Alright, just for fun I tried me some 'basic' kedakombos.
In particular everything after 2:25 here: http://www.nicovideo.jp/watch/sm23013531
Throw rc hoop (before they cross), microdash 2h dolphin I just cannot do.
Even with 63 as the dash input, holding it and trying to late cancel the 2h. Am I missing a trick or is it just stupidly hard?
I'm actually quite liking this iteration of May, her oki is much stronger now I'm getting used to using it.
Some general bits I've noticed:
I'm finding my most reliable anti-air is actually j.d for close (where I'd probably try 6p normally)
Neutral game against Ky and I-no is very much old school and we can't put anything out at all
We don't crank RISC as quick as we used to
2h is almost entirely combo filler, I much preferred the reversal beating ability of the last one
I wish we still had j.sk for late air dash chains but the hitstun off j.s seems even better than before
@kokujindayo
You generally obeyed the first rule of fighting Sol - don't do anything stupid.
There are a couple of occasions where you landed things and could've capitalised way more than you did:
At 35 seconds you land a raw counter 2h. From that you can [almost?] always get 2p 5s into stuff, I can't remember the filler of the combo [how many jumps you get] but its at least one j.sh, j.kd jc.hd ensenga.
Almost immediately after you land a counter j.d, you landed and did nothing [he burst and you could've done lots].
Lots of times you whiff a 2p when you're in range for 2k, be brave enough to not use your fastest move
Nice conversion off the ball when you saw fafnir at 2:20
Its something I'm guilty of atm, but hs-hd in block strings is something we'll have to not be doing so much going forward. People will learn to buffer any reversal and confirm dolphin before throwing it out [when we don't have meter anyway].
Given the game isn't old at all its a good start.