GiantDojo ALPHAv0.01
Dragunov

Dragunov

Dragunov - rushdown/oki. Tools include i12 launcher, CH-launch low.

rushdownoki

Key Moves

df+2

i15 mid launcher. -12 on block, launches on hit.

db+3

i27 low CH launch, high crush. -26 on block, -2c on hit.

b+1+2

i22 mid. +6 on block, +13c on hit.

WSthen1+2

i12 mid launcher. -14 on block, launches on hit.

fthenfthenF+2

i15 mid. +4 on block, +32d (-26) on hit.

db+3+4

i20 low CH launch. -31 on block, +3g on hit.

df+4

i12 mid. -9 on block, +2 on hit.

Overview

Dragunov is classified as rushdown, oki. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 12 frames.

Strengths

  • Fast i12 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+4 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with b+1+2 (+6 on block).
  4. Bait jabs with db+3 for a low CH launch.

Defense

  • Parry: d+1+2 (Pit Fall) catches a high or mid attack and turns the round around.
  • Panic launcher: uf+4 (low crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws1+2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Dragunov’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.