Maypul | |
---|---|
Weight: | 82 |
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down. | 1.55 cm/f/f |
Max Fall Speed:Average value is 25. The higher the value, the quicker a character will fall back down. High values are considered fastfallers, whereas low values are considered floaties. | 28.3 cm/f |
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.] |
22 to 22 [10f] |
Air Speed:The maximum air speed a character can drift at. [Air acceleration.] |
17.0 cm/f [0.8 cm/f/f] |
Jump Speed:Jump speed.] |
Short Hop: 21.5 |

Maypul is not the only one fighting, however. She has many companions in the form of her plants, providing her powerful stage control, whether in stage, on the opponent, or at ledge. All of these are characterized by Maypul's unique trait, the Watcher's Mark, giving her a tethered teleport to the opponent as well as extending her combo game with wrapping them in place. Combined with her incredibly disjointed strongs, this makes Maypul's punish game incredibly dynamic, as she gets a multitude of kill confirms. Whether it be wrapping an opponent in place and hitting with a Strong, dunking off-stage with Forward Air, killing off the top with Up Air and Up Special, or confirming with tether kills at the edge of the stage, Maypul will always have a kill ready for her opponent.
Maypul is not a simple character to mow down opponents with, as she can be blown up with any reversal, filling the glass cannon archetype. Once you learn how to play her, however, with good reads, she can be one of the most fun and explosive characters in the game to combo with.
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Marked opponents can be wrapped when they are hit by Strongs. They are also wrapped if in hitstunHitstun
The state where a character is completely inactionable after a hit.
See in Glossary when detected by Lily. Wrapped opponents are considered airborne and can only escape after a set amount of time, depending on the way they were wrapped. The higher percent and the longer the Strong is charged, the longer the opponent will be wrapped.
Curious about how long wrap lasts? Well, it depends on how the opponent was wrapped.
- For her Strongs, it depends on the opponent's % after the hit. This uses the formula of roughly , give or take a frame.
- If it was into Lily, this depends both on opponent's % after wrap as well as the distance from Lily to her Maypul. The farther away Maypul is, the longer the wrap will last. At 0cm distance, Lily wraps for 31 frames at 0%, 41 frames at 100%, and 51 frames at 200%. In addition, she gains roughly a frame of wrap for every 100cm that Maypul is away from her.
Mark can be removed if an opponent parriesParry
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary Maypul, shields any of Maypul's Strongs, shields Lily's bite, or Pummels Maypul.
Xbox:
GCN:
KB:
Xbox:
GCN:
KB:
- Lily can be planted anywhere on stage, able to either hit the opponent or be wrapped. She will also consume any seeds and spit them upwards as their own, before eating them as they come back down again. However, she can be parriedParry
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary and hit by opponents to stun her. - Terry can be summoned at ledge. Any seeds thrown at him will bounce right off, as well as triggering a brief attack. He can also be Tethered to at any time. However, he can be parried to cause a counterattack on ledge (Perry) and despawn him altogether.
- Poppy can be summoned on an opponent. Any seeds thrown at Poppy will cause them to explode, sending the opponent toward the direction the seed was thrown from.
5 frame startup of a character's wall jump. Characters who can wall cling can extend this state.
See in Glossary of 5 frames, Maypul can hold her wall jumpsquat for 60 frames, known as her wallcling. Maypul jumps either when her wallcling ends, or when
Xbox:
GCN:
KB:
Xbox/GCN: Left Analog Stick
KB:
A unique kind of buffer for certain inputs. The input can be started at any point, and as long it is held until the frame it can be performed, the action will come out.
See in Glossary her wallcling. As long as she is holding the wall jump input and has a wall jump available, regardless of when it was started, it will trigger a wall cling. NOTE: Players cannot wallcling with the shorthop binding. This will instead cause normal wall jumpsquat for 5 frames before automatically wall jumping like all other characters. The fullhop binding behaves as normal.
Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB: ( >
AttackDefault Controls
Xbox:
GCN:
KB: )
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 3% | 4 | 5-6 | 15 [4]Regular endlag. [In-between frames before this Jab can be cancelled.] |
22 [11]Regular IASA. [Earliest Jab cancellable frame.] |
N/A | 4.0 + 0.0 | 45 | -14 to -13 [-3 to -2] |
Stun |
Jab 2 | 3% | 3 | 4-5 | 20 [8]Regular endlag. [In-between frames before this Jab can be cancelled.] |
26 [14]Regular IASA. [Earliest Jab cancellable frame.] |
N/A | 4.0 + 0.0 | 45 | -19 to -18 [-7 to -6] |
Stun |
- Both Jabs can be auto-floorhuggedAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary.
Maypul's fastest grounded approach, where she lightly pokes the opponent. Uniquely, both of Maypul's Jabs can always be cancelled into each other as well as Tilts, meaning that she theoretically has no end to the amount of Jabs she can perform in a Jab sequence.
Her Tilt cancels are useful, and due to some moves having higher startup, using Jab can be effective. Hits surprisingly low, making it a niche option for ledgetrapping on certain characters. It also hits behind her, which can be useful for cross upCross Up
Swapping between left and right. Instead of approaching the opponent from the front, moving past the opponent and positioning behind them.
See in Glossary Jab into reverse Forward Tilt or Down Tilt.
There are a few downsides. Jab 2 takes longer to cancel, meaning that opponents can reasonably time options to interrupt her sequence, such as shield grabs. Maypul also has no use for tiltboostingTiltboost
Cancelling the startup of a Jab with a Tilt, with the intent of using the forward momentum of the Jab to gain additional distance.
See in Glossary since her Jabs do not move her forward. This also means that she relies on her Tilts to get a knock down from starting with Jab.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Jab 1 | True | -8 to -7 [3 to 4] |
-11 to -10 [0 to 1] |
N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 3.200 | 2.57 | True | True | True | SpecifiedAngle |
Jab 2 | True | -13 to -12 [-1 to 0] |
-16 to -15 [-4 to -3] |
N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 3.200 | 2.57 | True | True | True | SpecifiedAngle |
Forward Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. / Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Tipper | 8% | 5Inputting Xbox/GCN: Left Analog Stick KB: Xbox/GCN: Left Analog Stick KB: |
6-9 | 17 | 27 | N/A | 5.4 + 0.55 | 45 | -14 to -11 | Stun |
Sour | 5% | 5Inputting Xbox/GCN: Left Analog Stick KB: Xbox/GCN: Left Analog Stick KB: |
6-9 | 17 | 27 | N/A | 4.5 + 0.45 | 45 | -16 to -13 | Stun |
Neutral poke, but requires spacing. This move has a tipperTipper
A hitbox on a move that is typically strong than the rest of the move. Unlike sweetspots, the hitbox takes lower priority over sourspots, meaning that it requires spacing such that only the tipper hitbox connects. While multiple characters have tipper hitboxes on their moves, the most notable example is Clairen's tippers, which uniquely grant tipstun.
See in Glossary hitbox, meaning that hitting any of her other hitboxes will result in the sourspot taking priority instead.
When tippered, it's one of Maypul's best knockdown tools and tech chaseTech Chase
A way of punishing an opponent's tech options, thereby extending advantage and enabling the character's punish game.
See in Glossary starters at 30-40%, since it sends at a low angle with low startupStartup
The starting animation of a character's move, before the hitboxes come out. The faster a move is, the harder it is to react to as well as defend against.
See in Glossary. An excellent move for sending the oppponent offstage, able to confirm into tether Neutral Air or an edgeguardEdgeguard
Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again.
See in Glossary sequence.
- In particular, downward angled Forward Tilt is good for poking ledge, disrupting opponents sitting on ledge, as well as hitting the lowest out of her moves.
- Upward angled Forward Tilt can be useful as a faster anti-air compared to Up Tilt, sending at a more desirable angle for knockdowns.
This move suffers from its sourspot, however. It's significantly weaker than the tipperr, knocking down at much higher percents, meaning that in order to make full use of this move, it's important to space this move correctly. In addition, because it inches forward, it can be difficult to space at ledge if used repeatedly.
- During startup, if an upward/downward direction is held on the left stick, it will be angled in that direction as well, for a total of three angles.
- Lightly boosts Maypul forward during active frames.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Tipper | False | -12 to -9 | -15 to -12 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Sour | False | -12 to -9 | -15 to -12 | N/A | N/A | False | False | False | 5 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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8% | 8 | 9-12 | 20 | 33 | N/A | 6.0 + 0.85 | 80 | -17 to -14 | Stun |
Anti-air and floorhug breaker, with freaky hurtbox contortionHurtbox Shift
Characters can sometimes change the orientation of their body during attacks, and depending on where their hurtboxes move, it can cause moves to evade or hit. Hurtbox shifting typically refers to evading a hit, whereas hurtbox extending refers to becoming vulnerable to a hit.
See in Glossary.
This move is good for catching a lot of Aerials, especially since Maypul rarely trades with this move, since there are few hitboxes that can reasonably reach Maypul without being intercepted by her vines. It's a good combo starter at early percents, especially since it breaks floorhug the soonest out of her Tilts at roughly 15-25%.
Maypul can juggle this move into itself on fastfallers with babydashesBabydash
A movement option by inputting dash for 1 or 2 frames, causing a character to slide forward while remaining fully actionable.
See in Glossary, and later connect into into Up Air or Neutral Air.
This move is very unsafe on shield, being difficult to space and having higher endlag. At higher percents, Down Tilt will be preferable to approach with instead, as it is safer and more disjointedDisjoint
Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.
See in Glossary against grounded opponents.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | -15 to -12 | -18 to -15 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 7 | 5.840 | 8.42 | True | True | False | SpecifiedAngle |
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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7% | 6 | 7-9 | 20 | 30 | N/A | 5.5 + 0.6 | 70 | -17 to -15 | Stun |
Maypul sweeps her tail, covering the space immediately in front of her.
While also launching upward, unlike Up Tilt, however, it is faster and much safer due to its range, making it a tool for pressuring shieldNo results and approaching in neutralNeutral
This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
See in Glossary. It also sends slightly more out, making it combo well into her Neutral Air and Forward Air.
At mid percents, this replaces Up Tilt as the combo starter, as it sends not as high but with similar hitstunHitstun
The state where a character is completely inactionable after a hit.
See in Glossary. This move can also catch vulnerable oppponents on ledge to set up for edgeguardsEdgeguard
Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again.
See in Glossary with Forward Air or Forward Strong.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | -14 to -12 | -17 to -15 | N/A | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Dash Attack
While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Hit 1 | 3% | 8 | 9-14 | 25 | 49 | N/A | 8.0 + 0.0 | 30 | -37 to -32 | Stun |
Hit 2 | 5% | 8 | 20-23 | 25 | 49 | N/A | 9.0 + 0.4 | 70 | -24 to -21 | Stun |
- The first hit can be auto-floorhuggedAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary. - The first hit forces tumble and is weight independent.
A high risk, high reward burst option.
Maypul has a lot of horizontal reach with this move. The first hit will always knock down, and it is designed to carry the opponent into the second hit, which launches the opponent up.
This move makes for a good launcher, being one of her best options at moving forward and catching landing opponents. Because of its burst range, it can catch out opponents as a whiff punish. The reward from it can be useful to set up for edgeguards. Up Tilt and Down Tilt are much less committal, but they cover a lot less horizontal range in return.
This move is also incredibly unsafe and laggy. The first hit has set knockback and will forces knockdown, making it beat CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary, but it can be auto-floorhuggedAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary into a floorhug tech to avoid the second hit. It also loses to shield, with it being possible possible to time a parryParry
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary out of shield on the second hit. Because of this, it is very risky and punishable when it becomes predictable against grounded opponents in neutralNeutral
This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
See in Glossary.
This move is very contentious in terms of what it's good or bad for. Expect to see this move thrown out as a spam option at low levels, a misinput at mid levels, and a callout option at high levels.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | True | -31 to -26 | -34 to -29 | N/A | N/A | False | False | True | 5 | 1.0× | 1.0× | 0.6× | N/A× | 5 | 3 | 4.400 | 2.57 | False | True | True | SpecifiedAngle |
Hit 2 | False | -20 to -17 | -23 to -20 | N/A | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 5 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
Strong Attacks
Forward Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Tipper | 11% | 10+10 [20]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
21-23 | 30 | 54 | N/A | 7.0 + 1.05 | 45 | -24 to -22 | Stun |
Sour | 10% | 10+10 [20]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
21-22 | 30 | 54 | N/A | 6.0 + 0.9 | 45 | -24 to -23 | Stun |
Large disjointedDisjoint
Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.
See in Glossary Strong. This tippersTipper
A hitbox on a move that is typically strong than the rest of the move. Unlike sweetspots, the hitbox takes lower priority over sourspots, meaning that it requires spacing such that only the tipper hitbox connects. While multiple characters have tipper hitboxes on their moves, the most notable example is Clairen's tippers, which uniquely grant tipstun.
See in Glossary at the leaf, but sourspots at the wrist.
One of her good horizontal KO options, stronger than Down Strong if tippered. Maypul can use this to wrap and cover space in front of her, making it good for catching ledge and setting up edgeguards.
Funnily enough, this attack causes Maypul to leap into the air, making it a niche option for being able to avoid certain low to the ground hits.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tipper | False | -24 to -22 | -27 to -25 | N/A | N/A | False | False | False | 11 | 1.0× | 1.0× | 1.0× | N/A× | 11 | 9 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Sour | False | -24 to -23 | -27 to -26 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 11% | 14+8 [22]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
23 | 28 | 55 | N/A | 7.5 + 1.1 | 90 | -23 | Stun |
Sour | 10% | 14+8 [22]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
24-26 | 28 | 55 | N/A | 6.5 + 1.0 | 90 | -22 to -20 | Stun |
Strong disjointedDisjoint
Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.
See in Glossary attack that hits above Maypul. The early hit is stronger than the late hit, but the late hit is very tall, barely being able to hit the bottom of Hodojo's top platform.
Good for setting up wraps on opponents on platforms or falling down, which can lead to KOs with another Up Strong, Up Air, or Up Special, as well as a good grounded approach to hit above platform compared to Up Air. At higher percents, Up Strong is stronger than Up Special. This can also be comboed into itself using a Seed Toss and Lily setup.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | -23 | -26 | N/A | N/A | False | False | False | 11 | 1.0× | 1.0× | 1.0× | N/A× | 11 | 9 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Sour | False | -22 to -20 | -25 to -23 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Front | 10% | 7+5 [12]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
13-15 | 26 | 50 | N/A | 6.3 + 1.05 | 45 | -28 to -26 | Stun |
Back | 10% | 7+5 [12]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
21-23 | 26 | 50 | N/A | 6.3 + 1.05 | 45 | -20 to -18 | Stun |
Maypul hits in front, and then behind. This covers her close quarters range.
This is Maypul's fastest Strong attack, both coming out and ending faster than her other options. It is excellent up close and for fast wraps, and it's her best callout tool in neutralNeutral
This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
See in Glossary. This can combo into aerials like Forward Air at mid percents and being a KO option at high percents, and it also is great as a tech chase option, especially when used to wrap.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front | False | -28 to -26 | -31 to -29 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Back | False | -20 to -18 | -23 to -21 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 8% | 7 | 8-9 | 12 | 27 | 9 | 7.0 + 0.5 | 45 | -3 | Stun |
Late | 4% | 7 | 10-14 | 12 | 27 | 9 | 5.0 + 0.3 | 45 | -6 | Stun |
Her filler aerial. A fast move, covering Maypul's body.
It comboes into Grab when done low enough, and it is her most consistent option out of tether, able to take opponents out near blast zonesBlast Zone
The regions on the outskirts of a stage where if a character's position is in them, they will die.
See in Glossary reliably. This move is also great for crossing upCross Up
Swapping between left and right. Instead of approaching the opponent from the front, moving past the opponent and positioning behind them.
See in Glossary. It is an excellent follow up to Up Tilt, Down Tilt, and Maypul's Throws.
This move is also one of the best finishers out of Tether, being the fastest and most consistent of the usual three Tether Aerials.
- Off the side, Tether Neutral Air is one of the most reliable options, able to kill because the opponent is close to the blastzone anyway.
- Off the top, combined with Tether Up Air, it's a deadly 50/50, covered in the Up Air section.
Tether Neutral Air can be typically found on opponents past 100%, with starters like Neutral Air, Back Air 2, Forward/Back Throw, Forward Tilt.
This move has flaws, however, as it is not particularly strong, being extremely susceptible to floorhugFloorhug
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.See in Glossary and especially crouch cancelCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary. It is also stubby, meaning that Maypul has a lot of trouble with spacing this move on shield, often losing to opposing Aerials or anti-airsNo results. The late hit, however, is weak enough to avoid techs, knocking down at 94%-113%.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | -1 | -4 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | 1.0× | 6 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Late | False | -1 | -4 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | 1.0× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 12 | 13-15 | 19 | 35 | 12 | 4.5 + 0.45 | 320 | -6 | Stun |
Maypul slams the opponent down, sending the opponent diagonally down and away. This move can reverse hitReverse Hit
A way to describe when a hit's horizontal knockback sends toward the attacker, despite the knockback angle sending away. For example, if File:ROA2 Zetterburn Stock.png Zetterburn is facing right, his Forward Air will typically send opponents right. However, if he hits a Ranno behind him, it will reverse hit and send left instead. This is due to the defender's center being positioned behind the attacker's center. Not all hits can reverse hit. This is also distinct from "reverse hitboxes".
See in Glossary quite often.
This is an important tool in low percent, as it gives Maypul the ability to beat CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary, mitigating one of Maypul's weaknesses at early percents and able to Grab out of it. Because it has lower knockback compared to other spikesSpike
An attack that sends downward. On grounded opponents, this causes flinch at lower percents, and causes an untechable bounce at higher percents.
See in Glossary, it also allows her to flinchFlinch
A hitstun state that occurs primarily when grounded characters are hit by downward-sending moves at lower percents. At higher percents, characters instead bounce. This beats crouch cancel and floorhugging.
See in Glossary grounded opponents for longer before they start popping up.
It is also one of her best edgeguardingEdgeguard
Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again.
See in Glossary tools. It's one of the weaker spikes in the game, but it also leaves Maypul quickly actionable afterward, giving her more agency during edgeguards and able to even chain into itself. While she can keep hitting Forward Air and take both her and the opponent out, Maypul can still reliably recover from doing it even twice, so long as she maintains all her resources.
This move is also useful out of Tether. While it does not have as much power as the other two hits, its ability to send the opponent downward makes it really useful for setting up edgeguards, since it can easily put opponents in poor positions offstage. It also combos better compared to Up Air or Neutral Air which typically only lead to a reset if it doesn't kill.
This move is her slowest Aerial, however, and the range on this move is typically not that strong. She can struggle to space this move because of it, being only truly safe against shield grabShield Grab
Performing a Grab while shielding. A common reversal option on poorly spaced moves.
See in Glossary if she spotdodges after. It also becomes much worse if Maypul lands this on an airborne opponent who quickly lands and is able to act before Maypul, like all spikes.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | 1.0× | 6 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4% | 5 | 6-7 | 12 | 28 | 10 | 5.0 + 0.25 | 90 | -7 | Stun |
Hit 2 | 5% | 5 | 13-15 | 12 | 28 | 10 | 6.0 + 0.5 | 45 | -6 | Stun |
Maypul's biggest disjointDisjoint
Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.
See in Glossary in neutralNeutral
This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
See in Glossary. The first hit is a weak hit, and the second hit deals considerable knockback.
This move is good at taking space, and it is her fastest out of shield option, though the multihit nature of it can be inconsistent. It is also a really strong edgeguarding option, able to often set up into itself and let Maypul reposition. Notably, the first hit only starts knocking down at 96%, making it useful to avoid wall techs at earlier percents.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | -2 | -5 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 0.8× | 0.8× | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Hit 2 | False | -2 | -5 | N/A | N/A | False | False | False | 5 | 1.0× | 1.0× | 1.0× | 1.0× | 5 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Multihit | 2% (2x) | 8 | 9-10, 13-14 | 15 | 37 | 10 | 3.3 + 0.0 | 130 | -9 | Stun |
Multihit (Tether) | 2% (2x) | 8 | 9-10, 13-14 | 15 | 37 | 10 | 5.0 + 0.0 | 160 | -9 | Stun |
Final | 5% | 8 | 19-21 | 15 | 37 | 10 | 5.5 + 0.9 | 90 | -6 | Stun |
A multihit juggleJuggle
A vertical advantage state where the defender is above the attacker, and the defender has to find a way to land while avoiding being attacked by the attacker.
See in Glossary tool. If done while rising, Maypul gains additional height.
As an offensive option, this move is an excellent option for keeping opponents in the air, able to shark platforms as well as juggle from below. Because she can rise with it for extra height, she can chase down opponents with full hopFull Hop
A high grounded jump, allowing for more height and jumping onto platforms.
See in Glossary Up Air and double jump Up Airs where any other Aerial would be difficult for reaching. Because of the size of the move, it is especially effective on larger bodies, sometimes able to even catch them in neutralNeutral
This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
See in Glossary.
As an option out of Tether, this move is a crucial option to look out for. Maypul has to make a read on whether the opponent chooses to hold upDI up and ASDI up are both required..
- If they do, they will fall out of this Up Air, but they will lose to Neutral Air killing off the top blast zoneBlast Zone
The regions on the outskirts of a stage where if a character's position is in them, they will die.
See in Glossary. - If they don't, Up Air kills. Neutral Air sends way too low to kill off the top blast zoneBlast Zone
The regions on the outskirts of a stage where if a character's position is in them, they will die.
See in Glossary.
As an offstage recovery option, this move is essential. Not only does it provide a very real way to challenge attacks from above, but it also lets Maypul mix up heights with double jumpDouble Jump
A character's midair jump, called double jump due to legacy. Characters have a limited amount of these per airtime. While most have only one, Wrastor gets three.
See in Glossary and wall jumpWall Jump
Characters jumping off a wall. A one-time use resource, typically regained from landing on stage.See in Glossary. While Maypul is stuck in Up Air, Maypul has a large active hitbox, meaning that she regains wall jump and have frame advantage against the opponent, potentially leading to a reversal situation. If she's going to double jump out of hitstun, always pair it with an Up Air.
- Maypul gains height if she is rising while performing this move, including out of her jumps, double jumps, and wall jumps.
- The regular multihit has reduced SSDISingle Shift Directional Influence
A way of teleporting after hitpause, done with either stick. Requires precise timing, but yields higher distance than ASDI.
See in Glossary, but increased ASDIASDI
A way of teleporting after hitpause, done with either stick. Has lenient timing and can be used to floorhug.
See in Glossary. - The tethered multihit has increased ASDI, and it can be escaped by holding upDI up and ASDI up are both required..
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | False | -2 | -5 | N/A | N/A | False | False | False | 3 | 0.5× | 1.2× | 1.0× | 1.0× | 3 | 2 | 3.600 | 1.67 | True | True | True | SpecifiedAngle |
Multihit (Tether) | False | -2 | -5 | N/A | N/A | False | False | False | 3 | 0.0× | 1.2× | 1.0× | 1.0× | 3 | 2 | 3.600 | 1.67 | True | True | True | SpecifiedAngle |
Final | False | -2 | -5 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 0.85× | 1.0× | 6 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Adds Y velocity of 7.0 cm/f on frame 9, adds Y velocity of 2.5 cm/f on frame 19, adds Y velocity of 2.5cm/f on frame 22.
Down Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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5% | 10 | 11-18 | 23 | 42 | 14 | 5.0 + 0.4 | 45 | N/A | Stun (None) |
An unorthodox move where Maypul summons a projectileProjectile
An article that uniquely can be parried on frame 3, with additional properties. Commonly used to refer to reflectable projectiles, though strictly speaking, there are nonreflectable projectiles as well.
See in Glossary.
The root is summoned on the nearest floor beneath Maypul, whether it be on a platform or the main stage. This move will come out so long as Maypul is not interrupted for the first 8 frames. The position of the root will often differ from Maypul depending on her driftAerial Drift
Describes characters being able to move left or right freely during movement or Aerials.See in Glossary.
Down Air is an interesting option that serves a few roles, but it mainly is strong at catching the early animation of jumps and discouraging grounded anti-airsNo results when trying to catch Maypul's landing. Because Maypul can control where she is without affecting the root's placement, the position of landing behind an opponent after Down Air is super potent for Maypul.
Don't throw this out all the time, of course. This move provides zero protection for Maypul, and she actually extends her hurtboxHurtbox Shift
Characters can sometimes change the orientation of their body during attacks, and depending on where their hurtboxes move, it can cause moves to evade or hit. Hurtbox shifting typically refers to evading a hit, whereas hurtbox extending refers to becoming vulnerable to a hit.
See in Glossary quite a decent bit for it. It's best when the opponent least expects it.
- This is a projectile, meaning she cannot hitfallHitfall
A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.See in Glossary the move.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | N/A | N/A | True | True | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Seed Toss
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
1% | 6 | 7 | 13 | 21 | 4Maypul autocancels on landing. | 0.0 + 0.0 | 0 | N/A | No Stun (Reflect) |
Maypul throws a seed at the opponent, marking them on hit. This projectile deals no hitstunHitstun
The state where a character is completely inactionable after a hit.
See in Glossary or knockbackKnockback
The measure of how far an attack sends its target.
See in Glossary. If parried, the seed can mark Maypul in return. Seed behaves uniquely when interacting with Lily, Terry, and Poppy.
While this projectile does no hitstun or knockback on opponents, it is one of Maypul's most important tools. This is her primary tool of keeping opponents marked, but it is very suscptible to being parried, meaning that it is not trivial to find opportunities to mark opponents. It also loses to all hitboxes, at best trading with opposing projectiles, so Maypul needs to be careful about when she gets it off. She finds the easiest type doing so against offstage opponents or in the middle of rewrap strings. She can also use tools like Lily and Terry to redirect her seed to hit locations that would otherwise be inaccessible, since Maypul's seed can only go in a low horizontal arc.
Seed is also important for triggering Terry and Poppy, as well as keeping Lily and Terry on the field for longer. This means that Maypul needs to find spacings where she can safely threaten with Neutral Special, typically building space between her and her opponent. In particular, Lily will evade biting any opponents if she is busy throwing a seed up, meaning that it can help with dodging opposing parries on Lily.
In addition, this is still a projectile with a hitbox. This means that it can find use against opposing projectiles like Kragg's pillar,
Zetterburn's fireball,
Forsburn's smoke, etc. This typically becomes much more matchup-specific.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | N/A | N/A | True | True | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 2 | 2.800 | 0.85 | False | True | True | SpecifiedAngle |
Seed lasts for 180 frames idle. Takes 11 frames when eaten by Lily, and gets spit upward by Lily or knocked away by Terry for 300 frames.
Forward Special - Leaftasm
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Normal | 4% | 8 | 9-16 | 28Grounded. / 14+Aerial. | 43 | 18 | 6.0 + 0.3 | 120 | -32 to -25Grounded. | Stun |
Maypul dashes while covered in an aura of leaves. It applies the Watcher's Mark status effect on hit. This move sends at a predictable angle behind Maypul, and it is a fast burst movement option for Maypul. If done grounded, this will stop at any edge, with only the airborne version able to go off the edge of a surface. This move will also commonly stop if it hits a shield.
This move can be reversed during startup to cause Maypul to move backwards instead, known commonly as an RSB(reverse side-B), sometimes FMEFeuillemère à l'Envers, translating to Leaftasm in Reverse in French. Yes, really. People really enjoy this acronym.. The distance is half as long as a regular Side Special, but it preserves the same frame data and sends the opponent in the same direction. This hit is incredibly value, as Maypul's follow ups change significantly from her positioning, being able to Up Tilt or Forward Tilt to extend and start a combo.
This is one of Maypul's most important tools for recovery, as it allows Maypul to quickly get to the wall where her recovery is unlocked. It is hard to contest due to its speed and hitbox placement, being able to quickly go under opponents.
In addition to recovery, Side Special is a useful combo tool. It can be extend combos due to its fast frame data and low knockback, linking into moves like Neutral Air as well as Lily. It provides her a way of marking the opponent mid-combo, leading to further wrap or tether follow ups. Because of its strength offstage, it can launch an unsuspecting opponent up into a Lily at ledge, setting up a combo near ledge against the wrapped opponent. However, this move has drawbacks due to its weak knockback, as it struggles to break CC/FH, unable to knockdown until well past 100% on all crouching characters.
- Maypul stops in place during startup, and she will only begin to fall during recovery.
- Puts Maypul in special fall, which can be cancelled with wall jump.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Normal | False | -10 | -13 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
- During startup, Maypul's vertical velocity is reset to 0 and is frozen. Maypul's horizontal velocity will be set to 35/50/27.727/39.61Aerial. Grounded. Aerial RSB. Grounded RSB. on the first active frame and will deccelerate, deccelerating faster during recovery. Maypul's vertical velocity is unfrozen during the beginning of recovery.
Up Special - Uppercut
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Hit 1 | 4% | 9 | 10 | 14+Can start grabbing ledge on frame 9. Maypul goes into special fall after frame 14. | 11This hit can be platform cancelled. | 25 | 8.0 + 0.5 | 90 | N/A | Stun |
Hit 2 Early | 8% | 9 | 11-14 | 14+Can start grabbing ledge on frame 9. Maypul goes into special fall after frame 14. | 33 | 25 | 6.0 + 1.08 | 90 | N/A | Stun |
Hit 2 Late | 6% | 9 | 15-18 | 14+Can start grabbing ledge on frame 9. Maypul goes into special fall after frame 14. | 33 | 25 | 6.0 + 0.93 | 90 | N/A | Stun |
A fast uppercut with a powerful sweetspot when it starts up.
This move can be used as an option to KO opponents off the top, often after Up Air or Up Throw. If done from a platform while grounded, this can be cancelled after the initial hit. This move is modest for recovery, but because of how few active frames it has, it's usually her last resort, since it cannot be mixed up and is very linear. Maypul isn't necessarily in trouble if she has to use it, however, since Maypul's high aerial drift can often make up for the lack of horizontal velocity on the move. In general, Leaftasm and her wall jump and double jump Up Air are much safer options for getting back to stage, but this tool absolutely works alongside them, especially if it's a get off me tool.
- Maypul stops in place during startup, and she can only start drifting once she enters recovery.
- Puts Maypul into special fall.
- Can grab ledge starting on frame 27.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Hit 1 | False | -17 | -20 | ReverseMomentum | N/A | False | False | False | 8 [9]Opponent hitpause. | 1.0× | 1.0× | 1.0× | N/A× | 8 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Hit 2 Early | False | -17 | -20 | ReverseMomentum | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Hit 2 Late | False | -17 | -20 | ReverseMomentum | N/A | False | False | False | 6 | 1.0× | 1.0× | 0.85× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Maypul's velocity is set to 0 at the beginning of this move.
Down Special - Lily
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Plant | N/A | 30 | N/A | 10 | 41 | N/A | N/A | N/A | N/A | |
Lily (Slow Bite) | 4% | 10 | 11 | 21 | 33 | N/A | 6.0 + 0.3 | 45 | N/A | No Stun (None) |
Lily (Fast Bite) | 4% | 3 | 4 | 21 | 25 | N/A | 6.0 + 0.3 | 45 | N/A | No Stun (None) |
Lily (Wrap Hit) | 4% | 3 | 4+ | N/A | VariesLily disappears when wrap wears off. | N/A | 6.0 + 0.3 | 45 | N/A | No Stun (None) |
Cooldown | N/A | N/A | 1-15 | N/A | 16 | N/A | N/A | N/A | N/A |
Maypul's stage hazard, opening up many combo routes.
Lily is a stage hazard that Maypul can plant down. She cannot be hurt by projectiles, and she will automatically leave after 5 seconds.
- She will bite at any opponent that comes near it, making her an important combo tool for Maypul. By sending opponents into her, Lily will send them right back in the direction of Maypul, making for ping pong combos. However, this can be parried, stunning Lily in the process.
- If marked, Lily will instead wrap them, allowing for Maypul to go for any punish she desires.
- Lily will also eat any seed that gets tossed her way and throw them upward, potentially marking any opponents that cross that trajectory.
Lily is important, but it's important to consider where she's the strongest.
- On platforms, Lily is much harder to parry, and she can often be comboed into with Leaftasm or Up Throw, but it requires Maypul finding an opening to set her up on platform, and then for her to retreat safely.
- On stage, she is a lot easier for ping pong combos, but she is significantly easier to parry, meaning that Maypul is sometimes forced to babysit Lily.
- At ledge, she can have a few advantages, such as extending hitpause on recovering opponents to buy Maypul more time for an edgeguard, or preventing opponents from landing on stage if they would be normally sent into special fall. The downside, of course, is that if the opponent controls center stage, they can often dash back and parry her for free invincibility, and Lily can sometimes be too far to knock into.
Lily typically comes into play when Maypul has difficulty covering multiple options for tech chases, since all of her Throws are very reactable and typically leave Maypul with no strong follow ups on DI out. It's possible to net KOs by reading the opponent's DI after the bite, and charge a Strong to cover the trajectory, since Maypul is fully actionable while Lily is busy biting.
Lily is not always the go-to answer, however. She can often become a giant liability due to the presence of parry, meaning that Maypul has to be cognizant of what the opponent is doing. She also can be attacked, causing her to enter a brief hurt animation but also extending the opponent's active frames due to hitpause, which can mess up Maypul's own timing. Lastly, she's on a limited timer, and this can be a big problem for Maypul. Lily will go away if the opponent grabs Maypul, and either Lily or Maypul getting damaged will cause her timer to tick down as well. This sometimes forces Maypul into a resource management game, where she has to throw out Seeds to keep Lily active, or give up Lily entirely.
If Lily is out, and Maypul does the Down Special input, she will instead exclaim "huh" for a brief period. This has no viable usage in competitive gameplay.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Plant | N/A | ERROR! | ERROR! | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Lily (Slow Bite) | False | N/A | N/A | N/A | N/A | True | True | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Lily (Fast Bite) | False | N/A | N/A | N/A | N/A | True | True | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Lily (Wrap Hit) | False | N/A | N/A | N/A | N/A | True | True | False | 7 | 0.0× | 0.0× | 1.0× | N/A× | 3 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Cooldown | N/A | -6 to 8 | -9 to 5 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
In total, Lily lasts 600 frames once she's properly spawned.
- If an unmarked opponent enters her range, Lily will bite them and disappear. This bite has faster startup if the opponent is in hitstun. If this is parried, Lily will enter parry stun before despawning and remove mark. Lily biting shielding opponents will also remove mark. Lily interrupts her bite startup if Maypul is grabbed.
- If a marked opponent is launched toward Lily while in hitstun, she will disappear and trap them in place, giving Maypul a free punish.
- If an opponent hits Lily, both enter hitpause, and Lily will become inactive for one second60 frames..
- If Maypul throws a Seed at Lily, Lily will redirect the Seed directly above her, causing it to go up and fall back down, before the Seed disappears. This also causes Lily's timer to reset, enabling her to stay on stage for longer.
- If Lily is on a surface that disappears, like a platform, she will briefly become intangible until she lands and become active again.
Aerial Down Special
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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4% | 13 | 14-21 | 11 [1]If airborne, can be cancelled into Leaftasm on frame 1. | 33 [22]Can be cancelled into Leaftasm on frame 1. | 13 | 8.0 + 0.3 | 90 | -10Assumes Maypul lands immediately. | Stun |
When performed in the air, this will instead give Maypul a downwards dash similar to her Leaftasm, applying Watcher's Mark on hit. This midair dash can be followed up with a Forward Special for recovery and mixup potential, and it can also serve as a combo extension to hit opponents below Maypul, following up into Up Tilt, or even Up Special.
This has a lot of names colloquially, from "Leafdive", "Lilydash", "Downtasm", "Falling Ferret", but just assume that if it's a strange name that you've never heard of before, the Maypul mains are probably talking about this move.
- Can be cancelled into Forward Special during recovery.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | -5 | -8 | ReverseMomentum | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Cannot drift during this move. However, this move can be B-reversed and will continue to carry any horizontal momentum from before. Can fall through platforms for the first 2 active frames if Maypul holds down.
Grabs & Throws
Grab
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Grab | N/A | 6 | 7-8 | 23 | 33 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 9 | 10-11 | 27 | 39 | N/A | N/A | N/A | N/A | |
Pivot Grab | N/A | 9 | 10-11 | 30 | 42 | N/A | N/A | N/A | N/A |
Like all grabs in this game, Maypul's Grab is important to her game. While it is one of the shortest grabs compared to the rest of the cast, she gets a myriad of follow-ups from her throws, including extensions that come from throwing into Lily. Maypul can link into Grab off of Jab, late Neutral Air, or Forward Air. Like all grabs, this move beats crouch cancel, making it especially useful at early percents, due to most of Maypul's moves being light hits.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel Attack
GrabDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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8% | 10 | 11 | 20 | 32 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
Maypul hits the opponent briefly.
Useful for enabling regrab tech chases at early percents. This is also crucial for getting opponents past CC/FH percents.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | False | 8 | 1.0× | 1.0× | 1.0× | N/A× | 8 | 7 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
Pummel Special - Poppy
GrabDefault Controls
Xbox:
GCN:
KB: >
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Pummel | 8% | 10 | 11 | 20 | 32 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
Pop | 3% | 1 | 2 | N/A | N/A | N/A | 6.0 + 0.3 | 45 | N/A | Stun (None) |
Maypul hits the opponent, and Poppy appears on them. When Maypul throws a Seed at an opponent with Poppy, Poppy explodes, and if this explosion hits the opponent, they are sent toward Maypul.
This is a good way to start a combo outside of Maypul's normal range as well as extend her combos. It can also work as an option out of tether, especially since Maypul has ample follow ups with all of her other hits. However, the opponent can shield the seed, which will trigger Poppy to explode anyway, with no consequence for the opponent. This also works on parry.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pummel | False | N/A | N/A | N/A | N/A | False | False | False | 8 | 1.0× | 1.0× | 1.0× | N/A× | 8 | 7 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
Pop | False | N/A | N/A | N/A | N/A | True | True | False | 15 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 2 | 4.400 | 2.57 | False | True | False | SpecifiedAngle |
Forward Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 16 | 17-18 | 25 | 44 | N/A | 9.5 + 0.35 | 50 | N/A | Stun |
- Tumbles at 0%.
Sends the opponent in front of Maypul and causes a knockdown. This is a mirrored version of Maypul's Back Throw.
Can combo into Lily, and can combo into an offstage kill with tether Neutral Air.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 16 | 17-18 | 25 | 44 | N/A | 9.5 + 0.35 | 130 | N/A | Stun |
- Tumbles at 0%.
Sends the opponent in front of Maypul and causes a knockdown. This is a mirrored version of Maypul's Forward Throw.
Can combo into Lily, and can combo into an offstage kill with tether Neutral Air.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | False | True | True | SpecifiedAngle |
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
3% | 26 | 27-28 | 30 | 59 | N/A | 10.0 + 0.45 | 85 | N/A | Stun |
- Always tumbles.
This throw sends the opponent high up into the air. Is suprisingly laggy to act out of.
Good for sending onto platforms as well as enabling for Up Air chains. If the opponent DIs in, Maypul can kill with Up Air and Up Special.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | True | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Throw | 6% | 36 | 37 | 24 | 62 | N/A | 8.0 + 0.15 | 270 | N/A | N/A |
Spinning Hit | 6% | 20 | 21-29This hits opponents that are not Maypul or the thrown character. | 32 | 62 | N/A | 8.0 + 0.6 | 45 | N/A | Stun |
- Always tumbles.
This throw swings the opponent around in a loop and then slams the opponent down onto the ground. This sends into an instant knockdown on stage which can be instantly teched, and it throws the opponent directly downward if there is no floor to knockdown. At 76% or higher, this throw will cause the opponent to bounce off the floor on missed tech.
This is generally not as useful as her other Throws as a tech chase option, as she cannot cover the full disance of tech away. This means that this Throw is generally best used in the corner, where tech away will cause the opponent to roll to ledge, a distance that Maypul can cover.
If other characters are near Maypul during her windup, they can get hit by the swinging animation as well, getting launched away.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | N/A | N/A | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0× | N/A | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Spinning Hit | False | N/A | N/A | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
3% (2x) | 25 | 26-28, 33-35 | 25 | 61 | N/A | 8.0 + 0.3 | 45 | -25 to -23 | Stun |
- Intangible between frames 1-35.
- Ledge is no longer occupied starting on frame 31.
Two vines appear around Maypul, swinging at ledge while she gets onto stage. This has a unusually long range.
This move is good at catching opponents on stage as well as an edgeguard to contest opponents recovering to ledge.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | -19 to -17 | -22 to -20 | N/A | N/A | False | False | False | 5 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 3 | 3.200 | 2.57 | True | True | False | SpecifiedAngle |
Ledge Special - Terry
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Spawn Terry | N/A | 20 | 21Terry spawns., 41-45Terry attacks. | 15 | 61 | N/A | N/A | N/A | N/A | |
Terry Hit | 3% | N/A | 1-4 | 15 | 20 | N/A | 7.0 + 0.3 | 60 | N/A | No Stun (None) |
Perry Hit | 3% | N/AImmediately starts on parry. | 1-10 | 20 | 31Terry is despawned. | N/A | 7.0 + 0.3 | 60 | N/A | No Stun (None) |
Terry is an oddball, and that's why he's special. A niche edgeguard tool, useful second lease on life, and a trap setter.
When Maypul summons Terry, she doesn't leave ledge and instead stays on it. Terry puts out a hitbox when summoned and then waits on ledge.
Terry lasts for about 5 seconds, and while he's out, the following occurs:
- If a seed is thrown at Terry, Terry will create a hitbox and reflect the seed. This also resets his timer.
- If Terry's hitbox is parried, he will generate a large hitbox that hits anyone on ledge, and he then disappears. Yes, he's called "Perry" when this happens, it's in the code.
- Terry can be tethered to, as fast as tethering to an opponent in hitstun.
Because Terry can only be summoned on ledge, he's rarely a centralizing tool for Maypul and more of a sidegrade that she can opt for in certain situations. That being said, he does have his uses.
Terry can be useful for edgeguarding, by grabbing ledge and then instantly summoning him. This puts out a hitbox, and because of how lagless it is, Maypul can quickly drop from ledge and get a follow-up. Of course, the catch is that if Maypul doesn't do this instantly out of a ledgehog, Maypul is usually very vulnerable. Even when done perfectly, Maypul still has two frames of vulnerability. The hitbox is also not that large.
Terry's also a backup recovery option post-edgeguard. Once Terry is summoned, Maypul has 5 seconds where she can go offstage, spend all her offstage resources, kill the opponent, and still make it back to stage with tether. While it seems like Terry disappears fast, as long as Terry has not fully despawned, he can still be tethered to, and Maypul edgeguards which require that level of distance will rarely take longer than 5 seconds. If Maypul is counting her time properly, she'll know when she has to bail and reset to Terry.
Even if not for an edgeguard, it can still be useful. Maypul travels just as fast as if she were tethering to an opponent in hitstun, which is quite fast. With situations where Maypul can tether through the stage to Terry from the other side of stage, it gives Maypul the ability to truly play evasively even when offstage.
Finally, Terry can reflect seeds into a well-positioned Lily to further aid Maypul's marking game. It's not easy to avoid the mark from multiple angles.
Of course, there are a few pitfalls with Terry that should be noted. Terry is a free parry if the opponent is ready, and Maypul does not get intangibility, meaning that if she has no ledgehang intangibility, Terry is a liability and asking to get hit.
There is also a very common combo known as the Option D{{{2}}}, where Maypuls will Ledge Attack. It's three hitboxes, but other than that, Maypul is generally worse off and telegraphed doing this. There are many options that take far better advantage of this move's low endlag.
- Uniquely, Maypul does not release ledge. She does not gain any ledge intangibility, instead using the leftover ledgehang intangibility.
- This move has cooldown.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Spawn Terry | N/A | ERROR! | ERROR! | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Terry Hit | False | N/A | N/A | N/A | N/A | True | True | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Perry Hit | False | N/A | N/A | N/A | N/A | True | True | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Has a lifespan of 280 frames. Parry is 30 frames. This section is incomplete and requires further information. More details to come.
Perry Hit:
- Only occurs when Terry is parried.
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% (2x) | 18 | 19-20, 24-25 | 25 | 51 | N/A | 9.0 + 0.25 | 45 | -22 to -21 | Stun |
- Intangible between frames 1-25.
Maypul hits both sides around her. Can be useful to contest opponents who are not reacting to her wake up and not shielding.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | -18 to -17 | -21 to -20 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Dive | 4% | 10 + 12 + 17Startup, Dodge, Stalled. | 40-42Technically lasts between frames 40-47, but Maypul lands on frame 43 in normal circumstances. Maypul is vulnerable starting on frame 40. | 11Can cancel into grounded hit. | 59 | N/A | 6.0 + 0.0 | 270 | N/A | Stun |
Landing | 6% | 10 + 12 + 17Startup, Dodge, Stalled. | 43-45When Maypul lands on the ground typically, you get this. Can be much later depending on how far she dives off an irregular surface. | 22 | 66Most days, Maypul will get this when doing it grounded. This changes depending on the dive. | N/A | 9.0 + 0.3 | 50 | -20 to -18 | Stun |
- Intangible between frames 1-39.
Maypul goes high into the air, and she slings herself down to the ground. She is invulnerable while rising into the air, and her diving hitbox completely covers her, with longer active frames than one would expect. If an opponent is hit by her attack, she applies the Watcher's Mark on them. Surprisingly useful as an alternative to Getup Attack. If done on a platform, it will also hit opponents beneath it.
While it usually lands on the ground at normal time, it can sometimes travel in the air much longer if Maypul does not have a ground to land on, where she will dive for her full duration8 frames.. This can be exploited by opponents who push Maypul off stage, due to her ECBEnvironmental Collision Box
The diamond that determines a character's ability to collide with surfaces such as floors, walls, and ceilings. A character's position is determined by where the bottom corner of the diamond is.
See in Glossary being still on the ground and therefore able to be shifted around by other characters who walk into it. Chances are, if Maypul is at the edge of a surface, an opponent might come to brush hands and cause her to dive straight down. Take caution.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Dive | False | N/A | N/A | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | True | False | True | SpecifiedAngle |
Landing | False | ERROR! | ERROR! | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Tether
AttackDefault Controls
Xbox:
GCN:
KB: +
SpecialDefault Controls
Xbox:
GCN:
KB: *There are MANY, many alternative inputs for this move. See here for more.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Tether (Terry) | N/A | 149 frames of special move startup, followed by 5 frames of tether startup. | Distance Based | 12 | N/A | N/A | N/A | N/A | N/A | |
Tether (Opponent) | N/A | 149 frames of special move startup, followed by 5 frames of tether startup. | Distance Based | 12Can be cancelled depending on opponent hitstun and move choice. | N/A | N/A | N/A | N/A | N/A |
- This is a brief overview, but for more in-depth information, including follow-ups and specifics, consult this breakdown.
One of Maypul's most important tools, both offensively and defensively.
Maypul will fast travel to marked opponents or Terry by inputting AttackDefault Controls
Xbox:
GCN:
KB: and
SpecialDefault Controls
Xbox:
GCN:
KB: . She can which side she tethers to depending on the horizontal position of the left stick.
- If it is to the left, she will tether to the left side.
- If it is to the right, she will tether to the right side.
- If it is close to the stick's centerWithin the Deadzone ThresholdThis value is at ±0.2875., she will tether above.
Once she reaches the opponent, she experiences 12 frames of endlag before becoming actionable. If the opponent is in hitstun during this endlag, she can cancel into any Aerial, her Side Special, or Seed. She can only cancel into her Aerials if she tethers to either side.
As a recovery tool, this move is complicated. It's slower if the opponent is out of hitstun, making it reactable and typically suboptimal. Terry alleviates this risk, allowing Maypul to tether without danger. If Maypul has to raw tether, she can trip up the opponent with timing mix ups, whether with early tethers to catch opponents off guard, or late tethers to punish opponents who pick a committal option too early, dodging the option with the side she picks.
This move shines the most in its offensive capability. There are many ways to really use this to its full potential, but these applications are best found across her other moves which lead into tether or cancel from tether, as well as the Techniques page.
- During travel, Maypul is immune to projectiles.
- Can be cancelled from all of her moves, with the exception of her Strongs and her Grab.
- Can be cancelled into her Aerials, Seed, and Leaftasm on opponents in hitstun.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Tether (Terry) | N/A | ERROR! | ERROR! | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Tether (Opponent) | N/A | ERROR! | ERROR! | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Cosmetics
Default
Skunk
Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Epic Tier Skin unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Rare Tier skin exclusive to Kickstarter Backers at the Aetherian Hero tier or higher.
Default | Red | Blue | Green |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive |
Winter Stoat
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Marten
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Civet
Common Tier skin available in the Primal Event Pass at Event Level 12.
Default | Red | Blue | Green |
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Primal Event Pass | Primal Event Pass | Primal Event Pass | Primal Event Pass |
Bandit
Rare Tier skin available for purchase in the Bucks Shop. It has custom VFX.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Pirate
Epic Tier skin available for purchase in the Pirate Maypul Bundle. It has custom VFX, SFX, and a custom victory theme.
Default | Red | Blue | Green |
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Purchasable in the Pirate Maypul Bundle | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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To edit frame data, edit values in RoA2/Maypul/Data. |
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode • Glossary •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Ranked Mode • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• In-Game Store • Icons • Emotes • Character Progression •