T6 was my introduction to the character. He’s always been such a sick design. I heard somewhere when they were doing character concepts back in T3, that he was an alternative concept to Bryan, and nearly made it in. Kinda odd that we didn’t see him for so many games afterwards.
Honestly I'd say that this is one of the biggest buffs in the series considering how bad DR dragunov was. Lots of execution was required yes but man was he borderline unusable in DR.
Imagine if they combined the good stuffs he had in the previous tekken and put it on tekken 8 B3(tkdr), ff2(tkdr), uf1(tk6) launches on CH And imagine if they added stuff or made some changes 2,1,3 the last hit is now a mid so its a guessing game between 2,1,3 and 2,1,4 instead of just ducking it and punishing it really easily since 2,1,3 last hit is a high while 2,1,4 is a low so crouching punishes it D4,4 has now a clean hit property if you landed the first hit clean 2nd hit is guranteed D3,4 is now low, low Ws1,2 is now mid, low the animation of the 2nd hit is like d2 Uf4 now tracks R2 got it's tracking backk Give him a 50/50 And he's gonna be a menace
As someone who spent weeks in the lab using Drag in T6, there's even more stuffs i found. CH WR2 into a full combo can be done easier if you just input d,df and delay the ws4, but this easy route is not viable if the WR2 landed tip range as the 1 jab won't even connect. CD4 is a very good move for okizeme when theyre FDFA via his ff1+2, CH d+1 and b1+2. Only one option can counter this move, which is staying down. Not a single wake-up option can counter it except that, as long as you delay the QCF4. And sometimes, it will meaty the opponent but they will stay FDFA but still take damage, extending oki pressure. A safer option is sneak into ws4 B1 on CH guarantees a combo launcher right? The easier one is f1+2, but for WAAAAY bigger damage, you can do CD1, but this requires sharper execution. You can also go for iWS1+2 if it connected but you're too far for a free b4,3 for a wall splat
bound system was much more better and felt more powerful than the tail spin.. it made delaying the bound until you reach the wall very rewarding! i know some characters were op at carrying to wall.. but namco could've nerfed their carry instead of getting rid of it..
I absolutely loved his CH b+1 at the wall. Also trying to get dash jab after f+2,4 from qcf+2, f+2,4 was not easy either. T6 quirkyness still exits' in T7 it's just in T7 you don't have to cc but sill can, and in T6 you had to cc for d+2 and d/b+3.
@@crazy911wman do you think his 3,1,2 and 3,1,4 would also be a bound move the last hits looks like it would because since bound in tekken 8 is a tail spin
Haha, you can bound after d/b+3, you just need to input [u,d+2], WS+4, f+1,3,2 Fun fact, all characters who has QCF input can instead input d,d/f. It has the same animation but d,d/f just does WS moves. You can use this to bait opponents easier.
I worked so hard to learn his iws 4 and it’s been in my muscle memory since Tag2. In T8, it’s no longer optimal and I’m struggling to adjust to the new (easier) combo route.
i got interested in using dragunov. however, i can't understand how to and what is the input for the crouch dash cancel into ws4 right after the wr2, any tips?
@@CypherEdge13 If you cancel it with sidestep it works consistently on P1 side, except against Roger, Wang and Zafina. On P2 side it wont work due to axis reasons, but sometimes you can pick them up with a simple ws4 without cancel, as you said.