Rivals of Aether/Maypul: Difference between revisions
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Revision as of 18:05, 8 May 2023
Story
Maypul is the self-appointed Guardian of the Aetherian Forest. Her fellow tree-dwellers live in insular strongholds in the forest canopy - the quarrels of Aether quite literally beneath them.
Yet Maypul senses something rotten in the world of Aether. Only she listens to the whispers of distress amongst the trees. And so, Maypul patrols the forest seeking out threats to her home. She parlays with the surface dwellers, much to the dismay of her treetop clan. However, she commands fearful respect throughout the forest for her unhesitating vigilantism. She uses her agility to trap any unknown intruders before they even realize she is there.
Gameplay
Maypul is primarily a rushdown character with incredible speed and amazing combo game. She thrives in getting in on the opponent and never letting up, but her movement also makes her difficult to catch. | |
Pros | Cons |
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Unique Attributes
Watcher's Mark
Maypul's neutral, forward, and aerial down specials inflict the opponent with Watcher's Mark (or simply "mark") on hit. This is visualized by two leaves spinning laterally around the opponent as well as the opponent's percentage having a green outline. Mark allows Maypul to generally be far more threatening on offense through two abilities: Tether and Wrap.
Tether
Maypul can hold up special to tether towards a marked opponent, allowing for combo extensions and a better KO game. By default Maypul will tether to the top of the opponent, but holding left or right allows Maypul to go to the corresponding side of them instead.
- If the opponent is in hitstun and you tether to the sides, Maypul can cancel the usual 7 frames of tether endlag into an airdodge, any aerial, or any special except up special.
- if the opponent is not in hitstun or Maypul tethers to the top of the opponent, the 7 endlag frames can only be cancelled into the aforementioned three special moves.
- Tether cancelling into up air causes up air's knockback scaling to be doubled, allowing the opponent to DI up to escape the strong, final hit.
- The time it takes Maypul to get to an opponent depends on multiple factors.
- Tether time scales with distance, including any additional distance added when choosing which part of the opponent to tether to. The farther away Maypul is, the longer it will take to Maypul to reach the opponent.
- If Maypul tethers to an opponent in hitstun, the travel time is 3 times faster.
- When Maypul reaches an opponent in hitstun via tethering, their knockback will be completely nullified, allowing for easy follow-ups.
- If the opponent dies while Maypul is tethering towards them, she may be instantly teleported back to the Respawn Platform location. This is a failsafe to prevent unpredictable self-destructs.
Wrap
If Maypul hits a marked opponent with any strong attack, or hits a marked opponent into Lily, they will be wrapped in place by vines for a brief period of time, being unable to do anything. This often gives Maypul more than enough time for any follow up desired.
The amount of time the opponent wrapped is scaled with the opponents percentage and, as of patch 2.1.4.0, the distance between Maypul and the opponent. To be more specific:
t = 34 + (d × (0.13p))
t = Wrapped time in frames, rounded to the nearest whole number
d = A multiplier determined with Maypul's distance to the opponent. This number can be as low as 0.75 if the distance is 0 pixels, or as high as 1 if Maypul is about a half screen away from the opponent.
p = Opponent's percentage after the hit
- Maypul can tether towards any wrapped opponent with the properties applied as if they are in hitstun, but this is rarely useful outside of niche situations.
- A wrapped opponent can be re-marked with neutral special, however they cannot be wrapped again until they have been removed from the wrap state for at least 4 frames. This is to prevent an infinite.
Mark is one-time use, meaning that tethering or wrapping will remove it from the opponent.
- Other things that remove mark:
- Maypul getting KO'd
- Successful parry
- Lily's bite whiffing (Including airdodges and rolls)
- Clairen's down special
Wall Cling
Maypul is the only character in the game besides Ori that can stick to the wall by holding the jump button. She can do this for a full second (60 frames) before being forced to jump. This can be used to make her recovery much more unpredictable.
Notable Players
Name | Color | Activity | Notes | Contact |
---|---|---|---|---|
Soulrifle211 | ||||
Forrest | Also known as 4est/Mr. Lz | |||
Elkiies | Also known as Hoppy | |||
Lattim | https://twitter.com/Lattimmm | |||
Zorasknight | Also known as Zora |
Moveset
Jabs
Jab 1
fer_jab1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
3 | 4-5 | 14 | 361 | 4+0 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
3 | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | 1 | Y |
Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing?
What makes this move worth using? Highlight some key strengths (comes out quickly, has lots of active frames, has high knockback, etc.) that pertain to its function. What are some important details that are worth knowing (the sweetspot does X, the angle flipper allows it to do Y, the disjoint allows it to challenge Z, etc.)?
A mention of important combo routes can be helpful ("notably, this move combos into Up Strong for a reliable kill confirm"), but don't go into extensive detail outlining entire combo trees. Combo strategy is best saved for the Strategy pages.
A paragraph should be sufficient for more simple moves, but feel free to use multiple to explain different features, functions, interactions, etc. as needed.
As always, give adequate detail, but be concise. Aim to be unbiased, but good use of flavorful descriptions can help emphasize key information.
- Make sure to double check your facts before posting!
- Don't overdo it with move captions! Consider adding captions which add additional info, emphasize a main takeaway, or some interesting trivia in the context of the character/game when appropriate, but not every move necessarily needs a caption. Feel free to inject some humor or jokes when appropriate for flavor, but keep these to a small handful at most.
- Feel free to include a few bullet points at the beginning or end to cover other key points that don't otherwise fit into the body of the text (for example, "fastest aerial", "can be canceled into X on hit", "has invulnerability on frames A thru B", etc.).
- If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example.
Jab 2
fer_jab2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
3 | 4-5 | 13 | 30 | 5+0 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
3 | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
0 | Normal | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)
Dash Attack
fer_dattack
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
3,5 | 9-14,20-23 | 13 [20] | 30,70 | 8+0,9+40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7+10,6+50 | Normal | 2,1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | 2,- | Y |
- First hit is untechable
Tilts
Forward Tilt
fer_ftilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 5-8 | 11 [17] | 361 | 6+50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+60 | Normal | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
Up Tilt
fer_utilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 9-12 | 10 [15] | 80 | 8+50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+50 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
Down Tilt
fer_dtilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
7 | 5-7 | 10 [15] | 70 | 7+35 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+35 | Normal | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
Fast and safe swiss army knife tilt.
The 70 degree angle and low knockback scaling makes this attack exceptional for starting strings. On DI in, the move pops the opponent straight up, allowing Maypul to freely combo any character into her basic combo extenders, such as neutral air and back air, at any percent. Down tilt almost always sends the opponent into a techchase or edgeguard situation if the opponent DI's away, which Maypul can take major advantage of due to her speed. Down tilt is very often your best jab cancel. On top of that, the move is deceptively disjointed, allowing it to be decent for ledgetrapping linear recoveries, like Zetterburn's Up Special. It also works as a decent poke in neutral following a run cancel or wavedash forward, filling in the very few traits that forward tilt might be inferior in, like starting combos without mark. Be cautious using this move against opponents that prefer the air, as the low hitbox makes the move very susceptible to whiffing on opponents not on the ground.
Strong Attacks
Forward Strong
fer_fstrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
11 | 21-23 | 17 [23] | 361 | 7+100 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
20 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+70 | Normal | 7 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
Up Strong
fer_ustrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
11 | 23-28 | 17 [26] | 90 | 7.5+120 {6.5+110} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
22 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 70 | Normal | 7 (5) |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
Down Strong
fer_dstrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
10 | 13-15,21-23 | 13 [20] | 361 | 7,110 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | 0,5 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8+70 | Normal | 7 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
Aerials
Neutral Air
fer_nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 {4} | 9-10 {11-15} | 9 [14] | 361 | 7+50 {5+30} |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
9 | 4 [6] | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7+45 {4+20} | Normal | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
() denotes data for late hit
Forward Air
fer_fair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 13-15 | 14 [21] | -50 | 5.5+65 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | 6 [9] | 0 | 0.8x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+20 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
Back Air
fer_bair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4,5 | 7-8,13-15 | 8 [12] | 90,361 | 5+25,6+50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 4 [6] | 6,5 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+25 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
Up Air
fer_uair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2x2,5 | 9-10,13-14,21-23 | 6 [9] | 60x2,90 | 3+10 (3+20)x2,7+70 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 | 4 [6] | 4x2,0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+0x2,7+80 | Normal | 2{1}x3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
- When the move is tether cancelled, it has higher knockback scaling, allowing opponents to DI up to avoid the strong third hit of the move.
Down Air
fer_dair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
5 | 11-18 | 24 [33] | 361 | 5+40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
7 (Maypul)+3 (Root) | 4 [6] | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+0 | Extended | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Y |
A very unorthodox aerial. Maypul will raise her hands, summoning a root to the ground directly below her. This move is an excellent way to annoy opponents that attempt to catch your landing. The fast startup, extremely low hitpause and the Sakurai Angle can very often force your opponent in either a difficult-to-react-to techchase situation, which Maypul thrives off of, or a combo if the opponent DIs up and in.
- Down air is completely interrupted only if Maypul is hit in the first 7 frames of animation.
- This move is purely air-to-ground. If down air is used with no solid ground below Maypul, Maypul will enter the animation but no root will spawn
- Down air can be done on any floor except for Kragg's and Shovel Knight's rocks. If Maypul uses down air over rock, the root will ignore the rock entirely and search for any ground below it.
- If down air is used over Mobile Gear, the root will stay on the gear until it ends or the gear hops, in which it will then float in midair until it ends.
- The root is not a projectile, so moves that would nullify projectiles won't destroy it, however Clairen's counter will.
Specials
Neutral Special
fer_nspecial
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2 | 7-... | 13 | 55 | - |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | - | 0.4x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6+0 | Reflect | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
- Applies Watcher's Mark on hit
Forward Special
fer_fspecial
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 9-16 | 9 [18] | 120 | 6+30 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 | 0 | 0.8x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+0 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | N |
- Applies Watcher's Mark on hit
- If the opposite direction is inputted before the move comes out, Maypul will instead move backwards a small distance, allowing her to sacrifice burst range to take further advantage of the backwards knockback
- Whifflag applies despite being a special move, but is ignored if the move is reversed or performed in the air
Up Special
fer_uspecial
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2,8 | 10,11+18 | 14 | 95,90 | 8+50,8+100 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
9 | 10 | 7,6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0,8 + 80 | Normal | 2,8 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
- If done over a platform, pressing down immediately after the first hit connects will cause Maypul to cancel it into a platform drop. This is Maypul's Up B Cancel which allows for more depth in her combo game
Down Special
fer_dspeciala
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 14-21 | 11 | 90 | 8+20 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
13 | 8 | 0 | 0.85x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+0 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | N |
- Applies Watcher's Mark on hit
- Cancellable into side special starting from the first three frames of endlag
- Holding down while over a platform causes Maypul to go through it
fer_dspecialg
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
- | 75-555 | 3 (Maypul) / 12 (Lily despawning) | - | - |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
29+45 | - | - |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
- | - | - |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | - |
- Lily stays on stage for 480 frames (8 seconds) before burrowing into the ground
- Only one Lily can be on screen at a time. Using grounded down special while Lily is on screen will do nothing.
- Throwing a Neutral Special projectile at Lily will cause her to spit the seed straight up and eat it
- The 8 second life timer resets if the seed is spat is spat out OR eaten
fer_dspeciall
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 9 (4) | 42 | 361 | 6+30 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
8 (3) | 3 | 0.9x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
5+0 | Special | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- | - | Y |
() denotes data when the opponent is in hitstun
- If a marked opponent in hitstun crosses Lily's bite range, she will instead wrap the opponent. The time wrap is in effect depends on the distance between Maypul and the opponent upon the wrap being applied
- If Lily's Bite is parried, she will be dizzy and unable to attack for 240 frames (4 seconds) before burrowing into the ground. While Lily is in this state, Maypul can't plant a second Lily
- If Lily's Bite whiffs against a marked opponent, the mark will be removed
Alternate Palettes
Default Colors
Unlockable Skins
- Custom Color 2: Beat story mode.
- Abyss: Reach Abyss level 10 with Maypul.
- Ranked: Reach Gold rank with Maypul.
Seasonal Colors
Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):
- Valentines (Feb-Apr)/(Aug-Oct)
- Summer (May-Jul)/(Nov-Jan)
- Halloween (Aug-Oct)/(Feb-Apr)
- Christmas (Nov-Jan)/(May-Jul)
Premium Skins
How to Get
- Champion: Obtainable via the developers.
- EA: Purchase a Steam key for RoA via Humble Bundle.
- Arcade: Obtainable via the Steam Store.
- Panda: Obtainable via the Steam Store.
- Ragnir: Obtainable via the Steam Store.
- Golden: Purchase a Maypul plush from Symbiote Studios.
- GoTE: Obtainable via the RCS compendium during RCS seasons.