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* Sergei Dragunov Juggle FAQ for Tekken: Dark Resurrection *
* (Should all apply for Tekken 5: Dark Resurrection for the arcades) *
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* *
* Copyright 2006 Rarno Connor *
* This may be not be reproduced under any circumstances except for personal, *
* private use. It may not be placed on any web site or otherwise distributed *
* publicly without advance written permission. Use of this guide on any *
* other web site or as a part of any public display is strictly prohibited, *
* and a violation of copyright. *
* *
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Table of Contents~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1.0 Information that may or may not be relevant.
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Game: Tekken: Dark Resurrection/Tekken 5: Dark Resurrection
Genre: 3D Fighting
Game Author: Bandai Namco/Namco
Version Used: PSP Japanese
FAQ Version: 1.00
Cheese: Melts nicely.
Sergei Dragunov is a new member to the Tekken cast, appearing for the first
time in Tekken 5: Dark Resurrection for the arcades(an upgrade from Tekken 5.1
which was an upgrade from Tekken 5). I decided to write this Juggle FAQ for
Dragunov for those who do not frequent or know of the Tekken Zaibatsu Forums.
This FAQ is intended to give information about Juggles that can be performed
by Sergei Dragunov, not mix ups, not punishments, not oki, nor frame data.
It is the juggles and the damage the juggles do and any sidenotes about the
juggles which I believe may be relevant.
1 = Left Punch (Square on PSP default or top left button on arcade)
2 = Right Punch (Triangle on PSP default or top right button on arcade)
3 = Left Kick (X on PSP default or bottom left button on arcade)
4 = Right Kick (Circle on PSP default or bottom right button on arcade)
n = Neutral(let go of any directions being pressed)
f = Tap Forward F = Press and hold Forward
u/f = Tap Diagonal Up/Forward U/F = Press and hold Diagonal Up/Forward
u = Tap Up U = Press and hold Up
u/b = Tap Diagonal Up/Back U/B = Press and hold Diagonal Up/Back
b = Tap Back B = Press and hold Back
d/b = Tap Diagonal Down/Back D/B = Press and hold Diagonal Down/Back
d = Tap Down D = Press and hold Down
d/f = Tap Diagonal Down/Forward D/F = Press and hold Diagonal Down/Forward
qcf = Quarter Circle Forward (d,d/f,f)
qcb = Quarter Circle Back (d,d/b,b)
ws = While standing (As you're getting up from a crouch position)
iWS = Instant While Standing (often d,d/f,n+# or d,d/b,n+#)
WR = While Running
iWR = Instant While Running (f,f,F+# or f,n,f,F+# work best for most people)
FC = Full Crouch Position
ssl = Side Step Left
ssr = Side Step Right
cc = Crouch Cancel (Either u or f,f)
CH = On Counter Hit
cd = Crouch Dash(not used in this FAQ, but its f,n,d,d/f, Dragunov doesn't
have this, used for Hwoarang, Baek, Jin, King's, Mishima's, Devil Jin)
+ = Press Together(1+2 is 1 and 2 together, qcf+2 is qcf and at the end 2).
~ = Do the command fast almost blending them together.
_ = Or.
, = #,# Separates parts of the moves #, # separates different moves.
(w!) = Opponent gets hit into a wall.
(#) = Doesn't hit and not supposed to.
techleft = As you hit the ground press 1_2(1P side, 3_4 from 2P side)
techright = As you hit the ground press 3_4(1P side, 1_2 from 2P side)
*Quick Tip on buffering and juggles with ws+#*
If there's a juggle that ends in say, b+2, ws+1+2(after the b+2 it puts you
into an immediate ws) press b+2 and hold the 2, after the animation for b+2
is over and you're standing up press 1 whilst still holding the 2, it will
come out as ws+1+2.
Also, any juggles with a ws+# move in, the prior move to it should have you
automatically ws anyway so you shouldn't need to worry about iWS.
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3.0 On to the Juggles
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3.2 The Juggles
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For these juggles add the Launcher Damage to the Damage shown for the actual
amount. These should all work easily for the qcf+2 Launcher, but you may have
to wait for the opponent to fall down a bit first.
For the 1, 1, 1, parts these should be dash jabs, which are f,f,n, 1. Where
it has f,f,n, 2,1 has to be performed for some since f,f+2 is an entirely
different move.
For the Launcher, b+2, cc, d+4,4, d+4,1,3 use the u Crouch Cancel, but only
tap it very quickly after the b+2 animation ends, the cc into d+4,4, should be
fast enough that you don't see the ss animation at all.
After a low parry(D/F at the same time or just before the opponent does a low)
into d/f+2 the f+4, d+4,4, d+4,1,3 juggle can be done. To get this juggle
consistently from straight on or this angle, do the launcher then f+4 as soon
as you can. Let the person you're juggling drop a bit more than needed then
do the d+4,4, after that the d+4,1,3 should be easy to connect without the
other person being able to escape the juggle if you do it correctly.
These should be fairly straight forward, some may only work against larger
sized characters, and other may not work for smaller ones. I may go through
later and get all these, but until that time I'll leave it all to you to find
out.
3, f,f,n, d+4,4, d+4,1,3 is rather difficult to connect if you're not used to
the timing of it. Even if it looks like its connecting if you don't get it
just right they can techroll the d+4,4.
If you're doing cc, d+4,4, d+4,1,3 you can use either cc. However if you use
the u cc then let it sidestep a small amount before you continue with it,
otherwise it will not hit for some reason. Just practice a few times to get
the hang of it.
For f,f+4 the higher damage will occur if they lay there, the lower will occur
if they attempt to do anything.
The damage for cc, d+3+4 can be either depending on the speed its done. If
you're unsure which you're doing the 36 will leave them close to you whilst
the 44 will push them far back. For this and cc, d+2 use a very quick u cc.
For FC 3 hold d/b_d_d/f when you press the 3 otherwise a ws+3 will come out
instead.
With d+4,4, d+4,1,3 a ssr can be added before doing so if you do it dead on or
from after 1 ssl distance. This will generally make it more reliable.
The d+3+4 damage will generally be 37 and leave them near you,
the 45 can be done if you wait till the part of the animation where their
left arm hits the floor and then press d+3+4, they will however be pushed
further away(tested on 1P side against Jin). ssr, d+2 works in a similar way
so if you take longer it does more damage but leaves the opponent further
away.
To techleft as I explained in the earlier section, press 1_2 from 1P side as
you're just hitting the ground(3_4 if you're on 2p side).
To consistently land ws+4, d+4,4,3 for some reason I had to hold F whilst
doing the ws+4, though that shouldn't have really made any difference.
techleft_techright, f,f+4, ws+4, d+4,1,3 I have not landed on PSP and haven't
tried to at the arcades, I doubt this actually works, but I'm leaving there
for now.
Same deal here as with the qcf+2, 3, f,f,n, d+4,4, d+4,1,3. Difficult to land
this juggle correctly, and the timing for this one is far more strict than the
same one off qcf+2.
I believe that ssr, 3, d+4,4, d+4,1,3 only works on characters that have the
same hitbox as King, Feng, etc. Even then its rather inconsistent so probably
better not using this one all that often.
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3.2.17a CH f+3_b+1 Near walls only
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Unsure if everything will hit on CH f+3 since I tested it all on CH b+1 but
most should work anyway, qcf+3 should be the only one there that doesn't work.
Wrapping this up, I doubt anyone will read this part anyway. I hope this can
be of some use to people, however people must remember that whilst juggles are
important in Tekken, if you can't start them off there's not much point in
learning them.
These are the current juggles that are known, though I have refrained from
putting certain juggles in otherwise this would be too long and useless. That
said I did add in ones that I previously wouldn't have because it is a FAQ and
should include a decent amount of information and variety.
Thanks go out to everyone who has contributed their time and effort into
finding these juggles from the Tekken Zaibatsu Forums(including myself :P).
If you find a juggle that you believe is worth adding to this then the best
way to do so would be to post it in the Forums at Tekken Zaibatsu in the
Dragunov Combo thread, since I rarely check the GameFAQ boards and would
prefer not to give out any email addresses.
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