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MikeMuscles — Yesterday at 8:41 PM
So there's 2 situations of dolphin.
Dolphin at neutral, and dolphin during pressure.
The solutions are a bit similar, but not always.
So S dolphin is very fast, while H dolphin is slow.
S is -5, while H is +5, we will get to that in a bit.
So if she's using a bunch of dolphins at neutral, your instinct might be to put big buttons out to try and catch her. You actually want quick recovering buttons. What you do is do things like 5K~214K at neutral at a space you think she wants to dolphin, and if she doesn't you get a 5K (wiff). If she dolphins she runs into the active of your foot. If she does later dolphin, you've recovered and can block
So at neutral a lot of the buttons I'm pushing, 5K, 2K, 5P, all can beat a dolphin coming at you because her hurtbox moves before the hitbox. 6P/5H/etc are all slower, and what you need against dolphins generally is speed to connect with them. The slow moves get CH and that's when life gets real hard.
So say you missed your 5K and they got in with an H dolphin. Unfortunately after an H dolphin you gotta respect it if you couldn't interrupt it with a move. So let's say you blocked that and they do 2S > dolphin (another common string after that).
At this point when in pressure you want to -react- to seeing a dolphin with pushing a late button. The best way to do this is by having her lab in training mode. Against an S dolphin you'll push the button in blockstun if you react visually, while the H dolphin you'll interrupt.
Most common buttons here are 5K/2K/5P. If you mistime, you get to block after.
However, if she does 2S > S dolphin, that's either pure blockstun or a frame trap. If that's the case though she's given up her turn because she's -5. Normally characters have a hard time interacting with her but Gio can 5H at this range to say "stop doing things
So tl; dr
Interrupt with 5K/2K/5P, identify the difference between H and S, and after blocking S make sure you're pushing the heck outta 5H (Until she starts pressing 6P)