So GrayFox, I was going through my notes and you didn't have much to say on my Drag. Do you think I just need to work on what I have learnt and combo consistency, and also focus on developing my Angel as you said before?
One of the main problems I am having at the moment is movement with the stick (I am using this:
Stick ) I have been using this stick for about 3 years and I have consistent trouble with moving the stick in some direction. So things like EWGF come out slow and sidestepping feels awkward, would a Korean stick maybe remedy this or do I just have to just get good?
I'm not a Drag expert. I picked him up just not long ago so he is in baby phase. Doomshine has fantastic Dragunov but I don't know where he is lately.
When you beat me with Drag
You used his frame advantage tools, d+2 and mixups, and that's generally how you should do it. I can give you some more notes how Dragunov works.
Basic Dragunov is all about frame advantage.
Advanced Dragunov is about frame advantage, iwr 2, crouch canceling, iws pressure and insane wall carry combos with f3 DF cancels and more.
Without going into super advanced shit I can tell you about more grounded stuff.
Get the
frame advantage on block with these moves:
b+1+2
4,4
fff+2
b+4,2,1
ff+4 (kinda, it's +1 at best)
ff+3 (pushback is strong)
After those you can attempt
counter hits with, jabs, df+2, strings like 1,2,1 , b+4,2,1 or your favorite df+1,4 or just d+2.
b+4,2,1 is one of the cheapest strings in the game. At least in the online environment. Online players whenever they are losing will fire up this string like it's Holy Mary, and for a good reason.
It's a natural combo, the whole thing.
It's +8 on hit and +4 on block.
The b+4,2 part forces crouch on hit.
You can hold D after b+4,2 to recover crouching
You can delay it.
Insane damage on rage.
Mixups.
You can duck the last hit on block but given Drag's options, opponent is just lucky to score a dick punch(d+1) and try to get away. Because what if Drag does only b+4,2 and nothing? Dick punch wont even hit because he's safe after b+4,2. He can backdash, he can sidestep. He can do whatever he wants.
Doomshine dismantled me with that string alone when we fought.
First I got hit repeatedly over and over. Then I started blocking it. But I couldn't even jab myself free after block since he ch me due to frame advantage. Then I started ducking the last hit. When he noticed that he changed tactics, he did only b+4,2 I duck and he hit me with mids. Like b+4,2 another b+4,2,1 or b+4,2 into b+4,3 (common trick) or df+2, uf+4, any shit imaginable.
By the end I was so confused I couldn't move and he hit me with everything he wanted.
At that time I didn't know anything about this string but I learned the hard way. This string is much more manageable offline, but online with lag? It's the worst nightmare. Best thing? At the wall it's even worse.
Use it.
Phew, I had to vent.
Some other thing you need to learn with Drag.
Crouch canceling the d+2
To crouch cancel, you do d+2 and on recovery you quickly cancel with sidestep up then as quickly as possible cancel sidestep with some move.
d+2, u,n
The common shtick with Drag is doing:
d+2, ws4, d+2, ws4 etc.
So what if opponent caught up and expects ws4 after d+2? You cc into another d+2.
So d+2, cc(u,n) d+2, ect. So 2 in a row or what the hell 3 in a row! Opponent start blocking low? Go back to ws4 or hit ws+2 and launch or run up to him and do whatever you want. Dragunov doesn't give a fuck.
Use it.
There's even a usual combo involving cc. It's even in sample combos in move list I think.
You can crouch cancel db+3 also.
Notice that when db+3 doesn't transition into throw, it can trip opponent. When that happens you crouch cancel the db+3 into d+2, ws4, d+4,4
So:
db+3, cc(u,n) d+2, ws+4, d+4,4
db+3 is a risky move so better get all the damage you can.
Dragunov can do f+3 DF to transition into Dragunovs crouch dash and do his qcf moves.
Advanced stuff is that You can cc that crouch dash.
If you can do f+3,DF cc f+1 really, really smooth and fast then You can start doing Dragunov's most advanced combos, wall carries and constant pressure.
But I wont help you with that because I suck at crouch canceling, haha.
Another thing.
If you can hit fff(and hold forward with third f) faster then Flash eats his sandwich it's iwr. iwr works at zero range.
iwr 2 is Drags tool to maul people at any range you want. Use it and abuse it if you can.
I won't help you with this. I suck at iwr more then at crouch canceling.
Little note:
Don't do whole 3,1,2 string.
Do only 3,1 and go for d+2 mixups I wrote above or b+4,2 stuff or throw etc.
Last note:
uf+4 is most used low crush, d+4,1,4 is guaranteed combo after that. Use it often because people will attempt a lot of dick punches against Drag.
There's billion more things to go but I'm gonna wrap this one up for now. Hope it helps a little!
The stick stuff.
I'm a pad player myself. I played stick a little back in the day and I would still till now but physical problems forced me to drop it. I can only tell you that many things depend how you hold the stick, the lever. Like I used to hold with palm upward, leaver between the four fingers(not counting thumb). Some players change position depending on P1, or P2 side. Sorry, that's all I can help.
As for
EWGF training try out this technique:
Go into practice mode and do just f,n,2. Forward neutral 2 as many times as you can and as fast as you can without hitting accidental f+2.
Then later add d,df motion the moment you are hitting 2. It may even seem that you are hitting the d,df motion after hitting 2.
The strange thing I noticed. The left hand seems to be faster then the brain thinks it is. So you gotta "cheat" the brain. At least with my experience.
Maybe it'll work for you. If not, sorry.