Maypul Tech
Preface
Going through here, you'll notice there is a color code to help anyone look over tech and understand how useful or how prevalent they will be used during matches.
- Essential - Any tech with Essential are important to learn as they are commonly used in match-ups.
- Useful - Any tech with Useful are often very useful and good for mix-ups and many common situations.
- Situational - Any tech with Situational are tech that won't commonly be used but still have a level of viability, something that you might pick up once you've learned anything above it in tiers.
- For Fun - Any tech with For Fun don't offer any advantage to play, usually just for style.
Tech
How It Works
In Rivals 2, Seed is one of the fastest projectiles in the game, being easily spammable and non-commital. To avoid spamming the projectile, there is a hidden lockout window that prevents Maypul from throwing another seed immediately after landing or her endlag. However, it is possible to bypass this by using an Elkseed, named after Maypul player elkiies.
Perform an initial Seed Toss in the air, such that Maypul immediately lands after tossing Seed, being grounded during her 1 active frame. This causes her to immediately enter landing lag right after. After the four frames of landing lag, Maypul can instantly throw another Seed. This is a frame-perfect input, naturally. In other words, Maypul has to perform the latest possible Seed Toss such that it is barely considered grounded, followed by a grounded Seed Toss.
One consistent setup for pulling this off is doing a fullhop, fastfall at the apex of your fullhop, and then seed instantly after your fastfall.
Here's elkiie's original post! The information in the video has since been corrected, having done further research in MaypulCord, but the setup described here is the same thing as what was performed by elkiies here.
Inputs
While in air SpecialDefault Controls
Xbox:
GCN:
KB: > Land right after Seed Toss's active frame > SpecialDefault Controls
Xbox:
GCN:
KB:
Application
This allows you to throw two Seeds, which can be useful for racking up damage if you want to get chip damage through your projectiles. It also allows you to cover multiple timings, making it much harder for the opponent to avoid getting marked.
You don't need to do this for other moves as a follow up to Seed Toss, since you are instantly actionable after 4 frames of landing lag with aerial Seed Toss anyway. To be optimal, however, Maypul should be tossing an Elkseed, as it is the fastest possible Seed Toss, with only four frames of endlag and being fully actionable with any move, including another Seed.
How It Works
Tether will remove the marking from the opponent when Maypul flies toward them. But why should that be the case?
To perform a Toss Hog, input and hold Seed Toss, and on the sixth frame, input AttackDefault Controls
Xbox:
GCN:
KB: or GrabDefault Controls
Xbox:
GCN:
KB: to tether toward your opponent. This will cause the Seed to be launched at the same time as she tethers toward the opponent.
This is a frame perfect input. Too late, and tether will not come out. Too early, and Seed Toss will be overridden by tether.
Here's BossHog's post, where you've probably seen the tech from! Note that the video erroneously indicates frame 5, but after further investigation from MaypulCord, the correct info has been listed here.
This interaction was originally found by iliys during the Kickstarter beta, and it was posted in the Rivals of Aether Discord.
Inputs
SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK) > On frame 6, SpecialDefault Controls
Xbox:
GCN:
KB: + AttackDefault Controls
Xbox:
GCN:
KB: or SpecialDefault Controls
Xbox:
GCN:
KB: + GrabDefault Controls
Xbox:
GCN:
KB:
Application
The biggest application of this is to serve as a combo extension. This requires the opponent to be at a distance such that a Seed Toss will connect, as well as the opponent in being disadvantage to allow for a safe tether follow up, whether it be hitstun from a previous hit or a successful Wrap.
Being able to apply Mark while tethering means that Maypul can go for multiple tether combos, most likely horizontally. This means it is most practical in an edgeguard, a tether Neutral Air finisher, or doing a follow up from one platform to the other, such as on Godai Delta. This has not been explored in-depth, so have fun experimenting!
How It Works
After grabbing ledge, let go as fast as possible and Side Special into the ledge. Here, both regular Leaftasm as well as RSB are usable, with RSB being slightly easier. Releasing ledge should be performed with either Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / or GrabDefault Controls
Xbox:
GCN:
KB: to avoid fastfalling and dropping too low.
Wanna see it in action? Here's a temporary link to tide you over.
Inputs
While ledgehanging GrabDefault Controls
Xbox:
GCN:
KB: (No Hold) or Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / Presumes character is grabbing ledge while facing right. (Hold OK) > As soon as possible...
- Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB: (Side Special), or
- Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / (RSB)
Application
While it is not possible to infinitely refresh intangibility at ledge, it is still crucial as a timing mixup and can be important for waiting out ledgetrap options that the opponent has committed to, such as a charged Strong attack to cover getting off ledge. This is also useful for ledgehogging, since even if you miss ledge, you will still have intangibility left over, giving additional insurance to recovering and taking back stage control.
How It Works
While Up Special is normally hard to follow up after a hit, if you do it from a platform, you can cancel the rest of the move after getting the first hit.
To do this, simply input Up Special, and then immediately input a platform drop right after the first hit connects. This may sound difficult as it is a one frame leniency, but you can buffer the input due to the hitpause that comes from the initial hit. Maypul will cancel the rest of her move and fall through the platform, which can be followed up with a waveland to stay on the platform and immediately continue with a follow up
Inputs
While on a platform, input Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / right after the first hit connects
Application
This can be used as a quick combo extension. More to be added once we find out!
Inputting Tether
There are many ways to input this move. | |
---|---|
Input | Notes |
SpecialDefault Controls Xbox: GCN: KB: + AttackDefault Controls Xbox: GCN: KB: |
Standard. |
SpecialDefault Controls Xbox: GCN: KB: + GrabDefault Controls Xbox: GCN: KB: |
Must be timed after SpecialDefault Controls Xbox: GCN: KB: . |
SpecialDefault Controls Xbox: GCN: KB: + StrongDefault Controls Xbox: GCN: KB: |
Must be timed after SpecialDefault Controls Xbox: GCN: KB: if grounded. |
SpecialDefault Controls Xbox: GCN: KB: + Right Stick (Attack) |
Always works. |
SpecialDefault Controls Xbox: GCN: KB: + Right Stick (Strong) |
Special must be inputted first when grounded. |
AttackDefault Controls Xbox: GCN: KB: + Right Stick (Special) |
Right stick must be inputted first. |
StrongDefault Controls Xbox: GCN: KB: + Right Stick (Special) |
Right stick must be inputted first. |
GrabDefault Controls Xbox: GCN: KB: + Right Stick (Special) |
Right stick must be inputted first. |
GrabDefault Controls Xbox: GCN: KB: + AttackDefault Controls Xbox: GCN: KB: |
Air Grab must be set to NSpecial or Special. GrabDefault Controls Xbox: GCN: KB: must be inputted first. Can only be done while airborne. |
GrabDefault Controls Xbox: GCN: KB: + StrongDefault Controls Xbox: GCN: KB: |
Air Grab must be set to NSpecial or Special. GrabDefault Controls Xbox: GCN: KB: must be inputted first. Can only be done while airborne. |
ParryDefault Controls Xbox: GCN: / + KB: + StrongDefault Controls Xbox: GCN: KB: |
Air Parry must be set to NSpecial or Special. ParryDefault Controls Xbox: GCN: / + KB: must be inputted first. Can only be done while airborne. |
ParryDefault Controls Xbox: GCN: / + KB: + AttackDefault Controls Xbox: GCN: KB: |
Air Parry must be set to NSpecial or Special. ParryDefault Controls Xbox: GCN: / + KB: must be inputted first. Can only be done while airborne. |
ParryDefault Controls Xbox: GCN: / + KB: + SpecialDefault Controls Xbox: GCN: KB: |
Air Parry must be set to NSpecial or Special. Can only be done while airborne. |
ParryDefault Controls Xbox: GCN: / + KB: + GrabDefault Controls Xbox: GCN: KB: |
Special button must always be pressed first. This must be done in the air, with either Parry being set to NSpecial/Special, or Parry being set to Nair/Attack/Strong and Grab being set to NSpecial/Special. |