- Good for controlling space in neutral
- Good for oki and extending pressure
- Hold the button during summon and release it later to activate the attack.
- Alternatively, tap the button during summon, press it again later and then release it to activate the attack.
- Dolphins will automatically release after 208f (K and HS) or 209f (P and S)
- Startup after release: 5f (K and HS) or 6f (P and S)
All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them.
In pressure, the fact that you can hold the button to determine when the dolphin attacks gives you a lot of options for oki. You can release the button right away to send the Dolphin ahead of you before you start your pressure. This has 2 good benefits. The first benefit is that sending the dolphin ahead of you forces the opponent into blockstun and locks out their ability to do a reversal on wakeup when you start your pressure. The second benefit is that if you are already close enough to go for a mixup right away, the dolphin colliding with the blocking opponent can partially visually obscure your mixup. You can also release the button at a key point in your blockstring and take advantage of the time that the dolphin attacks to reset pressure.
In combos, if you already have the dolphin out and waiting, it can be a good way to extend a combo in places where you'd usually have to RC to get a longer combo. For example, you can do stuff like 2D > (Release Dolphin) > Continue with air combo
P version summons the hoop at ground level in front of May, making it great for oki. It's also useful for extending pressure