Key Moves
Normals:
5K - Main ground poke.
2D - Another ground poke. Low and knocks down.
5H - Great counterpoke. A wall.
jS - Go-to jump in, all purpose air button.
2H - Main anti-air.
Specials:
214P - Ball summon. P Ball is preferred over K Ball.
41236X - Dolphin summon. There are 4 different ones. Replace P,K,S,H for X.
[4]6X - Dolphin charge. Replace S,H for X. Combos
Starting combos
Spending Meter
What to do after a knockdown