Ok so some stuff about Dragunov quick off the top of my head. Copy/paste to a notepad if you want.
b1,2 - high crushes, one of the few things that track to Drag's left, 2nd hit is unsafe, 1st is safe I think, natural combo.
1+2 - Homing mid. The tackle extension is fkn garbage. You will get hop kicked by anyone who knows anything about Dragunov. The high is a natural but there is a good chance you'll get ducked and launched.
Running 2 - obviously, abuse the crap out of this move whenever you can. +5 on block. If they don't quick back roll the knockdown on normal hit you get a guaranteed stomp (d3+4). On counterhit it launches. You get a new ez mode combo from it by dashing up into d2 - ws4 - b1,2 then the ender of your choice after the tailspin, this same combo works in the last hit of db2,1,2 and clean hit db3 launch. learn to input running 2 as running 2,4 so you get the f2,4 string if you screw it up.
d2 - the go-to low when pressuring. I19, high crush, good tracking to both sides, -13 on block so only Kazuya and Josie can Launch you (Eddy ws1,3 - first hit whiffs). It's around 0 on hit I don't remember, follow it up with ws4, move around or do nothing after it hits
df1 - 2nd hit high and delayable, not a natural combo. Doesn't track to Drag's left(!). Use db4 (generic i12 d4) to keep range 0 steppers in check instead.
b2,1,3 - Wall ender, you can use the first 2 hits as a poke if your opponent isn't ducking the 2nd hit. Once again, the low/crouch grab extension is going to get hop kicked by anyone who knows Dragunov, use it wisely.
b4,3 - i15 mid. Use as a combo extender into tailspin after f4,4,3. Primary wall splat move for punishing whiffs at the wall. 2nd hit comes out quickly and with the mid option being there as well, the chances of having this ducked are not as high.
b4,2,1. mid-mid-high 2nd hit is safe if I remember correctly, catches people looking to duck the 2nd hit. Last hit is like +4 on block but it's a high. Abuse against people who don't know Dragunov for some humour. Entire string is guaranteed if the first hit is a counterhit but you have to commit to it. 2nd hit is natural into the last hit. First 2 hits are only natural on counterhit.
f1+4 and f2+3. 11 frame command throws( generic throws are i12, generic forward throws are i14), together with fF1+2 these give Drag a deadly throw game. Drag also has ultimate tackle with db1+2 (I think) that have unique options where the opponent only gets one chance to break the the extensions. Ultimate tackles are broken with 2. After running 2 on block you can't have these throws hop kicked.
1,2,1. , high-mid-mid. Last hit is around -13. 2nd hit is -8 or -9. This is a 10 frame "NCC" natural counter hit combo meaning only the first 2 hits are natural on normal hit.
db2,1,2 - Cheesy all mid string where all hits are delayable, 2nd hit is -10 and last hit is -14. Last hit is a true launcher now I think (attempt the d2 - ws4 - b1,2 pick up)
qcf1 - excellent high hitting whiff punisher that is only around -2 to -3 on block, allowing you to easily step counterpokes. Also his sabaki kick will parry punches after it (input is f3+4 for that kick I don't remember, its the odd looking circular kick that knocks down, it has built in parry in it, hence the sabaki name)
qcb2 - launcher that escapes frame traps, -15 on block so you are betting everything on it when u use it.
qcf4 - -10 on block mid that transitions into a multithrow that's piss easy to execute, 1 or 2 break guess.
Running 4 - no real reason to use this over running 2
fF3 - high homing move that's advantage on block (+5) with pushback, don't try to use the frames as a pseudo advantage frame trap into anything unless you have your opponent's back to the wall.
f2,4 - high-mid mostly used as a combo filler (after qcf2 at least, qcb2 as well, try f4,4,3 after qcb2). Natural on counterhit. 2nd hit counterhitting by itself launches and is safe. Follow up the f2,4 filler in a combo with f1 into f1+2 tailspin if b4,3 doesn't work here.
f4,4,3 - the primary combo filler, use it after everything it connects after, then b4,3 to tailspin. Run up into f3-df (into qcf with df), ez mode ender is 1+2 but you can cancel the forward sway with up into 4,1 for Okizeme or final wall hit.
f3 series - f3 into df into up into f1 is wall carry juggle option that can be looped but requires shitloads of practice to get consistent with.
fF4 - trooper roll that launches on counterhit.
qcf3 - high crushing advancing low that will get you launched on block, high risk - high reward, has new counterhit properties now.
db3 - slow high crushing low sweep. Depending on the player this might get blocked. Only launches on deep/clean hit. d2 - ws4 - b1,2 to pick up. Death on block.
qcf2 - mid elbow launcher, -14 on block or at least used to be. Elbows can't be parried or reversed with generic parries and reversals so blow up your Asukas with this if you read a reversal or if they hold the reversal.
df2 - your 15 frame go-to punisher and launcher. punish from sidesteps with this if your opponent whiffs something into your step/walk.
b1+2. Slow mid that's advantage on block, slow so use on tech rolls to keep people from mashing after they tech roll. Normal hit knockdown and same on Ch I think, gives a guaranteed stomp.
f1+2 = i17 advancing high that launches straight into tailspin. Punish Law's while standing 2 with this, Pauls deathfist also at close range and similar moves.
uf4 - primary low crush for Drag- follow up with dash in d4,1,3
3,1,2 - mid-high-mid. Last hit is unsafe -12 or -13 I think. Primary use is ez mode midscreen combo ender, last is delayable, not sure abut the 2nd.