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Dragunov

Learn Dragunov on the go with short lessons, recall cards, punishment and combo references, matchup plans, and move clips.

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Tekken 8

Dragunov Sambo Lab

Learn one decision at a time, test your recall away from the game, then take a specific practice goal into your next session.

Focus: plus frames, pokes, Sneak, throws, wall oki

A five-minute lesson, recall questions, punishment references, and your next practice goal.

Reading the inputs

  • ForwardTap the direction
  • Forward (hold)Hold the direction
  • NeutralReturn to neutral
  • Left punchLeft punch (1)
  • Right punchRight punch (2)
  • Left kickLeft kick (3)
  • Right kickRight kick (4)
  • Left punch + Right punchBoth punches (1+2)

Start here · five minutes

Learn something you can use next time

  1. One minute: read one lesson below and explain it aloud without looking.
  2. Two minutes: answer the recall cards before revealing the answer.
  3. One minute: open Matchups, choose one opponent and recognise one threat from a clip.
  4. One minute: save one situation to test when you next have the game.

Away from the game, train recognition and decisions. Timing, range, tracking, and execution still need a practice-mode check. Clips need an internet connection; this page is not an offline download.

How to read the advice · notation and frames
i12 / +4 / -13
i12 means 12-frame startup. +4 means you recover four frames earlier; -13 means thirteen later. Always read whether the value is on hit or on block.
A frame-trap example
At +4, an immediate i13 attack reaches its active frame before an opponent's i10 attack, assuming both reach and neither evades. Waiting can remove that advantage.
Safe is not your turn
Safe usually means no guaranteed block punish. You can still be disadvantaged. Blocking, moving, and observing are valid follow-ups.
CH / FC / ws / wr
CH = counter hit; FC = full crouch; ws = while rising from crouch; wr = while running. While standing and while running are different inputs.
SNK / qcf / T!
SNK is Sneak; qcf is a quarter-circle forward input. T! marks Tornado in a combo. Arrows separate chunks; commas separate inputs within a string.
Left and right
Step directions refer to the defending character's own left/right, not a fixed side of the phone screen. Range, alignment, and timing change what can be stepped.

1. Read the situation

Say what happened before naming your next move: hit, block, counter hit, or whiff. Then ask whether you are standing or crouching and whether your next attack will reach. This habit stops a memorised flowchart becoming an automatic mistake.

2. Build a small round plan

Begin with movement, a jab, and a mid check. Observe whether they retaliate, duck, step, or wait. Repeat what works until their response changes. Do not rotate options just to be unpredictable.

3. Separate pressure from punishment

A punish catches recovery before the opponent can defend. Pressure asks them to make another decision. Practise saying which one you are attempting; an attack that is useful in pressure may be far too slow to punish.

4. Add reward without adding confusion

Learn one standing punish, one crouching punish, and one launch conversion first. Add wall carry and harder routes once you can recognise the launch without hesitating. Write the first point where a combo drops, not just ‘practise combos’.

Test yourself

0 / 8 reviewed · 0 to revisit · this session

Hit versus block · card 1 of 8

Your d+2 hits normally. Is another attack guaranteed to beat their response?

Punishment · your standing and crouching answers

Use the fastest reliable answer that fits the recovery and reaches. These timings do not guarantee contact after pushback. df+1,4 is not a natural-hit i13 punish.

Standing

  • i10Right punch,Left punch

    Reliable jab punish; 1,3 is a reach alternative.

  • i12Right kick,Left punch

    Natural hit string; check reach and standing recovery.

  • i14BackRight kick,Left kick

    Heat Engager; use without delaying the high follow-up.

  • i15Down forwardRight punch

    Mid launcher; confirm range before committing.

After blocking low

  • i11WSRight kick

    Fast crouching punish.

  • i12WSLeft punch + Right punch

    Heat Engager. During Heat, a successful Heat Dash enables a combo; not an unconditional launcher.

  • i15WSRight punch

    Crouching launcher; check reach.

Check Dragunov frame data
Throws, Heat, and getting off the floor
  • Throw inputs and breaks differ: f+1+4 needs a 1 break; f+2+3 needs 2; uf+1+2 needs 1+2. Learn the animation as well as the command.
  • Decide what Heat should buy: an approach, a conversion, or a closing mix. A Heat Engager hit starts Heat when available; a Heat Dash spends remaining Heat. An unbreakable tackle entry does not mean every subsequent ground option is unbreakable.
  • At the wall, choose between guaranteed combo damage and a deliberate wake-up read. Watch whether they stay down, tech, or attack; repeating a roll regardless of their response is not a complete oki plan.
  • When you are grounded, identify the knockdown first. Compare staying down, a guarded rise, and a side recovery in practice. No single wake-up option beats every setup.
  • When defending, stand-block by default and duck an identified low or high on a read. If an unfamiliar sequence beats you, save its command for the next lesson.
Throw and Heat reference

Saved on this browser only, not synced. Example: “Record the reply that beats me after d+2. Block it five times, then test one answer.”

Sources and what still needs work

Reviewed 22 September 2026. Core corrections use TekkenDocs move data; the Fear Of Silence guide is explicitly version 2.04.00 (13 August 2025). Additional combo references: Wavu. Review date is not a claim that every entry is current-patch verified.

This is a growing study guide. Dedicated lessons for every opponent, a full audit of shared opponent frame charts, matchup-specific stance answers, and current-patch combo testing are still missing. Generic matchup plans are labelled. Check a disputed interaction in practice before building a habit around it.