In the situation I described (s.lk -> s.mp xx MP Peach, forward dash, f+mk) the f+mk will hit meaty on a normal recovery OR a backroll, which is why it’s a good setup (covers 2/3 options). Remember, at either of these spacings, a CH f+mk guarantees another s.lk -> s.mp xx MP Peach combo. CH f+mk, s.lk -> s.mp xx MP Peach is all guaranteed. Also, if they don’t recover at all, you can do:
Combo into MP Peach, dash in, f+mk (see no recovery), s.mp (whiff), s.mp (meaty) and the timing is perfect.
So yeah, there you go. Off of MP Peach, forward dash, f+MK can lead to frame-tight meaty setups for all 3 recover options.
The ONLY downside of this setup is that f+mk is unsafe if they do a normal recovery and block. f+mk is -3 on block, so characters with 3 frame punishes can get you. However, it IS safe on back recovery setups. Back recovery takes a few more frames than a normal recovery. The normal recovery setup looks like f+mk hits on the first possible frame. On the backwards recovery though, f+mk hits later into its active hit frames, and you are safe on block (not sure the exact frames here, but definitely not worse than -1, might even just be 0).
As for the knockdown situations after Peach, according to the SRK SFV Wiki, MP Peach, HP Peach, and EX Peach all give the exact same amount of frame advantage after the knockdown. LP Peach, however, gives slightly fewer frames, so you’ll need to come up with separate meaty setups for combos into LP Peach finishes, e.g. c.lk, s.lp xx LP Peach.
Yeah for sure. Because timings windows in this game are really tight, it’s hard to just “eyeball” when to do a move to have it hit meaty. Once you get more accustomed to using meaty setups, you’ll start to get a better feel for what your meaty timings are, and you’ll be able to improvise a little more.
That said, I think that if you’re serious about getting better at SFV, then it’s really important to take your character into training mode and come up with optimal knockdown meaty timings for all of your character’s common knockdown situations. Things you should specifically test being able to beat are…:
- Wake-up 3f normal
- Wake-up 4f normal (for characters with no moves faster than 4f you might be able to apply stronger setups)
- Wake-up throw-tech (any proper meaty will beat this anyway)
- Wake-up jump (ditto here - any proper meaty should cover the 3f normal, throw tech, and catch their jump animation before it leaves the ground for a full combo)
- Wake-up DP / best invincible / armored reversal (9/10 out of 10 this will just mean blocking the reversal and converting into a CC combo, but it’s worth practicing because different reversals leave you at different spacings, so you need to be ready for that)
Taking the setup we’ve been talking about this whole time, you basically have this:
s.lk -> s.mp xx MP Peach, forward dash…
1./ (Quick Rise or Back Recovery) Opponent Blocks - Command throw.
2./ (QR or BR) Opponent does normal attack, throw tech, or jump - f+mk, etc. (note that f+mk will CH a button or throw and give you an s.lk combo, but will NOT guarantee a combo if they just tried to jump out - this makes it important to watch for the counterhit notification and to plan your follow up accordingly)
3./ (QR or BR) Opponent does reversal - Block, punish.
4./ (No Recovery) Opponent Blocks - s.mp (whiff), Command throw.
5./ (NR) Opponent does normal attack, throw tech, or jump - s.mp (whiff), meaty s.mp -> combo (no CH requirements here so this eats jumpers, too)
6./ (NR) Opponent does reversal - s.mp (whiff), block, CC punish.
So yeah, for any given knockdown there are at least 6, possibly 9 (depending on QR/BR setups being interchangeable) situations you should be prepared for. For some people this is a lot easier because they don’t have any true reversals other than their CA (i.e. R. Mika), so it also depends on your matchups.