Juri Combos: What works on who?

Juri has alot of character specific setups, we discuss this in the general questions thread often but have yet to write any of it down in concrete for all to see, just snipets here and there with vague words to pick apart alot of the time too. Ive held onto these notes of mine for awhile and figured its about time i took the time to share them with the users of the forum.

The threads rules are simple, post information relating to setups, combos or otherwise that tend to rather than work universally, have to vary from character to character and ill add it in when i can.

The Thread in Spreadsheet form: https://spreadsheets.google.com/spreadsheet/ccc?key=0AiNVoPvrYUGOdHFKcFZlRElXTXRFMVA0anlDaVVTWGc&hl=en_US#gid=0

Although its reccommended you read the section first, ive written it in a way that i would understand it, but ofc you may download it and edit it to your preference.

Ive written a few, but obviously i give credit to other contributors, if you spot a mistake let me know:

Mid Screen Full BnB Pinwheel Combo On Standing Characters

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[details=Spoiler]The syntax for the full combo is something like:

[Jump in Attack] xx cr.mk/mp xx LK Fuhajin release xx cr.mk xx HK/EX Senpusha

its standard BnB and racks up the damage as well as pushs the opponent far into the corner however the combo needs to be done at point blank range or the cr.mk after the fireball wont connect. However it needs to be altered altogether because the cr.mk whiffs anyway on half the cast of characters, so the new combo would be something like:

[Jump in Attack] xx cr.mk/mp xx LK Fuhajin release xx EX/LK Senpusha/cr.hk

The list below is done on STANDING characters, the combo still works on all the cast if caught crouching.

The Full Combo Works On:

*Ryu
*Ken
*Honda
*Ibuki
*Dudley
*Evil Ryu
*Gouken
*Akuma
*Dan
*Oni
*Chun-li
*Dhalsim
*Viper
*Bison (dictator)
*Cammy
*Hakan
*Blanka
*Zangief
*Rufus
*T.Hawk
*Yang
*Yun

Special Attention to:
*Sakura (the final pinwheel has to be lk pinwheel, mk doesnt knockdown and leaves you with negative frames and hk + ex pinwheel dont combo)

Who It Doesnt Work On:

*Makoto
*Seth
*Gen
*Juri
*Abel
*Sagat
*Deejay
*Cody
*Guy
*Guile
*El Fuerte
*Vega (claw)
*Balrog (boxer)
*Fei Long
*Adon
*Rose[/details]

Corner Combo into U2

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[details=Spoiler]In the corner its possible to do a Instant Air j.mp after a low fuhajin release if you are point blank with your opponent. This is a small list but within this it gets a step further in depth, first ill explain the combo which is:

cr.mp/mk xx lk.Fuhajin release xx IA j.mp xx lk.Shikusen/ex.Shikusen xx Kaisen Dankairaku

Now the point is that ex divekick whiffs on some characters in the corner, and lk divekick into U2 juggle doesnt work very well on a certain couple of characters. So heres the list and character specific notes:

  • Seth (Ex divekick Whiffs, Lk divekick into U2 Works)

  • Juri (Both setups Work)

  • Abel (Ex divekick Whiffs, Lk divekick into U2 Works)

  • C.Viper (Both setups Work)

  • Sagat (Ex divekick Works, too hard to juggle into U2 after Lk divekick, As an added bonus its possible to substitute cr.mp/mk with cr.hp xx fuhajin release for extra damage in the combo)

  • Zangief (Ex divekick Works, Lk divekick into U2 Whiffs)

  • Vega (Ex divekick Whiffs, Lk divekick into U2 Works)

Video Supplement: [media=youtube]VgKyXgy8Te0&feature=youtube_gdata_player[/media]
Credit goes to Kail for that video, its a good video showing both the combo and ways with which you can end up at the same result, giving you a general idea of how to apply it beyond just cr.mk/mp as a starter.[/details]

Jump in MPxxLK DivekickxxUltra 2

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[details=Spoiler]This list includes the characters you can connect a U2 after the LK divekick cancelled off a jump in mp. The corner is a big factor to this setup, it often allows you to connect the U2 on characters that you cant mid screen and increases reliability overall on your timing. For best results make sure the j.mp (the tip of the hand even) connects on their head/in their face. Ive arranged this list in terms of difficulty:

  • = Easy, always worth doing and its even easier in the corner (if done midscreen).

** = Medium, worth the risk if you connected the j.mp properly, theres still leniency. If its ** midscreen, consider it * if done in the corner.

*** = Hard, dont do it unless your desperate, execution must be flawless in terms of landing the j.mp and timing of your ultra input and even then doing this is pretty gimmicky. If its *** midscreen its probably /* in the corner.

Who it works on midscreen:

-Evil Ryu: *
-Ryu: *
-Ken: *
-Ibuki: *
-Makoto: *
-Gen: *
-Dan: *
-Fei Long: *
-Adon: *
-Rose: *

-Abel : **
-Viper: **
-Rufus: **
-T.Hawk: **
-Cammy: **
-El Fuerte: **

-Sakura (need to hit deep with mp for the dive kick to hit otherwise use mk dive): ***
-Dhalsim: ***
-Sagat: ***
-Vega: ***
-Chun-Li: ***
-Cody: ***

Only Works on in the Corner:

-Deejay: *
-Oni: *

-E.Honda: **
-Dudley: **
-Seth: **
-Gouken: **
-Akuma: **
-Juri: **
-M.Bison: **
-Guy: **
-Hakan: **
-Guile: **
-Balrog: **

-Zangief: ***
-Blanka: ***

Video Supplement: [media=youtube]eSg6IpHFHW8[/media]

Credit to Vulcan Hades for that.[/details]

Dashing Under Fireballs (Credit: deice-)

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[details=Spoiler]Juris forward dash dips towards the middle of its animation and hence makes her hitbox slightly smaller allowing her to dash under some fireballs. The utalization of her dash can be applied to jump ins to make them whiff as well but for now this is for the casts fireballs.

Fireballs you can Dash Under:

  • Rose
  • Dhalsim
  • Seth
  • Gouken(easiest)
  • Sagat high tiger shots
  • Akuma(all of them)
  • Guile
  • Deejay
  • Cody’s knife

Fireballs you Cant Dash Under:

  • Evil Ryu
  • Oni
  • Ryu
  • Ken
  • Chun-Li
  • Sakura

Video Supplement: [media=youtube]9UdcZQHmQfI[/media] Credit to True Tech, Once again the video is short and doesnt demonstrate everything but its just to show you the general idea.[/details]

St.lp hitting on Crouchers (Credit: deice-)

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[details=Spoiler]Basically in her set of BnB the difference between a close standing lk and a close/far standing lp is the frame advantage and range. The difference between a close lk and a far lk is damage and frame advantage, far lk is 40 damage and +4 on hit and close lk is 30 damage and +6 on hit. With close standing lk you can link into your crouching medium moves (preferably using plinks) but with far you cant. St.lp meets them in between, dealing 30 damage and has just abit more range than close lk (before it becomes far). But the main attraction is the +7 frame adv on hit, meaning you can link into cr.hp or make the cr.mk/mp link easier, so very important you land this. Unfortunatly lp tends to whiff on crouchers and its even harder to react to, but heres a list of characters that it doesnt whiff on crouching:

St.lp can Hit on Crouching:

  • Abel
  • Gouken
  • Guile
  • Hakan
  • Sagat
  • T.Hawk
  • Zangief[/details]

Ex-Dive Kick xx J.HP

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[details=Spoiler]The only followups after doing an Ex-Dive Kick are:

*Lk Pinwheel
*Ex-Pinwheel
*Jump Forward Hp
*Ultra 2
*FSE (Ultra 1) Versions of Medium and Hard Normals (both close and far but only the second hit of close mk and hk)

If you have Ultra 2, do Ultra 2, if you have Ultra 1, go for a normal into a reset, if you have one meter go for Ex-Pinwheel and then heres the toss up; should i do lk pinwheel or jump forward HP?

The advantage for going for jump forward HP is simply more damage (50 more than going for Lk-Pinwheel). At the possible sacrifice of giving yourself less time to setup another round of offence (if they tech the knockdown) but none the less its almost certainly the better option of the two.

But why am i making a list for it? Simple, it doesnt connect on everybody, each character bounces off the wall (after an Ex-Dive Kick) at a different distance, the closer to the wall they are when they bounce off, the harder to land the j.hp. So this list concerns how hard it is to land a jump forward HP after an Ex divekick, midscreen, keep in mind as you get closer to the corner this setup becomes easier for everyone…except Cody, which ill explain later:

  • : This means its easy, always go for it because they will come right towards you.

**: This means they are abit far away, to land it you need to close the distance by landing the ex-dive kick on their upper body or having caught them a certain way in a jump (you will have to judge spacing).

***: Too hard, dont do it, do Lk Pinwheel, unless you start getting close to the corner.

-Abel: ***
-Adon: ***
-Akuma: **
-Balrog: **
-Blanka: *
-C Viper: *
-Cammy: **
-Chun-Li: ***
-Cody: * (Whiffs if Ex Divekick is Done in the Corner) + [Read Disclaimer At Bottom of Section]
-Dan: **
-Dee Jay: *
-Dhalsim: *
-Dudley: *
-E Honda: *
-El Fuerte: * (Whiffs if Ex Divekick is Done in the Corner)
-Evil Ryu: **
-Fei Long: **
-Gen: *
-Gouken: ***
-Guile: ***
-Guy: * (Whiffs if Ex Divekick is Done in the Corner)
-Hakan: *
-Ibuki: *
-Juri: **
-Ken: ***
-M Bison: **
-Makoto: *
-Oni: **
-Rose: **
-Rufus: *
-Ryu: ***
-Sagat: *
-Sakura: *
-Seth: *
-T Hawk: *
-Vega: ***
-Yang: **
-Yun: **
-Zangief: *

Disclaimer regarding Cody: Basically hes got the weirdest wall bounce, he lands right next to you if not directly above you, at midscreen ALWAYS go for jump Hp, lk pinwheel whiffs and ex pinwheel flicks him off after one hit. You can still land U2 midscreen and as you make your way to the corner, however if your ex dive kick lands directly the corner, U2 completely whiffs, so does jump HP, so if done in the corner, you need to do lk pinwheel/ex pinwheel they are your only options.[/details]

Fuzzy Guard: J.MP (Credit: BeaM)

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[details=Spoiler]This is juris best fuzzy and leaves no gap between a jumpin roundhouse and the instant air j.mp. It is of course possible to then cancel the j.mp into a lk divekick/exdivekick, which can then be connected into an assortment of moves, your options are: a full divekick, mk super, expinwheel, lk pinwheel, ex lk fireball, Ultra 2(difficulty is equal to that of the jumpin mp xx divekick xx U2 section). Its important to note that the j.mp at times doesnt combo if the jumpin roundhouse hits (character specific) and a full divekick followup whiffs on some characters in the corner.

Works On:

*Juri
*Sagat
*Seth (Corner full divekick whiffs)
*Vega (Corner full divekick whiffs)

Works On Jumpin Block only:

*Abel (Corner full divekick whiffs)
*Viper
*Dee Jay
*Dudley
*Gouken (Corner full divekick whiffs)
*Gen (Corner full divekick whiffs)
*Zangief
*T. Hawk
*Rose

Whiffs on everyone else.

Video Supplement:
[media=youtube]UazVBmKJckI[/media]
[media=youtube]PlpTZ66UrnQ[/media][/details]

Fuzzy Guard: J.HP (Credit: BeaM)

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[details=Spoiler]J.hp or j.faps as its known on this board is juris second fuzzy guard, and now a word from BeaM:

"There IS a gap between j.rh and j.faps, so the other dude can dp or teleport or whatever(beats some things though, need to test more). It’s also possible I didn’t do it as quickly as I could have, making it escapable. Even though it was escapable, it was indeed still a fuzzy guard.

There were some cases where it would hit if the person remained blocking high, but the gap between the two moves would allow them to crouch in time and dodge the move. This generally happened against characters who would have j.mp whiff entirely, such as Ryu and Ken. I didn’t test potential escapes with everyone, but I’ll list what I did test."

Works On:

Honda
Dudley
Seth (Can teleport)
Gouken (Can counter but it whiffs)
Gen
Dan
Abel (Can EX Falling Sky, maybe normal version too, and roll)
C. Viper (Can at the very least evade with lp tk)
Sagat (Can DP the j.faps)
Cody (Can evade with BINGO)
Guy (Can ex tatsu, but it whiffs. Free punish!)
Hakan (Can U2 the j.faps)
Zangief (j.faps beats lariat!)
Vega (Can evade with backflip)
T. Hawk (can U2 the j.faps)
Adon (DP whiffs)

Hits on proper block only:

Ryu
Ken
Akuma
Juri(Can counter out)
Bison
Cammy(Can U2 the j.faps)
Dee Jay
Guile
Rufus
Rose
Yang
Yun

Whiffs completely on:

Evil Ryu
Ibuki
Makoto
Oni
Sakura
Chun Li
Dhalsim
Blanka
Fuerte
Balrog
Fei Long(Can U2 the j.faps)

Disclaimer from BeaM: “Of course, this is just based on what I got, if anyone had different results, please chime in.”

Video Supplement:
[media=youtube]unE0hjDBa7k[/media]
[media=youtube]1_v8ND3Ivzo[/media][/details]

FSE Punisher

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[details=Spoiler]Right the FSE punisher is the most damage you can do mid screen without jumpin, fireball stores or even super. The combo is:

cr.mk xx st.mp xx st.hk xx cr.hp xx ex.Senpusha (396 dmg)

Video Supplement: [media=youtube]1FNQreVzXko#t=8m25s[/media]
Credit obviously to Option-Select.com.

We arent talking tricky FSE stuff, just the punishment part in this, and that combo is the most you can do. If you have one meter, use expinwheel, if not you can do hk pinwheel. The problem with this combo is that some of the cast (and remember this needs to be done point blank to work anyway) have hitboxes which the last cr.hp doesnt reach. At this point you could either;

A) omit the last cr.hp and go staight to expinwheel at st.hk (344 dmg) or

B) do a different combo that does more damage on that specific character. So this list concerns the characters which the combo doesnt reach and the combo/s you can optionally do instead.

-Gen = A/D
-Sakura = A/D
-Juri = A/B/C
-Abel = A/B
-Viper = A/B
-Cammy = A/B
-Guy = A/C
-Rose = A/B

Combo A = st.mk xx cr.mp xx st.hk xx ex/hk Senpusha (349/321 dmg)

Combo B = cr.mp xx far st.mk (2hits) xx far st.HP xx ex/hk Senpusha (392/353 dmg) Spacing important, go to training mode to check how far you need to be when you use your cr.mp.

Combo C = cr.mk xx st.hk xx cr.hp xx ex/hk Senpusha (376/348 dmg)

Combo D = cr.mk xx st.mp xx st.hk xx st.hp xx ex.Senpusha (360 dmg, 1 meter)

If anyone has any better suggestions feel free to pitch in[/details]

Normal xx Fireball Store xx Lk Fireball Release

Click to Enlarge

[details=Spoiler] Its important to note that this list covers the characters (midscreen) that the following sequence combos:

Normal Move xx Light Kick Fireball Store xx Light Kick Fireball Release

That is it isnt covering doing bare fireball store to fireball, this gives different results because of different push back values, doing a preceding normal is a practical situation and how you would normally combo into fireball store. In the corner or close to the corner, this combo works on everyone, so this only addresses midscreen situations.

For each character that this doesnt work on, you need to use a Mk Fireball, its less practical in match situations but thats the only other way to squeeze damage out of a fireball store midscreen.

Works on:

-Abel
-Akuma
-Balrog
-Blanka
-Cody
-Dan
-Dudley
-Evil Ryu
-Hakan
-Ibuki
-Ken
-M Bison
-Oni
-Ryu
-Seth
-Vega
-Yang
-Yun

For everyone else, Mk fireball has to be used.

Video Supplement: [’]http://www.youtube.com/watch?v=3WZ798DHuHo&feature=channel_video_title [/details]
]('http://www.youtube.com/watch?v=3WZ798DHuHo&feature=channel_video_title[/spoiler)

Far Standing HK on Crouchers(Not in FSE) (Credit: deice-)

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[details=Spoiler]Far Standing Hk is a good poke and covers a good range very fast, but dont get blind sided when it whiffs a character whos crouching, prepare yourself and take in this list.

This list will cover who it whiffs on crouching outside of FSE, the list is sorted in terms of reliability, the top section is all the characters it hits no matter what stance, the second only hits them crouching when they guard, the third only hits them crouching if they dont guard and the fourth is a complete whiff while crouching no matter what;

Hits on crouching:

-Abel
-Akuma
-Balrog
-Dan
-Dudley
-Evil Ryu
-Fei Long
-Gouken
-Hakan
-Ken
-M.Bison
-Makoto
-Oni
-Rose
-Rufus
-Ryu
-Sagat
-Seth
-T.Hawk
-Yang
-Yun
-Zangief

Hits only if they are blocking(semi reliable):

-Cody
-El Fuerte
-Gen
-Guile
-Guy
-Honda
-Sakura ***
-Vega

Hits only if they arent blocking:

-C.Viper
-DeeJay
-Dhalsim

Whiffs on crouching completely:

-Adon
-Blanka
-Cammy
-Chun-Li
-Ibuki
-Juri

Disclaimer from deice regarding Sakura: “Sakura’s headbob during crouch causes far.HK to whiff half the time on crouching Sakura. You can probably use it reliably as a poke against her by first reseting her animation with another poke, but tread with care.”[/details]

Far Standing HK on Crouchers(In FSE)(Credit: deice-)

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[details=Spoiler]Boy this ones a weird story, so far hk is a nice poke and what not, but how reliable is it under FSE(U1) on the characters that crouch? The answer…not very, we dont know the full details as of yet but the hit box on far standing HK is reduced while under the properties of FSE, which is inconvienient to say the least, theres some nice damaging combos out there using this normal but you wont be using it much after an overhead connects thats for sure.

Hits on crouching:

-Abel
-Gouken
-Sagat
-T.Hawk
-Zangief
-Fei Long***
-Seth***

*** = Hard to hit in combo, but works (tested with: Sekku xx far.LK xx far.MK xx far.HK xx Ex-Senpusha)

Hits During Combos Only (due to hitstun animation):

-Balrog
-Cody
-Guy
-Hakan

It whiffs on everyone else who crouches.[/details]

Tk Dive Kick Character Specific Information

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[details=Spoiler] I compiled observations on each characters juggle state after getting hit by a TK Dive Kick (1 hit) and tried to gauge the overall difficulty to connect the expinwheel and U2 followups on their juggle state left by getting hit by the first hit of the divekick.

Juris Mk super can hit all characters really easily in their juggle state, its pretty much universal. Ex pinwheel also hits all characters but its harder for some than others. U2 has very specific ways of hit confirming. It depends on the strength of the Divekick used and where you hit it on the body.

U2 Difficulty Rating:

  • = Easy, go for it, practical.
    ** = Practise would be required.
    *** = very hard, almost gimmicky, its present but not practical.

Ex Pinwheel Difficulty Rating:

  • = Easy no matter the divekick.
    ** = Still relatively easy, less time to confirm, Hk Divekick not reccommended.
    *** = Very Short time to Hit Confirm, only Lk and well spaced Mk Divekicks creates the opportunity.

Spreadsheet reference:

https://spreadsheets.google.com/spreadsheet/ccc?key=0AiNVoPvrYUGOdHFKcFZlRElXTXRFMVA0anlDaVVTWGc&hl=en_US#gid=1
[/details]

reserved 3

Maybe we could organize all this information into a chart. It’s kind of confusing with the characters listed separately for everything.

i mention this at the beggining, i want to see if anyone else will add in on the info before going to a chart, unless someone else wants to do it.

Oh, I missed that. Anyway, I went ahead and compiled this info in a spreadsheet.

Juri - What Works on Who

godlike

Very useful. I’ve been saving these types of lists in my personal black book of juri-fu, but having a thread for all the character specific lists sounds good.

It would be nice to have a easier to digest format for this, like if we could find groups that apply to many lists (like “tall guys”, “wide hitbox”, “large character”, “pixie”, “wierd”). It would also simplify memorization. But, I guess such convenient cross-combo applicable groupings don’t exist.

As an aside, this would be useful information to have in the match-up thread also once we have it a bit more complete, listed per character so you can quickly check a specific matchup.

Here’s a few lists I had in my book (don’t know who was the original poster unfortunately):

Dash under fireballs

Spoiler

Juri can normal dash under the following character’s fireballs
[LIST]
[]Rose
[
]Dhalsim
[]Seth
[
]Gouken(easyest)
[]Sagat high tiger shots
[
]Akuma(all of them)
[]Guile
[
]Deejay
[*]Cody’s knife
[/LIST]

She cannot dash under
[LIST]
[]Ryu
[
]Ken
[]Chun-Li
[
]Sakura
[/LIST]

s.LP doesn’t whiff crouching

Spoiler

s.LP works on x while crouching:
[LIST]
[] Abel
[
] Gouken
[] Hakan
[
] Sagat
[] T.Hawk
[
] Zangief
[/LIST]

Edit: nice work on the spreadsheet, it does clarify the info a lot! Also, easier to check for patterns if there’s any easy groupings :slight_smile:

Doesn’t it depend on the strength of the fireball whether Juri can dash under them or not?

Not that I know of. I remember this was the most thorough list back when it was being discussed. I remember there was some talk of Akuma’s red fireball not being dashable, but turned out it was just harder.

Yep your right, unfortunatly in my experience it doesnt matter how big either, take Zangief, hes the biggest turd in the game and hes one of two characters that cant be juggled into U2 after a divekick in the corner. Theres too many factors to take into account with juri one of them being the speed at which characters fall in juggle states and how far away they are projected after being hit. Stuff like that isnt part of whether or not a character is big, when i was testing the U2 juggles id have to say Gen was by far the most leniant to hit U2 with and thats more to do with the factors i just mentioned not his hitbox because hes tiny.

fished this out of the matchup thread, shoutouts to Beam for providing the original content.

Nice work. ^^

I think it would be much easier to read if this was listed per character like the match-up thread instead of having huge lists for every combo. It would be much easier to learn “what works on who” that way, in my opinion.

Because we usually try to learn “what can I do on X character” instead of “who can I use X combo on”.

For example:

Rose:
-j.HK>j.MP on block
-j.HK>j.HP on block
-dash under fb
-can’t follow-up jumpin > normal xx release midscreen
-IA divekick > U2 midscreen
-cr.lk > OS: on miss EX Senpusha / on hit st.lk chain
-safejumpable, jumpin OS EX Senpushable
-…

Probably easier for you to fill with information, and easier to make it accurate too, since we don’t have to go over the whole cast everytime.

Yeah, both formats are useful to have. The spreadsheet for collecting comprehensive information, the match-up format for quickly checking how to fight an opponent. I think it would be best if the match-up format were just integrated into the match-up thread. That way you could check quickly check tactics against each character and what character specific combos to use.

sorry son, i didnt realise you wanted me to do the work for you, the informations right here and theres even a spreadsheet for easier readability, so to be as blunt as possible do it yourself.

i know this a thread dedicated for character specific combos, but i was wondering if we place the dash under fireballs in this thread also? i mean, it is character specific also and it will also help to just have everything character specific in 1 thread.

EDIT: we can also rank a tier list from easiest to hardest fireball to dash under. just a thought.

ye ill add everything in to the top when i can be bothered, which wouldn’t take long, im not sure the difficulty level for dashing each fireball but i know for a fact that gouken is def the easiest. And yeah anything character specific not just combos, ill be testing the following FSE combo at some point soon on all the cast:

Cr.mk xx st/cr.mp xx st.hk xx cr.hp xx pinwheel

it does the most damage for a FSE combo, meter less and without fireball store midscreen but where if done point blank lets say for a punish or during a focus crumple the last cr.hp whiffs so you would have to omit the last cr.hp.

On that note considering the last cr.hp would have to be omitted is there a slightly more damaging combo that can be done in its place, possibly utalizing lk+lp/far standing forward and roundhouse?

There may be a few mistakes if we do tests only with standing not blocking.

For example the “full combo” results can be different if the oponent is crouching or standing.

The instant j.MP results may also vary depending on what the oponent is doing, on some of them you are able to land it when they are standing, but not when they are in block animation ( = no Fuzzy Guard ) or throw animation.

I didn’t test against the whole cast but for Juri you can do the “full combo” after a jump in if she is crouching. On Dictator I had no success landing instant j.MP if done at the same time as throw, and I couldn’t Fuzzy Guard him either.

Full combo is for standing if you want to test crouchers then test and post, otherwise i think its fairly obvious if it whiffs on them standing theres no point in taking the risk that it might hit if they crouch, being that you pretty much have to be point blank for the full connect to work anyway.

instant j.mp on dictator works, i dont know what it is your doing wrong, but it works, if you want it to be more reliable then setup a tick situation like lk pinwheel FADC jump forward mp. Fuzzys dont work on dictator, fuzzys are another topic ill repeat:

Instand Jump Medium Punch and Fuzzy Guards are not the same thing

i posted a quote with the fuzzy guards listed that ill put at the top eventually.