Grounded, flip over trap


If you've played Dragunov for a while, it's easy to see that Dragunov's ground pressure game falls into two major categories, namely if the opponent techs or not. Unlike Bryan who can force opponents into a true 50/50 situation, it's usually in their favor to tech as Dragunov has no strong tracking/homing mid. Therefore Dragunov must do a spike attack (forced KND) such as d/f+3 to eliminate the option to quick roll to really apply solid pressure. The only exception to forcing the opponent into a true 50/50 is when the opponent is caught BT, recovering grounded.


Credited to tyler2k


It's been well known for a while that throws such as f,f+1+2 and f+1+4 followed by an immediate b+2 is a strong, safe option for catching the opponent BT while they are recovering from grounded. Messing with different follow ups to notable KND moves, e.g. u/f+4, qcf+3 was promising, but unfortunately qcf+3 damage and negative frames on hit made the option extremely poor. The interesting part of qcf+3 post u/f+4 was that modifying the timing slightly would net different results. If performed immediately, the qcf+3 would actually flip the opponent over even though they were on the ground in some quasi-state between combo and grounded. They definitely were closer to combo as the damage scaling would decay as expected (120%, 60%,...) and the opponent could quickly tech/escape as they flipped over, as I said most likely a result of qcf+3's frames being so poor. Delaying the qcf+3 just slightly wouldn't flip the opponent over, instead would scale to a 100% ground attack and change the opponent's wake up options. While it initially was promising, the lack of frames on hit were simply too much to overcome.

Fast forward a significant amount of time, after working on u/f+4 options for a while, I discovered that d/b+3 not only has similar properties to qcf+3, but also grants more guaranteed damage and better frames on hit. When compared to other u/f+4 post hit options, a timed d/b+3 is actually second on max damage, right behind a JF d+3+4 for 3 additional damage (though good luck landing it in a match). So even apart from the oki options, timed d/b+3 is a great follow up. I'm staring to go on a tangent so you can read more on that development in the other article: u/f+4, d/b+3.

What I do want to focus for now is u/f+4, d/b+3 (quick) and BT B! d+2, both being situations when the opponent flips over face up to a FDFT situation. The first thing to notice is that in almost all situations it will never look as clear cut as FDFT, instead you'll most likely be to the opponent side. What's important to realize is that these situations will not occur frequently and the opponent will not be immediately aware of their grounded positioning. Also it's important to be aware that walking into the foreground/background slightly will change their relative positioning and as such the options, but I won't get into that now. The strongest option during their recovery is definitely b+1+2 as it's safe, re-KNDs the opponent, and recovers fairly fast on whiff. As with the throw options mentioned earlier, it's also possible to do a b+2 check followed by a WS+1+2 on hit, but in these situations there's no need take a safer option as the opponent's options are already limited.

Video Examples:

From my "Practical pt.4" video:

From my "Practical Extra" video:


With BR's 4,1 not working off-axis, the damage potential of hitting the opponent while they're BT is very poor. The only thing a BT bind has going for it is B! dash in d/f+3, d+3 is guaranteed and if you think the opponent will tech, you can finish with d+3,4 instead (though be careful of opponent BT options!). Now with BT B! d+2, dash in b+1+2, you can sacrifice a little bit of damage for the chance of considerably more damage. Then factoring that the opponent will again be stuck BT while grounded leaves options very open ended and very scary.