Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
Maypul



Quick MU Navigation


Clairen

Clairen You are the combo food, and you have to make up for so much to get an opening and hit back just as hard.
???
  • In this matchup, Clairen's range keeps Maypul out, so it's up to Maypul to find a way to make Clairen approach and whiff punish.
  • Tools like Lily start to become a liability in this matchup.
  • Whiff punish her landings, as hard as this sounds.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


  • She can activate NFZ off of Lily's bite, causing Lily to be destroyed. Lily cannot be replanted in the active NFZ.

Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Etalus

Etalus Etalus is pretty big to combo, and you can definitely edgeguard him efficiently too.
???
  • Your job is to get a single opening on Etalus and convert as hard as you can. Up Air will chain on him reliably with how large he is.
  • Don't overextend if he's too high up, however. He has many options to reversal you from high above, and they all definitely are bad.
  • His Up Special is the main weakness of his recovery. If you hit a nasty Forward Air while he's charging, he'll only get lower and lower, until he can simply be ledgehogged.
  • Up Air will keep yourself safe from his icicles.
  • If he's armoring at low percents, that is free combo fodder for you.
  • Since your moves are generally weak, try to avoid challenging his Forward Air armor, instead opting for a Grab when possible. You can only really break it at high percents.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Don't overextend in terms of chasing him high up, since he has some really powerful options to contest you if you go high up.

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Fleet

Fleet You gotta simply move better than her, simple as that.
???
  • Fleet has a lot of projectiles, but they can only cover so much space at a time. Your job is to constantly put yourself in positions that make her uncomfortable.
  • Don't be afraid to parry.
  • Don't jump into her Up Air.
  • If you can Forward Air her at high percents, she doesn't have the means to actually recover from that far.
  • Be aware of pressuring shield, especially when she has fast options like frame 9 ISF Neutral Air out of shield.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Forsburn

Forsburn A very unique matchup.
???
  • Unlike most matchups, Maypul will never actually get confused by clone, so long as Forsburn is marked. She can also see him if he has Poppy attached.
  • Forsburn's smoke is normally a pain point, but Maypul's Seed is fast enough to clear it quickly, making it difficult to keep smoke up.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top

  • If you mark Forsburn successfully, the real Forsburn will always be indicated by the mark when they use Clone.
  • Funnily enough, if Forsburn has Poppy on them, they will be visible even when in smoke.
  • Seed will clear any smoke standing in the way.

Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Kragg

Kragg Edgeguard. Up Air. Kill him immediately.
???
  • Whereas other characters have to punish Kragg up close for rock, Maypul can actually punish Kragg from farther distances thanks to Dash Attack. Since Kragg cannot Amsah tech or shield while holding Rock, the counterplay to Dash Attack is gone, meaning that Maypul can guaranteed punish.
  • Maypul edgeguards the mess out of Kragg. He can't stay on pillar with the threat of Seed, and your offstage edgeguards can quickly cause him to spiral.
  • Your punish will primarily consist of Up Airs.
  • Don't be afraid to recover low. It typically avoids Rock, and if you really want to dodge Rock, tethering is an option as well.
  • Killing efficiently is important. If you have a tether kill, you have to go for it.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Maypul's got a really good edgeguard against Kragg and has great tools at getting back, and she has a straightforward advantage state on Kragg. She's also fast enough to ignore Kragg's threat of pulling out Rock in neutral.

Before anything else, here's some quirky things you might not know about Kragg, specific to this matchup:

  • Seed will break his pillar. Yes, even that tiny thing will do it.
  • If you Forward Strong Kragg, you can actually leap over his Ledge Special. Yeah. It's really funny.

Neutral

Most characters have to worry about Kragg's rock pull. Maypul, however, is fast enough where she can spot the rock pull and immediately punish Kragg for it, even with a Dash Attack. Yes, he can Amsah tech it, but he still has to eat the Dash Attack.

You have to parry things like Rock, his Ledge Special, his Down Special.

Pillar in neutral is super fake, as long as you're staying grounded. If you get hit by it but do that, you can Grab or Up Tilt him out of it. You can also bait and punish with dashback Jab, causing him to enter pillar fall and get a free punish. Ultimately, shielding will always be good, since you'll either be on the ground to punish the pillar, or you'll be on the pillar to punish Kragg.

Important Knockdown Percents

Shield Pressure

Nothing Maypul does is truly safe on shield, since Kragg can always shield grab her out of it. He's got some dangerous shield options in Neutral Air to deal with cross ups, and his Back Air can deal with approaches from behind really well. He can even full hop Down Air to stuff out your option.

Escaping Shield Pressure

Advantage

Punish

He's so big that he basically constantly gets bullied by Up Air. He's a fastfaller, so focus on juggling him constantly, and you need to kill him as soon as possible.

DI Traps

Edgeguarding

Understand that everything is around pillar. Kragg has to get off of pillar immediately because of the threat of Seed, so he has to be really particular about where he pillars. It also means that he basically has no way to pull Rock if you do this.

  • If he pillars up and away, Seed is basically a premier danger. You can do ledgedrop reverse Seed if you're grabbing ledge.
  • If he pillars under ledge, you can threaten a fair spike. You can even just land on his pillar while he's building it and Grab him out of it.

Invincible Back Air does good, since Kragg's size makes it a lot easier to link both hits without the risk of him falling out. His recovery is also fairly linear with the forced usage of his Forward Special (Cancel) and his Up Special (Pillarless).

Your tools for edgeguarding ledge are DAFT, Down Tilt. Though niche, you can also hit him hanging on ledge with Up Tilt, Jab, and all of her Strongs. Yes, it hits low enough to even get Kragg while on ledge. You should focus on the fast moves though, especially since they are good for sending away or popping up at a good angle to combo.

There's also a weird option Kragg can take, which is his Forward Special. Normally, you can parry it, but you can't do that if they're doing it from the air to get back to stage.

  • If he's far enough and high enough, double jump Forward Air works to knock him away.
  • If he's closer, Forward Air to make him fall more, and then Forward Air when he comes out.
  • If he's within range, Forward Strong is a good way to push him away.

Kill Confirms

Disadvantage

Get out of there. Now!

DI out on all of his moves. Kragg really likes to do Pummel Attack at low percents to do Down Throw, but he can usually mix in Pummel Special as well. Only at high percents will he stop doing Pummel Attack.

DI Traps

Recovery

  • Try to avoid getting hit by Rock. This means either putting a hitbox out while recovering like Up Air or Back Air, or recovering low/high.
  • As soon as you get to the wall, get ready to tech all of Kragg's spikes.

Stage Picks

Reference Material

Here's some VODs to watch to get an idea.

[1]

[2]

Loxodont

Loxodont Stay out of his range, and edgeguard him.
???
  • Loxodont's punish game is brutal on Maypul if he gets the opening. That's inevitable.
  • However, his recovery is really exploitable, and it can be easily dunked with Forward Air. He also dies to Up Air quite well.
  • You can punish his meatball attempts if you stay grounded and low to the floor.
  • Don't let him live. If he command grabs you, tech it and reversal him for it.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

Up Air! Seriously, he's so large. You can find Up Special KOs to be reliable too, since he has such low hitstun gravity.

Just beware of non-true tether Up Airs, because Loxodont can kill you at 0% with any use of Eruption.

DI Traps

Edgeguarding

Because of how much he has to cling to the wall, ledgedrop Aerials like Neutral Air or reverse Forward Air are great options. The further down and farther away he gets from the wall, the more he's cooked. Loxodont also generally recovers low for Up Special to be reliable.

Of course, remember that if he has any magma charges at all, it becomes much harder to edgeguard him, so that should be your main priority before securing an edgeguard. Be prepared to constantly wall tech his attacks and counterhit.

You can also react and intercept his Up Special with DAFT fairly reliably.

Kill Confirms

Disadvantage

DI Traps

Recovery

If he grabs you with Forward Special offstage and throws you into the wall, be prepared to instantly wall tech and input a wall jump Up Air. Remember that you also gain your double jump back when this happens.

Stage Picks

Reference Material

Maypul

Maypul The hardest character playing the hardest matchup.
???
  • It's torturous, but you have to learn how to CC and floorhug Maypul to shut down openings for her.
  • Parrying Lily to maintain your own Lily's control is important.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


A losing matchup. Just kidding, it's even, but it definitely is a strange one.

Few quirks to understand:

  • If you throw a Seed into an opponent's Lily, the seed they spit out will be the opponent's instead.
    • There's some unique techniques with this that you can use, like throwing Seed and parrying it to get parry intangibility.
  • If you throw a Seed at an opponent's Terry, on the other hand, Terry will bounce your seed back, but his hitbox will also hit the opposing Maypul instead of you.
  • You can parry the opponent's Seed to apply your own mark, and it will even activate your Poppy if you placed it on the opposing Maypul.
  • You can hitfall Lily, making Neutral Air ParryDefault Controls
    Xbox:
    GCN: / +
    KB:
    a useful option.
  • Curiously, if your own Lily sends a Seed into their Lily, instead of bouncing it again, they will simply eat it.
  • Both players can place down Terry on the same ledge. Doing so will cause each seed bounce to deal 6% damage.

Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Orcane

Orcane How do you keep him out?
???
  • Orcane has freakish frame data that outpaces Maypul significantly.
  • You have to contend with his options with your own Forward Tilt, but it can be tricky to do that.
  • If he's offstage, that's the time to use DAFT.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Ranno

Ranno Running circles around him.
???
  • If he grabs you, get out. Buffered spotdodge and rolls, anything to keep him out.
  • If you can keep him from landing, you'll get a lot more mileage.
  • Very prone to dunking.
  • If they constantly throw out invincible Aerials at ledge, stick to the wall and wall tech into wall cling.
  • Ranno has horrible air speed, so if you can juggle him and keep him in the air, that's the haymaker.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Wrastor

Wrastor The one matchup where you have to constantly skill check to maintain speed advantage.
???
  • If he has Slipstream, then it's not worth playing. Expect to play the minigame of waiting for the Wrastor to miss their slipstream so you can play normal neutral.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top


Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Zetterburn

Zetterburn Speed versus speed.
???
  • Zetterburn dies if you ever dunk him into the bottom corner of the blastzone. Forward Air is the ultimate tool for this.
  • They really like to Down Special out of disadvantage or air juggles, so try to bait it out and punish it.


Opponent's Overview | Advanced Stats | Inverse Matchup Return to the top

  • Seed and Fireball will trade on contact.

Neutral

Important Knockdown Percents

Shield Pressure

Escaping Shield Pressure

Advantage

Punish

DI Traps

Edgeguarding

Kill Confirms

Disadvantage

DI Traps

Recovery

Stage Picks

Reference Material

Navigation

Maypul


Character Select

System Explanations

Essentials
How to PlayControlsSystem Mechanics
StagesHUDTraining Mode
Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
Gameplay RecordingCharacter Stats
Archived Information
FAQPatch NotesDiscords
Customization
IconsEmotesCharacter Progression

Contents
Cookies help us deliver our services. By using our services, you agree to our use of cookies.