Last week’s technical article defined meaty attacks and provided basic examples which could be applied to match combos and tactics. Today the goal is to show how elaborate these things can get. To illustrate the point, i’ve made a short video of advanced meaty setups in Capcom vs SNK 2:
Obviously none of these are the least bit practical, but i’ve always considered clever combo setups to be as impressive as the combos themselves. In fact i’ve recorded more than a few combos that were little more than an excuse to demonstrate a cool setup.
0:02 / opponent reaches into active space
Vice’s LK Da Cide Slayer reaches into Dhalsim’s extended B+MP, which gives him enough frame advantage to link c.HP. Dhalsim is actually quite amazing when it comes to these kinds of combos because of the sheer variety of attack ranges available to him. Some characters’ entire arsenals are aimed at a specific spot right in front of them.
0:05 / opponent crouches into extended attack
Guile walks just outside of c.MP range and whiffs one against standing King. Generally speaking, all characters in all fighting games become fatter while crouching. King ducks into the last active frame of Guile’s c.MP which allows him to link into F+HP backfist.
0:08 / backwards projectile pushes opponent into attack space
Ryo’s LP air FB is traveling away from Dhalsim, so it pulls him toward Ryo when Sim’s s.HP touches it. Ryo’s s.LP normally gives +5 hit advantage and his s.MK has 7 frames of startup. However, s.LP has 4 active frames which means he can cut 3 extra frames of recovery time by using the meatiest possible setup. Once he reaches +8 frame advantage, he can combo into s.MK as a one-frame link. Basically the reverse pushback from Ryo’s projectile slides Dhalsim into Ryo’s meaty s.LP hitbox on its last active frame.