 4
FUFA Punishment
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? f+4,4 for mid range wake-up 4
Wake-up 4 ? b+3 for any range wake-up 4
FDFT Punishment:
Wake-up 3 ? WS+1,3 for close range wake-up 3
Wake-up 3 ? WS+1+2 for any range wake-up 3
Wake-up 3 (clean) - WS+2
Wake-up 4 ? 4,1 for close range wake-up 4
Wake-up 4 ? f+4,4 for any range wake-up 4
FDFA Punishment:
Wake-up 3 - WS+2
Wake-up 4 - d/f+2_f+1+2_qcf+1
Unfortunately Sergei has no 13-14 frame WS punishment, therefore you're going to have to rely on WS 1,3 or WS 1+2 in order to punish FD wake-up 3.
Grabs, Throws, and Attack Throws:
Introduction:
Dragunov's grab and tackle game is one of the strongest in Tekken because unlike most of the other tacklers, save for Craig, his grab game has near to 0 risk. The only risk Dragunov encounters with his grab game is during a command tackle, in which case the opponent can reverse the tackle via 1+2 flip over. Though if the tackle is initially reversed, he's still at a tremendous advantage due to both punch and arm bar reversals. But if the tackle connects completely, then his follow ups are not reversable, only escapable.
Grabs andThrows:
Standard Throws: 1+3, 2+4, f+1+3, f+2+4
Side/Back Throws: Any throw to their right, left, and back (being inescapable)
Crouch Throws: d+1+3, d+2+4
Transition Throws: f,f+2~1+2, 1,3,2~1+2, 1,3,1,2,1,1,4,1,3,2~1+2, d/b+3~1+2
Instant Throws: f+1+4, f+2+3
Near Instant Throws: f,f+1+2
Inescapable Throws: Back throw, u/f+3+4, Ki Charge f,f+2~1+2 (and all extensions)
Attack Throws:
Attack Throws: Clean d/f+3, iWR 4, WR 3, FDFT D+3
CH Attack Throws: CH f+3,3, CH (SS+2),3, CH d/b+3, CH qcf+3
System Attack Throws: qcf+4~1,3,4,2, qcf+4~2,4,3,1
Tackles:
Tackle: d/b+1+2=1, d/b+1+2=2, d/b+1+2=1+2
Tackle Out of KND: FCD 1+2~1+2
Tackle Transitions: b+4,2,1+2, SS+2,1+2,1+2
If You're Tackled: 1,1,2 (punch reversal) 1+2,2,2,2,2,2,2 (arm bar reversal)
Honorable mentions:
Mid reversal: b+1+3_2+4
Low reversal: d/f+1+2
Post Wake-Up Punishment Oki:
Introduction:
Building on the idea of ?chaining,? it's possible to string follow up attacks with great success post wake-up punishment. Not only are they difficult to predict, but will also help keep the opponent on their toes. This isn't a definitive list for post wake-up punishment, but hopefully this will get you started.
Standing Punishment:
d/f+4 - Even though the frames aren't the best for d/f+4 on hit, the spacing on d/f+4 post hit is incredible and it gives a quite a few options.
iWR 2 buffering off d/f+4 - Pretty straight forward iWR 2 buffer using a d/f+4 as the start of the buffer. After pressing d/f, rotate the joystick forward and hold it in that position, as soon as the frame opens, quickly tap f,f and finally 2. I guess the notation would be something like d/f+4~[F]~f,f+2
Some people also feel the need to SS after a d/f+4 check and since you're at an optimal range, a b+3 check will catch them if they SS/SW.
4,1 - With +8 frames to work with on hit, you definitely have the advantage over your opponent. More options can be found here.
Wake-Up Punishment:
WS+1+2 - The oki options for post WS+1+2 are quite limited and usually a gamble due to their recovery distance. The best option is definitely WR 2 since it will catch back rolls and possibly late recoveries. Other than that, you should just wait to see what they do and act accordingly.
WS 1,3 - The is probably the only time in the game where you'll be able to use qcf+4 with great success. If they tech roll up or down (and crouch guard) out of the KND post WS 1,3, qcf+4 will be able to hit giving the 50/50 chance at additional damage and oki options. Be warned though, if they decide to back roll instead, the qcf+4 will more than likely whiff and you may get launched.
Homing and Tracking Attacks:
Introduction:
No point to beat around the bush, Dragunov's tracking is still horrendous. Here's a list of the known tracking and homing moves to ease the pain.
Homing:
b+3 ? 14 frame high homing attack, used primarily to stop quick SS
f,f+3 ? A more versitle attack, +frames on block as well as good damage and W!
Single Moves (with tracking):
d+2 ? 18 frame low with tracking to both sides
d/b+3 ? Slower low with launch properties, it's possible to KND without chance of launch
Parts of strings (with tracking):
3,1,<2 - 2 tracks nearly 360
f+4,4,3 - 3 tracks nearly 360
4,3 - 3 has some tracking
b+4,3 - 3 has some tracking
1,3 - 3 has basic tracking
Wall Splats:
Introduction:
Always opt for wall splats as you'll get the most out of your 50/50 and pressure game with their back to the wall. Here's a list of W! attacks, please note some are repeated multiple times due to their properties.
Single Attack splats:
f,f+2 ? Wall splats to the back
f,f+3 ? Wall splats to the back
u/f+3 - Wall splats to the back
f+1+2 - Wall splats to the back (high splats)
iWR 2 - Wall splats to the back (non-CH)
WS 1+2 - Wall splats to the back
WS 3 ? Wall splats to the back
NC wall splats:
b+4,3 - Wall splats to the back
WS 1,3 ? Wall splats to the back
NCc splats:
1,2,1 - Wall splats to the back
d+4,4 ? Wall splats to the back
d+4,1,3 ? Wall splats to the back/left
Special directional splats:
b+4,3 - Wall splats to the right
3,1,2 - Wall splats to the back/left
d+4,1,3 - Wall splats to the back/left
f,f+3 - Wall splats to whatever direction they are SS'd to
Wakeup 4 ? Wall splats to whatever direction they are SS'd to (CH)
Misc. Splats:
1,1,3 ? The 3 splats to the back
2,1,3 ? The 3 splats to the back
Splat traps:
These are pretty much limited by your imagination, be inventive and own face.
(any +frame block) 1,2,1
u/f+3 (blocked) iWS 1+2
Maximizing Wall Damage:
Introduction:
Well now that I talked about your standing wall splats, it's time to talk about maximizing your wall damage. In T6, Dragunov could W! and then immediately SS and then bobble the opponent for additional damage by using 3,1. 3,1,2 has been tinkered with and will realign on W! making it one of the most consistent wall combos for Dragunov, but unfortunately this realignment has drastically reduced his ability to squeeze additional damage out of wall splats. Luckily if you're already off-axis, the realignment can easily be countered by SS giving the older T6 style re-bobble.
Click here and here
to get an idea of how much damage potential there is using this technique.
Now obviously those are extreme cases, pre-wall splat the combos were only 2 hits long so the opponent wasn't sent flying post W!, but it should give you an idea of how much more damage you can squeeze out of basic combos.
How To:
SS to whatever wall you're closer to (if the wall is closer to your left, then SSL) and then immediately 3,1. You'll pick them up off the wall and now can perform a mini-bobble dependent on your proximity to the wall and how many hits prior was your combo. The longer the combo was, the less amount of additional attacks you can fit in.
Follow-ups:
d+4,4 ? The most consistent follow up regardless of positioning and number of hits prior.
d+4,1 ? Useful when a wall is close by for re-wall splat possibility
d+4,1,3 ? Useful when the wall is to your right for re-wall splat, also it's Dragunov's most consistent wall combo so should be used as the final wall combo of choice.
Back (Opponent BT) Catches:
Introduction:
Not back roll catches, but instead attacks/strings that catch the opponent BT as they are recovering. The criterion for most of these are the opponent KND in FDFT and Sergei standing near to them, usually post throw/attack throw.
The Catches:
b+2 ? The most basic, safest back catch that Sergei has. On hit, a WS 1+2 follow up is guaranteed and on whiff is ?safe? from guaranteed retaliation (50/50 situation, always duck).
b+2,1 ? A slightly riskier but far more rewarding catch compared to b+2, by hit confirming the initial b+2, you can finish the string as b+2,1,3 which is NC to the back. After which there are options for additional guaranteed damage, such as WS 4, d+4,4 or CC d+3+4.
d+3,4 ? You should notice a pattern by now, d+3,4 is a really good post KND option. On catching opponent BT, the string is NC and will leave the opponent BT. The +frames on hit aren't that great so you shouldn't necessarily rush in, but you can wait to see what the opponent will do and punish accordingly.
Last edited by tyler2k on Feb 3rd, 2011 at 22:39