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Kab — Today at 8:37 AM
I stole Birbs tips on May S Dolphin. In case you don't have it, it was:
Just as some expanded notes on the S Dolphin on block
1) Rising j.K will catch nearly all jump out attempts by May (be ready to convert though on hit) and you can still act afterwards with typically a j.S, air dash, or other options
2) 6H will beat nearly any counter-poke attempt (if timed properly) but can be blown up by back dash button if they read it hard. You can make yourself slightly safer going for 5H but the reward sucks.
3) 2S is the "less risk, less reward" poke as it reaches far enough to make contact with May and will beat any counter-poke attempt (even immediate S Dolphin follow-up) If they jump, you still have enough time to DP or 6P unless they do forward-jump into immediate down anchor which is one hell of a read
4) Dash block is your best attempt to scout out a backdash and is relatively safe but not easy to do consistently without some practice
5) SD should basically make contact easily against May and then you RC on hit or block and follow-up. I wouldn't recommend using it without meter though since the reward on hit is low and if they block, you will die
6) 214K isn't the best option because it's too slow. It will basically only catch back dash into a slow button and if she CH's you out of it because you're airborne, you will die easy
And an implementation of the above advice from KayJay: https://gfycat.com/informalcautiouslamb