Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +17; 17
Damage: +16; 16
Damage: +19; 13
Damage: +18; 12
Damage: +24
Damage: +9
Damage: +19; 13
Damage: +18; 12
Damage: 46; 15
Damage: 45
Damage: 40+
Wall break. Heat engager
Damage: +24
Damage: +21
Heat engager
Damage: +67; 48
Whiffs off-axis, particularly 2 sidesteps to the right on Xiaoyu. 1 less damage without just input
Damage: +64; 49
Whiffs off-axis, particularly 2 sidesteps to the right on Xiaoyu. 1 less damage without just input
Damage: +41; 40
1 less damage without just input
Damage: +50; 31
1 less damage without just input
Damage: +46; 29
1 less damage without just input
Damage: +64; 39
1 less damage without just input
Damage: +54; 33
1 less damage without just input
Damage: 87; 42
1 less damage without just input
Damage: 84; 40
1 less damage without just input
Damage: 89; 39
1 less damage without just input
Damage: 89; 40
1 less damage without just input
Damage: +59; 37
1 less damage without just input
Damage: 48; 18
Floor Break
Damage: 41; 12
Wall Break
Damage: +48; 30
Damage: +33
Damage: +44;
1 less damage without just input
Damage: +37; 22
(Use over 4,1 only if you need a mid.)
(Long range punisher; think Deathfist)
While no longer a crucial part of his toolkit like it was in previous games, Dragunov still makes use of his Sneak (SNK) Cancel for his optimal combos and for wall carry.; SNK cancels are done by inputting u~n during Drag's SNK transition, and then immediately pressing an attack button (such as 1 or 3,1~df). A good visual cue is just before Dragunov's head reaches its lowest point, but after a bit of practice, you'll be able to do it based off of muscle memory alone. The input window for u~n is much more generous in Tekken 8 than in previous games, allowing it to be done basically at any point during the SNK animation. Pressing u~n too early will result in Drag doing a SNK move, which drops your combo.; Optimal combo routes utilize SNK canceling, most commonly after FC.df+1:4. For more info, see Staples.
141 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 25,14,23 · m,m,m
Heat smash; Balcony break; Only 1st and 3rd hit; 7 Chip damage on block; Throw on 1st hit - 50 damage
Damage: 25,14,23,0 · m,m,m,t
Unbreakable on hit; Shift to tackle on hit; Interrupt with i15 on 1st block
Damage: 22,0 · m,t
Consumes 300F of remaining Heat time; Shift to tackle on hit; Interrupt with i24 from 1st block; Whiffs vs SSL, SWL and SWR from 1st block
Damage: 8,0 · L,t
Consumes 300F of remaining Heat time; Shift to tackle on hit; Interrupt with i28 from 1st block; Interrupt with i19 from 1st hit; Whiffs vs SSL, SWL and SWR from 1st block or hit
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17); Increased tracking and different animation when 1,3 is input
Damage: 5,8 · h,h
Combo from 1st hit; Interrupt with i1 from 1st block
Damage: 5,8,22 · h,h,m
Balcony break; Combo from 2nd CH with 5f delay; Interrupt with i5 from 1st block; Input can be 10f delayed
Damage: 5,8 · h,m
Jail from 1st attack; Combo from 1st hit
Damage: 5,8,20 · h,m,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st or 2nd CH; Jail from 1st block; Opponent recovers Crouching
Damage: 5,14 · h,h
Jail from 1st attack; Combo from 1st hit
Damage: 5,14,10 · h,h,h
Combo from 2nd CH; Interrupt with i8 from 1st block; Whiffs vs SS, SW from 1st block; Links to 10-hit strings
Damage: 5,14,20 · h,h,m
Spike; Combo from 2nd CH; Interrupt with i4 from 1st block
Damage: 10 · h
Damage: 10,10 · h,h
Jail from 1st attack; Combo from 1st hit; Enter SNK -1 +10 r20 with DF; Enter -3, -14 PGR with 3+4 (or d+3+4)
Damage: 10,10,24 · h,h,h
Balcony break; Interrupt with i2 from 1st block; Forces tech back roll on hit; Input can be delayed 14f; Move can be delayed 10f
Damage: 10,10,14 · h,h,L
Floor break; Interrupt with i7 from 2nd block
Damage: 10 · m
Damage: 10,8 · m,h
Combo from 1st hit; Interrupt with i3 from 1st block; Enter SNK -3 +6 r23 with DF
Damage: 10,8,24 · m,h,m
Balcony break; Jail from 2nd block with 1F delay; Combo from 2nd CH with 10f delay; Input can be delayed 11f; Move can be delayed 10f
Damage: 10,8,24 · m,h,h
Balcony break; Combo from 2nd CH with 7f delay; Interrupt with i2 from 2nd block; Input can be delayed 11f; Move can be delayed 10f
Damage: 10 · h
Damage: 10,17 · h,h
Combo from 1st hit; Jails attack inputs from 1st block (movement bufferable); Duckable; Recovers 3f faster on hit or block
Damage: 10,18 · h,m
Spike; Combo from 1st CH; Interrupt with i4 from 1st block
Damage: 10,23 · h,m
Balcony break; 6 chip damage on block; Interrupt with i15 from 1st block; Interrupt with i8 from 1st hit; Whiffs vs SS, SW from 1st block; Whiffs vs SSR, SWR from 1st hit
Damage: 25 · m
Balcony break; Spike; -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 16 · h
Damage: 16,24 · h,m
Balcony break; Combo from 1st CH with 10f delay; Move cannot be interruptable; Input can be delayed 10f
Damage: 11 · m
Enter SNK +0 +11 r19 with DF
Damage: 11,14 · m,m
Floor break; Combo from 1st CH; Interrupt with i4 from 1st block; Side switch on hit; +20 damage throw when hit from the front in close range; +1c on normal hit at long range
Damage: 11,27 · m,m
Heat engager; Heat dash +5, +67a (+50); Balcony break; Spike; Combo from 1st hit; 8 chip damage on block; Interrupt with i10 from 1st block
Damage: 16 · h
Damage: 16,22 · h,h
Tornado; Balcony break; Combo from 1st hit with 3f delay; Interrupt with i14 from 1st block; Whiffs vs SS, SW from 1st block
Damage: 16,11 · h,h
Balcony break; Only on CH; Combo from 1st hit with 5f delay; Interrupt with i4 from 1st block
Damage: 16,11,17 · h,h,h
Balcony break; Interrupt with i6 from 2nd block
Damage: 16,12 · h,L
Floor break; Combo from 1st hit with 5f delay; Interrupt with i6 from 1st block
Damage: 27 · h
Balcony break
Damage: 25 · h
Tech-rollable on frames 34~38
Damage: 13 · m
Enter -2, -11 PGR with 3+4 (or d+3+4)
Damage: 13,23 · m,h
Balcony break; Combo from 1st CH with 8f delay; Interrupt with i2 from 1st block; Input can be delayed 12f
Damage: 14 · m
Launches crouching opponent
Damage: 16 · m
Floor break; +20 damage throw when hit from the front in close range
Damage: 14 · m
Damage: 19 · m
Strong aerial tailspin; Homing; Balcony break
Damage: 18 · m
Floor break
Damage: 14 · L
Damage: 13 · L
Damage: 13,18 · L,h
Combo from 1st CH; Interrupt with i5 from 1st block
Damage: 13,18,24 · L,h,m
Balcony break; Spike; 7 chip damage on block; Interrupt with i14 from 2nd block
Damage: 13,18 · L,m
Floor break; Combo from 1st CH; Interrupt with i9 from 1st block; Whiffs vs SSR, SW from 1st block
Damage: 12 · L
Damage: 12,8 · L,h
Combo from 1st CH with 1f delay; -27 from 1st block
Damage: 12,8,21 · L,h,h
Balcony break; Combo from 1st CH or 2nd hit; Jails from 2nd block; Interrupt with i12 from 1st block; Whiffs vs SS, SW from 1st block
Damage: 12,23 · L,h
Balcony break; Combo from 1st CH; Interrupt with i3 from 1st block
Damage: 40
Parries lows except weapons; Can side switch on a successful parry; 100% recoverable damage
Damage: 12 · m
Damage: 12,10 · m,m
Combo from 1st hit with 9f delay; Interrupt with i1 from 1st block; Input can be delayed 11f
Damage: 12,10,20 · m,m,m
Combo from 2nd CH with 6f delay; Interrupt with i6; Whiffs vs SSR from 2nd block; Input can be delayed 14f
Damage: 17 · l
Clean hit +67a (+51)
Damage: 23 · L
Damage: 14 · m
Damage: 14,18 · m,m
Tornado; Balcony break; Combo from 1st hit with 1f delay; Interrupt with i6 from 1st block; Whiffs vs SSR, SWR from 1st block; Opponent recovers crouching
Damage: 14 · m
Damage: 14,11 · m,h
Combo from 1st hit with 3F delay; Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 3F
Damage: 14,11,17 · m,h,l
Clean hit +4; Interrupt with i11 from 1st block; Shift to Clipping Heel Hook on close range CH
Damage: 17 · h
Homing; Balcony break; +18a (+9) on BT hit; Transitions to throw on counterhit from the front; 20 damage, +1d
Damage: 15 · m
+4c on crouching opponents
Damage: 15,10 · m,m
Floor break; Combo from 1st CH with 5f delay; Interrupt with i1; Enter FC r26 with D or DB; Enter SNK -6 +5 r25 with DF
Damage: 15,10,17 · m,m,h
Combo from 1st CH or 2nd hit with 7F delay; Interrupt with i3 from 1st block; Move can be delayed by 10F
m,m,t
Throw break 1+2; Recovery in BT; Unbreakable during Heat; Consumes 300F of remaining Heat time; Interrupt with i21 from 2nd block; Interrupt with i9 from 2nd hit; Whiffs vs SSL, SW from 2nd block; Whiffs vs SSL, SWL from 2nd hit
Damage: 15,16 · m,h
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit with 1f delay; Jails attack inputs (movement bufferable); Duckable
Damage: 26 · m
Floor break
Damage: 25
Parries mid and high punches and kicks; +1d on a successful kick parry; 100% recoverable damage; Sometimes Side switches on hit
Damage: 22 · h
Transitions to throw on block front hit; +26a on side or back hit; Punch parry
Damage: 22,20 · h,t
Unbreakable; Transitions to throw when blocked from the front; Just frame not required during Heat; Partially consumes remaining Heat time
Damage: 17 · h
Damage: 18 · h
Sidesteps left
Damage: 16 · m
Damage: 21 · m
Damage: 60 · m!
Balcony break; Unblockable
Damage: 16 · m
Balcony break
Damage: 21 · m
Damage: 20 · h
Tornado; Balcony break
Damage: 20 · M
Floor break
Damage: 16 · m
Balcony break
Damage: 21 · m
Damage: 20 · m
Damage: 20 · m
Balcony break; Spike; Cancel to Feint & Catch with 1+2 at frame 14
Damage: 35 · h
Homing; Balcony break; 14 chip damage on block
Damage: 21 · M
Floor break
Damage: 22 · m
Balcony break; Spike; 4 chip damage on block; Do f,n,f+2 within 8 total frames for the powered up (bluespark) version - 26 damage and 7 chip damage on block; Forces tech back roll on hit
Damage: 20,25 · m,t
Tornado; on wall hit only (Death's Fragrance); Transition to attack throw on front standing or wall hit; Throw is unbreakable; Sometimes Side switches on hit
Damage: 20,20 · L,t
Transition to attack throw on front standing hit; Must run for 32f to access this move; +27a on BT hit; Normally Side switches on hit
Damage: 23 · m
Tornado
Damage: 8 · L
Damage: 8,10 · L,m
Combo from 1st hit; Available only as combo from 1st hit; Input 4 on frames 16~19 to power up - 14 damage
Damage: 11 · m
Enter SNK -5 +2 r22 with DF
Damage: 11,14 · m,h
Balcony break; Combo from 1st hit; Interrupt with i4 from 1st block
Damage: 11,17 · m,m
Balcony break; Combo from 1st hit with 1F delay; Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 1F
Damage: 15 · m
Damage: 21 · m
Balcony break
Damage: 15 · m
Damage: 28 · m
Heat engager; Heat dash +43d (+35); Balcony break
Lapses to standing; Cancel to SS with u; Input d, DF to transition to FC instead of SNK; Stance moves can be delayed by 20F
Damage: 20 · h
Damage: 25 · m
Tornado; High evasion?
Damage: 17,20 · L,t
Throw when CH from the front or on airborne hit in close range; Called "Needle Hold" in-game; +26a on CH from distance
Damage: 22 · m
Heat engager; Heat dash +5, +67a (+50); Balcony break; Spike; 4 chip damage on block
Damage: 20 · m
Absorb a hit to transition to Snap Knee Assault; +1d 45dmg total; -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Transitions to FC on frame 28~
Damage: 24 · M
Strong aerial tailspin; Balcony break
Damage: 21 · l
Homing; Shift to Clipping Heel Hook on front hit only for 20 more damage; +3 on hit from the side or back
m(t)
Throw break: 1+2; Transition to BT on throw break; Shift to tackle on hit; Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Can't block for 5 seconds; CH state on your next attack for 5 seconds (Tekken 7 and prior games); 10% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward); Attacks taken will be CH for 5 seconds
Damage: 16 · m
Floor break
Damage: 16,20,20 · m,h,t
Throw when hit from the front; Side switch on front hit; +5 on side or BT hit; Combo from 1st hit with 12F delay; Interrupt with i1 from 1st block; Move can be delayed by 15F; Input can be delayed by 18F
Damage: 16,8,12 · m,m,m
Combo from 1st hit with 1F delay; Interrupt with i8 from 1st block; Move cannot be delayed; Input can be delayed by 1F
Damage: 16,8,12,28 · m,m,m,h
Move can be delayed by 15F; Interrupt with i6 from 3rd block; Whiffs vs SSR, SWR from 3rd block
m,m,m,m (t)
Throw break: 1+2; Transition to BT on throw break; Shift to tackle on hit; Interrupt with i22 from 3rd block; Whiffs vs SSL, SW from 3rd block; Whiffs vs SSL, SWL from 3rd hit; Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
Damage: 20 · l
Damage: 8,30 · l,t
On close hit
Damage: 24 · L
Floor break; +0a (-8) on grounded
m (t)
Throw break: 1+2; Transition to BT on throw break; Shift to tackle on hit; Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
Damage: 35 · t
Homing; Throw break 1 or 2; Opponent recovers in FUFA
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit or break; Opponent recovers in FDFL
Damage: 40 · t
Throw break 1; Opponent recovers in FUFA (FUFL?)
Damage: 40 · t
Throw break 2; Opponent recovers in FUFL
Damage: 50 · t
Unbreakable
Damage: 40 · t
Throw break 1; Side switch on hit; Opponent recovers in FDFT
Damage: 40 · t
Throw break 2; Opponent recovers in FUFA (FUFL?)
Damage: 40 · t
Floor break; Throw break: 1+2; Side switch on hit
Damage: 35 · t (m)
Side switch; Crouch throw
Damage: 35 · t
Unbreakable (avoid by ducking)
Damage: 5,14,40 · h,h,t
Homing; Input 1+2 at frame 21 of 1,3,2; i50 effective startup; Throw break: 1+2; Unbreakable during Heat; Consumes 180F of remaining Heat time; Cancel to r28 with B
Damage: 35 · t
Side switch; Crouch throw; Cancel to FC with D, DB or DF
Damage: 20,20,25,35 · m,t
Tornado; Deals maximum 32 (20) damage due to scaling
Damage: 35 · t
Throw break 1
Damage: 40 · t
Throw break 2
Damage: 45 · t
Throw break 1+2