I'm a main drag current in tekken king, and this move is actually very good, it is like that because it needs to be for some situations but on the other hand it got broken at he wall for example, i think the perfect balance is to make it not wallsplat anymore and removing the plus frames, like making only plus 1 or 0 on block
@@avatardeponei8204 Making it only +1 or 0 is a good change as well. If that's the case Drag could still Wake Up the Opponent with Chip Damage and Ground Hitting Properties, but it wouldn't be a brutal Situation for the other Player to fight out from. I think your idea is worth exploring. 🤔👍
@@kylefields3951 drag used to work more with his throws before, but now they don't give you oki anymore, so qcf4 covers it for oki and combo ender, in open space the move is ok, but at the wall it's just brutal, definitely need to be nerfed
I never thought about that, but actually that might be a really good way to balance it. 🤔 With your Design, play patterns could end up like this: If the Dragunov Player wants to get greedy and Hit Grounded with high Damage, Wakeup-> Low Block would Cover Dragunov's Hatchet Kick. If they wanted to get greedy on their Wakeup and do Chip and +Frames on the same Timing, Wakeup-> Low Block would also Cover that. Very interesting. It would actually give scrutiny to Dragunov's Wakeups and make it to where he actually has to Outplay the opponent's Wakeup scenario in order to land a greedy-type decision. This theory you came up with has merit I think.👍
Great video, bro! Very well explained and thought out! Subbed!
Whoa. The Kazuya guy himself. 😎 Thanks for taking the time to watch.
@@kylefields3951 was a pleasure, bro. Keep it up!
🌟what a knowledgeable man 🙌🏻💜 love your voice
I can always count on Misty to hype me up 😂 Thank you.
@@kylefields3951 yes :") always your fan 🤗
I'm a main drag current in tekken king, and this move is actually very good, it is like that because it needs to be for some situations but on the other hand it got broken at he wall for example, i think the perfect balance is to make it not wallsplat anymore and removing the plus frames, like making only plus 1 or 0 on block
@@avatardeponei8204 Making it only +1 or 0 is a good change as well. If that's the case Drag could still Wake Up the Opponent with Chip Damage and Ground Hitting Properties, but it wouldn't be a brutal Situation for the other Player to fight out from. I think your idea is worth exploring. 🤔👍
@@kylefields3951 drag used to work more with his throws before, but now they don't give you oki anymore, so qcf4 covers it for oki and combo ender, in open space the move is ok, but at the wall it's just brutal, definitely need to be nerfed
What I don't like about Dragunov from this Tekken is that he seems like a high reward low risk character.
I can parry as a jin player lol
@@arsenguler8092 That's actually hype asf.
You're gonna get counter hit thrown if you throw too much
As much as they nerfed kazumi, Leroy, and fahk, they need to nerf drag. Make the move a high instead of a mid and remove grounded hit
I never thought about that, but actually that might be a really good way to balance it. 🤔
With your Design, play patterns could end up like this: If the Dragunov Player wants to get greedy and Hit Grounded with high Damage, Wakeup-> Low Block would Cover Dragunov's Hatchet Kick. If they wanted to get greedy on their Wakeup and do Chip and +Frames on the same Timing, Wakeup-> Low Block would also Cover that. Very interesting. It would actually give scrutiny to Dragunov's Wakeups and make it to where he actually has to Outplay the opponent's Wakeup scenario in order to land a greedy-type decision.
This theory you came up with has merit I think.👍