-GB As a newcomer to Tekken I’ve had to solve this one mystery… the mystery of iWR moves, because you know – I wanted to harness the power of that Dragunov iWR2 spam. As a newcomer to Tekken who can consistently do iWR2 or any other iWR move on demand, I can tell you that almost every single tutorial out there is complete garbage and doesn’t teach the correct technique. So, as you could’ve guessed today I will fix that – I will explain the logic behing the iWR moves, share my practice routine and since Dragunov has the most famous and useful running move in Tekken 7 – I will give you some tips for Dragunov specifically. First, let’s start with bunch of anecdotes… I’ve seen respected memebers of community give completely misleading tips on the subject, saying things like ‘hold the last f’ and I’ve seen plenty of less experienced veterans suggest some complete nonsense like doing jab into buffered iWR2.

None of that is good and makes sense. iWR2 is iWR2, you either can do it or not. So, how do you do it? There are two ways to go about it and both are fine as long as you do it correctly. The input is triple f, you can’t get away from that… but some people prerfer to do fnff, others prefer to do ffnf. I can do both and I do both consistently. This is pretty easy, however, the trick is to press the last f at the same time as you press 2. Think of it as of a just frame, except it really isnt – the window is much bigger and it actually depends on the distance between you and your opponent, but I will talk about it later.

For now, pick the input technique that you can consistently replicate – be it ffnf or fnff and make sure that your last f is timed correctly, right when you press the 2. If you do everything correctly you will get an instant running two. Now – I don’t completely understand how it works, but from what I’ve been told, the way it works is that the engine assumes the running state for your character and the bigger the distance between you and your opponent is the bigger the window for the last f2. So the furher away you are from your opponent – the easier it is. How do you practice it? Well, the best way to practice it is obviously by doing it point blank, range 0.

Spawn yourself at the wall in the practice mode, put the dummy into the guard mode and mash it out. However, my advice is to actually use it at range 1-2. Obviously its no good when you use the WR2 from range 5… its easy steppable, susceptible to whiff and let’s be real – I wouldn’t be teaching you how to do the instant version if doing it from the natural sprint range was any good. But… why do I advice to stay away from doing it upclose? The thing is, at close ranges – like point blank – you would normally want to use faster moves and despite WR2 being technically around 15 frames, the input takes some time so I’d consider it to be relatively slow to be used in range 0.

It doesn’t mean that you can’t use it and you should, since you can just dump your opponent into a corner with couple of WR2 chained into antoher couple WR2… but I think it has its best use from range 1-2. Besides, it is kinda reasonable that it would yeild the most counterhits if used from that range since at range 2 or so people tend to use slower keepout moves, so you will have a natural advantage over them. Anyway, I suggest to practice it the way you would very likely be using it. To do that pick an infinite stage, start from the spawn and just chain WR2. The pushback on successful hit WR2 creates enough distannce for you to do it again and again. That way, you are not bothering yourself with mostly unnecessary autism of doing it point blank, which is kinda hard but instead you make it easier, by doing it the way you would do it in the match for 90% of the time. Now, since we’re talking about Dragunov he has some funny things for when you fail to do the iWR2.

If you do everything correctly but mistime the last input, the WR2 will fail into f2. Good news, f2 is safe and despite being high it has a good mid follow up. So if you fail the WR2 just buffer the 4, because f24 is a high mid counterhit launcher. This way you can cover your ass if you screw up iWR2. Oh by the way, you can also mess with your opponent a big time by pretending to fail the running 2 and then doing the delayed f24 – the 4 in that string has mad delay, it’s really good. If you somehow manage to fail it into ff2, then well… I’ve got good news for you as well – you can still salvage the situation. Dragunovs ff2 has a cancelable grab extension, so ff2 1+2. Again if you see yourself failing it that way, just buffer 1+2 and you’re good. Hope this video helps ya, if you have any questions regarding this video or any other tutorial that you want to see in the future – leave a comment and let me know.

Thank you for watching and I’ll see you next time!.

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