I'll try and answer as many as possible to the best of my ability. Yes, that is her basic game plan. You basically want to poke and throw projectiles until you can get them into the corner or score a knockdown, where she can do big damage.Whether you play offensive or defensive is primarily match-up specific.[4]6S can be good in some match-ups. 2S comes out pretty fast, and even though it can trade with a lot of things other characters can open up with, it doesn't straight up lose to much. 6H is another option if you think the opponent will jump, just very risky.Yes to all except the special canceled blockstring. Dolphins and Balls can be very unsafe when canceled from most moves.Which Applause you use should be determined by what space you want covered. K/H covers the air, and P/S covers the ground. P/K is close to you, while S/H is farther away.I consider P ball to be the more defensive (Since it stays closer to you) while K ball is more for offense (Since it will reach the opponent sooner). K has 10 more frames of recovery, but if you YRC it that doesn't matter.Jumping on the ball is only really used as an okizeme tool since it can cross up and you get big damage off it.Whale is active frame zero so it can be used as a reversal in the corner. I've also seen people use it to hit an opponent that just airdashed at them.Dead angle is better in my opinion, but if your opponent knocked you down and you have to block a 50/50 you can't dead angle if you guess wrong, so 63214H can be a viable out.63214S doesn't have all that many uses, but it can be used in juggle combo, and if you do the Goshogawara Bomber follow-up you can get a combo after in the corner.If you and the opponent are both grounded yes.I would say 2H since you can get a combo off it, and you can get even more damage on counter hit. 6H is also a great anti-air, even though it can't be done on reaction, you get a knockdown and it is special cancelable.The best use I found for 6P is to beat opponent's dead angles (Shout out to raisedbyfinches for show me that) Other than that it does good stun damage in corner combos, but it doesn't make for the best anti-air in many cases.I would say j.S chained into j,H. If you are crossing up, j.2H.May does most of her big damage in the air, except for a few cases. if opponent is grounded 5K/f.S and P/S Applauses if opponent is airborn 2H/6H and K/H Applauses. If they jump you can also meet them in the air with a j.K chained into a j.HS.I struggle with Match-ups that others find easy so I am probably not the best person to answer this.