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- So, May. May is a real annoying piece of work for many reasons,
- and I wanted to bring something up that causes alot of people issues.
- Totsugeki, or Mr. Dolphin is a big part of May's pressure. Defending
- against this move properly is critical to preventing her from just
- running game and snatching momentum. The situation that happens after
- blocking Dolphin, S in specific, is the most important interaction in
- the matchup.
- So, the first thing to understand is that you cannot merely react to every
- situation that happens after blocking S dolphin. You must commit to an option,
- immediately. Indecisiveness is your doom. What you want to do is choose a
- strong option and then react to the situation that comes after the next
- interaction. If you try and counterplay everything May can do when she's
- going, you're just going to get overwhelmed, get counterhit, and lose.
- Keep in mind, what I'm going to explain is simply an introduction to the
- layers of interaction with fighting May. There's much more you can do to
- option select her pressure, and defense against her is still developing.
- So, what are our options after blocking S dolphin?
- The first one, and the one I use most is 2S on block, immediately.
- A few reasons why this is good:.
- 2S is very likely to crush almost any option May does
- that isn't defensive after she makes you block S dolphin. That means
- S dolphin into a button, S dolphin into another S dolphin, S dolphin into
- backdash into another S dolphin can be blocked after 2S, S dolphin into jump
- lets you recover from your 2S...
- It's a strong, mindless option on the part of Nagoriyuki that lets you
- use your brain on other things, as discussed earlier. The reason why this
- works is because May dolphin is -5 on block, and 2S is disjointed enough to
- where May can't fight back against it in most situations. You can pretty safely
- crutch on it, and just wait for the layers of interaction that come after.
- Either she evades it, or she does something and gets counterhit by 2S. Take
- comfort in this.
- Now, if may is way closer to you, I'd recommend you change out using 2S
- with 2K or 5K, as May might manage to hit you with another dolphin before
- 2S starts up, or use some sort of light to stuff you. 2K also stuffs repeated
- S dolphins while having a faster startup, protecting you up close.
- The second option is to simply block. It's pretty difficult for May to
- actually open you up after a blocked S dolphin. Like, she has to run all the
- way up, knowing that shes super negative, and try and grab you or create more
- pressure, it's not likely to work if you stay sharp. She may present an
- opportunity to get outplayed by doing something overaggressive if you're
- patient.
- The third option I'd recommend is doing spin, or slide, or 214H. Oftentimes,
- May wishes to abuse the backdash button to goad your counterattack then
- pressure with an immediate dolphin. If you're down to call this tactic out,
- then slide will hit her right out of backdash, giving you a massive combo,
- and all the momentum. If you're feeling very brave and disrespectful, you can
- also just do a 5S as well - If May backdashes and does something that isn't blocking
- or jumping, you're sure to hit her and get something started. 5S is very slow,
- however.
- Again, the key is that you need to use these options decisively and mindlessly
- so you can use your mental resources in other way. It'll be pretty hard for
- May to force her offense if you automatically do what stuffs her dolphin pressure,
- also address her IADing at you afterwards, or trying to command grab, or 3K,
- a bunch of stuff. Implement this, crutch on it, and life will be alot easier.
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