SERGEI DRAGUNOV:DATA

MOVE LIST & FRAME DATA Ver.4.01

The patch notes of SEASON 3 are included in "Old Patch Notes" of 【Notes】.
The patch notes of SEASON 4 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jab

H / 7
10F +1 +8 +8
Eye Gouge to Hilt (2)

H,H / 7,8
-4 +7 +7 Combo from 1st NH
Eye Gouge to Hilt

H,H,M / 7,8,22
-9 KDN KDN Combo from 2nd CH
Can be delayed
Combo can be delayed 5F from 2nd CH
Salvo (2)

H,M / 7,8
-9 +2 +2 Combo from 1st NH
Salvo

H,M,M / 7,8,20
-14 KDN KDN* Combo from 1st or 2nd CH
Hammer and Sickle (2)

H,H / 7,14
-7 +1 +9 Combo from 1st NH
Hammer and Sickle

H,H,M / 7,14,20
-12 KDN KDN* Combo from 2nd CH
Hammer and Sickle (2) to Feint & Catch

H,H,Th(H) / 7,14,35
Th Th Break Throw (14F)
+5F after break Throw
Disable break throw during Charging
(S3)– Increased the range of the attack.
Hammer and Sickle (2) to Feint & Catch Cancel

H,H,SP / 7,14
-32 -24 -16
Right Jab

H / 10
10F ±0 +9 +9
・Opponent closer on hit.
One Two

H,H / 10,8
-2 +6 +6 Combo from 1st NH
One Two Scud Kick

H,H,H / 10,8,24
-9 KDN KDN Combo from 2nd CH
Can be delayed
Combo can be delayed 9F from 2nd CH
One Two Mine Kick

H,H,L / 10,8,14
-12 +3C +3C Forced to crouching upon hit..
Combo from 2nd CH.
Can be delayed 14F.
(S3)– Changed the attack startup from 23F to 22F.
Side Kick

M / 10
15F -9 +2 +2
Disconnector (2)

M,H / 10,8
-2 +7 +7 Combo from 1st NH.
Disconnector (2) to Sneak

M,H,SP / 10,8
-4 +5 +5 Combo from 1st NH.
(S3)- New move.
(Ver.3.10)- Delayed by 4 frames the timing at which you could shift to a special step from .
Disconnector

M,H,M / 10,8,24
-12 KDN KDN Combo from 2nd CH.
Can be delayed 12F.
Combo can be delayed 11F from 2nd CH.
Disconnector Combo High

M,H,H / 10,8,27
-9 KDN KDN Combo from 2nd CH.
Can be delayed 12F.
Combo can be delayed 8F from 2nd CH.
(S3)- New move.
Straight Kick

H / 15
12F -9 -1 +7
Karnov Hook

H,H / 15,12
-6 +8 +8 Combo from 1st NH
Karnov Kick

H,M / 15,20
-12 KDN KDN Combo from 1st CH
Meaty 1F
Karnov Avalaunche

H,M / 15,23
+3 KDN KDN* TSTJ
Returns to crouching.
・Damage changed from 28 to 25.
・Hitbox expanded downward.
(Ver.4.00) - Changed the damage from 25 to 23.
Bloodhound Strike

M / 25
21F -14 KDN KDN PC8F
・Changed from -12F to -14F on block.
Iron Flail

H / 25
25F -14 KDN KDN TJ13F
To go down after moving
Iron Flail to Side Quick Roll
any attack input
H,SP / 25
-24G KDN KDN TJ13F
Returns to crouching.
Stun Gun (1)

H / 16
19F -8 +3 +8
Stun Gun

H,M / 16,24
-7 KDN KDN* Combo from 1st CH
Can be delayed 11F
Combo can be delayed 11F from 1st CH
High Salute

M / 11
20F -6 +2 +2
High Salute to Sneak

M,SP / 11
-1 +7 +7
Step-in Bardiche

M,H / 11,20
-9 KDN KDN* TS
Combo from 1st NH
Step-in Mantis (Close)

M,M / 11,14(,20)
-12 Th Th Combo from 1st CH
Damage() is throw bonus
Step-in Mantis

M,M / 11,14
-12 -1C +4C Forced to crouching upon hit.
Meaty 1F in actualy
Cougar Combination (1)

H / 16
14F -7 +4 +4
Cougar Combination (2)

H,H / 16,14
-11 ±0 LNC Combo from 1st NH
Can be delayed 6F
Combo can be delayed 6F from 1st CH
Cougar Combination

H,H,H / 16,14,20
-5 KDN KDN
Cougar Maul

H,L / 16,12
-12 +3C +3C Forced to crouching upon hit.
Combo from 1st CH
(S3)– Changed the attack startup from 26F to 25F.
– Increased the range of the attack.
Scabbard

H / 20
17F -9 KDN KDN 49 TS
Switchblade

M / 13
13F -2 +7 +7 36
Switchblade Ripper

M,H / 13,23
-7 KDN KDN Combo from 1st CH
Can be delayed
Combo can be delayed 8F from 1st CH
Scimitar

M / 14
15F -12 LNC LNC
Mantis Heel (Close)

M / 16(,20)
17F -6 Th Th 42 Damage() is throw bonus
Mantis Heel

M / 16
17F -6 +5C +10C Forced to crouching upon hit.
Meaty 1F in actualy
Front Kick

M / 14
12F -9 +2 +2 40
Reaper Kick

M / 23
22F -7 +12Sp +12Sp HTS
(Ver.4.00) - New move
Bunker-buster Elbow

M / 18
18F +1C +8C KDN Forced to crouching upon block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +1F.
- Changed the frame advantage upon hit from +7F to +8F.
- Shortened the recovery time after the move counter hit by 1F.
- Increased the range of the attack.
Razer

L / 17
18F -13 ±0 +13G TC6F
Returns to crouching.
Meaty 1F
・Opponent reaction on hit was changed.
・Changed from ±0CF to -1F on hit.
(S3)– Changed the frame advantage upon hit from -1F to ±0F.
March of Tyranny (1)
or
L / 13
17F -14 -3 +1C Forced to crouching upon CH.
(S3)– Changed the frame advantage when blocked from -16F to -14F.
– Changed the frame advantage upon normal hit from -4F to -3F.
– Changed the frame advantage upon counter hit from ±0F to +1F.
– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.3.30)・Fixed an issue in which the move's properties differed from those of .
March of Tyranny

L,M / 13,18
-11 +5 +23G Combo from 1st CH
Interruption 10F after 1st block
(S3)– Changed the attack startup from 28F to 27F.
Separator (1)

L / 12
15F -15 -9 -4 Special Effect after CH
Separator (2)

L,H / 12,8
-11 +5 +5 Combo from 1st CH
Separator

L,H,H / 12,8,21
-16 KDN KDN Combo from 1st CH or 2nd NH
Stiletto

L,H / 12,23
-14 KDN KDN Combo from 1st CH
(Ver.4.00) - Changed the frame advantage when blocked from -15F to -14F.
- Shortened the recovery time after the move hits by 1F.
Crouch Jab

SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Input to standing
Death's Door (1)

M / 12
14F -7 +4 +4
Death's Door (2)

M,M / 12,10
-10 +1 +3 Combo from 1st NH
Can be delayed
Combo can be delayed 10F from 1st NH
Death's Door

M,M,M / 12,10,20
-14 KDN KDN Combo from 2nd CH
Can be delayed
Combo can be delayed 7F from 2nd CH
・Opponent reaction on hit while downed was changed.
Clipping Sweep (Close)

L / 21(,30)
27F -26 KDN Th 62 TC6F
To Clipping Heel Hook after Close CH
Damage() is throw bonus
Meaty 1F in actualy
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Clipping Sweep

L / 14
27F -26 -7 KDN TC6F
Meaty 1F in actualy
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Clipping Sweep to Feint & Catch

Th(L) / 45
40F Th Break Throw (14F)
+5F after break Throw
Disable break throw during Charging
Clipping Sweep to Feint & Catch Cancel

SP / -
50 Returns to crouching.
Crouch Chin Kick

L / 7
12F -13 -2 -2 TC4F
Returns to crouching.
Pommel Swing (1)

M / 14
17F -10 +1 +1
Pommel Swing

M,M / 14,18
-13 +10Sp KDN TS
Combo from 1st NH
Eye Gouge to Stingray (1)

M / 14
15F -3 +8 +8 Returns to crouching.
Eye Gouge to Stingray (2)

M,H / 14,11
-5 +6 +6 Combo from 1st NH
Eye Gouge to Stingray (Close)

M,H,L / 14,11,24(,20)
-26 KDN Th TC
To Clipping Heel Hook after Close CH
Damage() is throw bonus
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Eye Gouge to Stingray

M,H,L / 14,11,16
-26 -7 KDN TC
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Eye Gouge to Stingray to Feint & Catch

M,H,Th(L) / 14,11,45
Th TC
Break Throw (14F)
+5F after break Throw
Disable break throw during Charging
Eye Gouge to Stingray to Feint & Catch Cancel

M,H,SP / 14,11
TC
Serrated Edge

H / 17
14F -9 +11Sp +11Sp HTS
Death March (1)

M / 15
15F -4 +7 +7
Death March

M,M / 15,15
-7 +4C +4C Forced to crouching upon hit.
Combo from 1st CH
Death March

M,M / 15,15
-7 +4C +4C Returns to crouching.
Forced to crouching upon hit.
Combo from 1st CH
Death March to Ear Grab

M,M,H / 15,15,17
+1 +5 +12 Combo from 1st CH or 2nd hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
*Changed the frame advantage on counter hit from +5F to +12F.
Death March to Takedown

M,M,Th(M) / 15,15,5
Th To Ambush Tackle ()
Death March to Takedown Cancel SS
any attack input
M,M,SP / 15,15
-50 -39 -39 Forced to crouching upon hit.
War Machine

M,H / 15,22
-9 KDN KDN TS
Combo from 1st NH
(S3)– Increased the range of the attack.
Blizzard Hammer

M / 26
22F +6 KDN KDN
Inertia Kick

H(Absorbs Punch(H/M)) / 22
28F -2 KDN KDN Absorbs Punch(H/M) during 7 to 15F
Sub-Zero

UB(M) / 60
63F KDN KDN KDN
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumping Knuckle
or or
M / 12
18F -12 -1 -1 TJ9F
Eye Blast

H / 20
15F -9 KDN KDN 43
・Damage changed from 18 to 20.
・Startup changed from 16F to 15F.
・Changed from -7F to -9F on block.
・Opponent reaction on hit and mid-air hit was changed.
・Hitbox expanded downward.
Counterstrike

H / 18
20F -5 +9 KDN 46
Under Pressure
or
M / 20
30F -5 LNC LNC TJ9F
Meaty 1F in actualy
Jumping Front Kick

M / 16
17F -17 -6 -6 TJ9F
Jumping Front Kick

M / 16
17F -13 KDN KDN TJ9F
Jumping Front Kick

M / 16
17F -7 KDN KDN TJ9F
Slicing Sobat

M / 21
22F -17 KDN KDN 58 TJ9F
Slicing Sobat

M / 21
22F -13 KDN KDN 54 TJ9F
Slicing Sobat

M / 21
22F -9 KDN KDN 50 TJ9F
Delay Rising Toekick

M / 25
23F -11 LNC LNC TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Russian Sickle

M / 20
15F -12 KDN KDN* Advance Input is unavailable
Start-up 16F in actualy
Feint & Catch

Th(H) / 35
Th Th Break Throw (14F)
+5F after break Throw
Disable break throw during Charging
Feint & Catch to Cancel

SP / -
Stinger Kick

H / 35
21F +5 KDN KDN HTS
Advance Input is unavailable
Start-up 22F in actualy
・Hitbox expanded downward.
(Ver.4.00) - Changed the frame advantage when blocked from +3F to +5F.
- Shortened the recovery time after the move hits by 2F.
Rolling Thunder

M / 21
26F -1 +3C KDN Advance Input is unavailable
Start-up 27F in actualy
Returns to crouching.
Forced to crouching upon NH.
Meaty 2F
Mass Elbow

M / 23
26F -15 LNC LNC (Ver.4.00) - Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
Russian Assault

M / 25
15F +6 KDN LNC
(S3)– Changed the frame advantage when blocked from +5F to +6F.
– Shortened the recovery time after the move hits by 1 frame.
Spetsnaz Assault

M(,Th) / 25(,25)
20F -7 Th Th To throw after front hit (+2F).
Down after Side or behind hit
Damage () is throw bonus
・Recovery increased by 3F on hit.
(Ver.4.00) - Changed the opponent’s behavior when hit in midair.
Chernobog Sweep
Run
L(,Th) / 20(,20)
17F -15 Th Th TC12FTJ10F
To throw after front hit
Damage() is throw bonus
・Changed from -14F to -15F on block.
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6 TC
Returns to crouching.
Input to standing
Crouch Straight
FC
SM / 8
11F -4 +7 +7 TC
Returns to crouching.
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3 TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4 TC
Returns to crouching.
Qullion (1)
WS
M / 11
12F -3 +4 +4
(Ver.3.03)- Changed the damage from 12 to 11.
Qullion
WS
M,H / 11,18
-7 +10Sp KDN TS
Combo from 1st NH
Double Hilt
WS
M,M / 11,17
-15 KDN KDN WB
Combo from 1st hit.
(S3)– Enabled the move to cause a wall bound if it hits.
– Changed the frame advantage when blocked from -12F to -13F.
– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.3.03)- Changed the damage from 20 to 17.
(Ver.4.00) - Changed the frame advantage when blocked from -13F to -15F.
Ballistic Upper
WS
M / 15
15F -12 LNC LNC
Glacial Hilt
WS
M / 21
16F -9 KDN KDN WB
・Causes Wall Bounce on hit.
Toe Smash
WS
M / 15
11F -5 +6 +6
Frost Tackle
WS
M / 28
12F -14 KDN KDN
(S3)– Changed the frame advantage when blocked from -15F to -14F.
– Shortened the recovery time after the move hits by 1 frame.
– Decreased the distance between the character and the opponent when the move is blocked.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Integral Slicer (1)
SS
M / 16
20F -10 -4 +1
Integral Slicer
SS
M,H(,Th) / 16,17(,20)
-9 +5 Th Combo from 1st NH
Can be delayed
Combo can be delayed 7F from 1st NH
To throw after CH
Damage() is throw bonus
Integral Blitz (3)
SS
M,HM / 16,8,12
-4 +2C +2C Forced to crouching upon hit.
+7F after 3rd CH
Integral Blitz
SS
M,HM,H / 16,8,12,28
-10 KDN KDN Can be delayed
Integral Takedown
SS
M,HM,Th(M) / 16,8,12,5
Th To Ambush Tackle ()
Integral Takedown Cancel SS
SS any attack input
M,HM,SP / 16,8,12
-51 -45C -45C Forced to crouching upon hit.
Pigeon Roll
SS
SP / -
38 TC
Returns to crouching.
Wall Jumping Attack
with back against wall
M / 21
36F ±0C KDN KDN Advance Input is unavailable
Air Status 5F
Invinciblity during 8 to 13F
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Spin Kick
BT or
H / 18
10F -8 KDN KDN
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 Returns to crouching.
Cane Stab
BT
L / 20
16F -11 KDN KDN
Crouch Spin Kick
BT
L / 12
10F -11 +3 +3 Returns to crouching.
Living Dead
While down (facing down)
SP / -
40 Returns to crouching.
Death's Embrace
While down (facing down)
SP,Th(M) / 5
30F Th Th To Ambush Tackle ()
Clipping Heel Hook
While down (foot side & facing down)
L,Th / 10,30
24F -17 Th Th Only close-range
Returns to crouching.
Six Feet Under
While enemy is down
L / 24
24F -11 ±0 ±0
・Opponent closer on block.
Sneak
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Sneak

SP / -
Advance Input is unavailable
Cost 2F
Cocked Hammer

H / 20
15F -3 KDN KDN 44
Stinger Elbow

M / 25
18F -14 LNC LNC
・When performed by move can be performed 1F faster.
・Changed from -13F to -14F on block.
・Opponent reaction when hit while downed was changed.
Slay Ride

L / 17(,20)
17F -15 -6 Th TC12FTJ10F
Returns to crouching.
Damage() is throw bonus
Down after distant CH
・Changed from -14F to -15F on block.
・Changed from -5F to -6F on hit.
Snap Knee

M / 23,(10)
17F -10 Th Th To throw after front hit
Damage() is throw bonus
(S3)– Changed the damage from 25 to 23.
– Changed the opponent’s behavior when hit in midair.
Pinpoint Fracture
hit
Combination / 23,10,20
Th Break Throw
-2F after break throw
Pinpoint Fracture
hit
Combination / 23,10,20
Th Break Throw
-2F after break throw
Frost Tackle

M / 28
12F -14 KDN KDN Equivalent to WS
(S3)– Changed the frame advantage when blocked from -15F to -14F.
– Shortened the recovery time after the move hits by 1 frame.
– Decreased the distance between the character and the opponent when the move is blocked.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage or Rage FC
M,Th / 55
20F -22 Th Th Guard Point 8F
・Active frames increased by 1F.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage
M / 30
15F +5C LNC LNC Special effect when approach mid-air enemy
Forced to crouching upon block.
(Ver.2.20)・Fixed an issue in which an airborne opponent getting slammed against the ground or wall would be facing a different direction than when they
were hit.
Rage Drive to Takedown
During Rage
M,SP / 30,5
Th To Ambush Tackle (), disable break throw
Can be delayed 15F

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Volk Clutch

Th(H) / 35
12F CW
Head-sd
Fac-Up
or
-2F
CCW
Long Range Throw
Purge Slam

Th(H) / 35
12F RP
Head-sd
Fac-Dwn
or
±0F
RP
Long Range Throw
Tarantula Sting
Approach from left side
Th(H) / 40
Head-sd
Fac-Up

-3F
Reverse Fracture
Approach from right side
Th(H) / 40
Head-sd
Fac-Up

-3F
Absolute Silence
Approach from behind
Th(H) / 50
Head-sd
Fac-Up
disable
Reverse Victor Clutch

Th(H) / 40
11F RP
Foot-sd
Fac-Dwn

-2F
Victor Clutch

Th(H) / 40
11F RP
Head-sd
Fac-Up

-2F
Blizzard Rush

Th(H) / 45
12F Head-sd
Fac-Dwn

-6F
Floor Break
・Recovery increased by 1F on hit.
Scorpion Scissors

Th(H) / 42
38F Head-sd
Fac-Up
disable TJ20F

・Damage changed from 36 to 42.
・Opponent recovery on hit decreased by 16F.
Cold Fate
or
Th(L) / 45
13F RP
Foot-sd
Fac-Up
or
±0F
Red Alert
or
Reversal(H/M) / 25+α
or
-6F
35 Reversal against attack(H/M) during 3 to 8F
Damage 25 + 25% of enemy attack
Reversal to Reversal command or
during 8F damage 15
Red Alert
or
Reversal(UB H/M) / 25,25
disable 35
Pit Fall

Reversal(L) / 25+α
disable 25 Reversal(L) during 5 to 15F
To crouching after whiff
Damage 25 + 50% of enemy attack
Feint & Catch
】 or .
Th(H) / 40
Head-sd
Fac-Up

+5F
Break Throw 14F
Disable break throw during Charging
(S3)– Increased the range of the attack.
(Ver.4.00) - Changed the damage from 35 to 40.
Clipping Heel Hook
】 or
Th(L) / 45
RP
Foot-sd
Fac-Up

+5F
Input to cancel
Break Throw 14F
Disable break throw during Charging
Ambush Tackle
Ambush Tackle
or or FC
Th(M) / 5
26F Foot-sd
Fac-Up

-5F
RP
Drag Back Toward
Break Throw 6F
2F before takedown
Ambush Tackle to Cancel SS
any attack input
SP / -
Returns to crouching.
Frost Bite
During tackle
- / 30
Foot-sd
Fac-Dwn

-5F
Foot-sd
Fac-Up
Achilles' Hold
During tackle
- / 30
Foot-sd
Fac-Up

-5F
Foot-sd
Fac-Up
Iron Curtain
During tackle
- / 35
Foot-sd
Fac-Up

-5F
Foot-sd
Fac-Up
10 Hit Combo 1
CommandStart-up 10F
4th Forced to crouching upon hit.
Hit LevelHHHMHMLHHM
Damage7141012614581425
hit+8+1+8-5C-9-10-11-7KDNKDN
block+1-7-3-16-20-21-22-18-42-14
10 Hit Combo 1-2
CommandStart-up 10F
4th Forced to crouching upon hit.
10th input to cancel
Hit LevelHHHMHMLHHTh(H)
Damage7141012614581435
hit+8+1+8-5C-9-10-11-7KDNTh
block+1-7-3-16-20-21-22-18-42
10 Hit Combo 2
CommandStart-up 10F
4th Forced to crouching upon hit.
5th Forced to crouching upon block.
To crouching after 5th
Hit LevelHHHMMM
Damage71410121524
hit+8+1+8-5CKDNKDN
block+1-7-3-16-14C-21