Rivals of Aether/Maypul
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 be far more threatening through two unlocked 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 wall jump. 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 and greatly improve her edgeguard game.
Notable Players
Name | Color | Activity | Notes | Contact |
---|---|---|---|---|
Soulrifle211 | 2018-present | #4 in the RCS 7 season; Considered the best Maypul main in the world | https://twitter.com/soulrifle211 | |
Forrest | 2016-2020 | Also known as 4est/Mr. Lz | ||
Elkiies | 2017-present | Also known as Hoppy/Hoppyknitz | ||
Lattim | 2018-present | https://twitter.com/Lattimmm | ||
Zorasknight | 2017-present | Also known as Zora |
Moveset
Jabs
Maypul's jab is a great close-quarters-combat option with it being her fastest attack and, by extension, the second fastest normal in the game at 3 frames of startup. It's stubby, but is still a decent option for grounded approaches against parry-hungry opponents. Reacting to parries is key, however, since this is a two-piece jab and cancelling into jab 2 puts you in parry stun.
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 |
Jab's first hit. Like most jabs, it keeps grounded opponents on the ground due to the force flinch value, allowing for easy tilt cancel follow ups
- Cancels into jab 2 and all tilts frames 7-14
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 |
Jab's second hit, which weakly knocks opponents away. Maypul's jab has the unique property of allowing jab 2 to be cancelled back into jab 1, creating a loop. Not a bad option against low percent opponents that like to DI in.
- Cancels into jab 1 frames 7-10 and all tilts frames 7-13
- Surprisingly disjointed for a jab, both above and in front of maypul
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 |
Maypul slides across the ground hands-first, then flicks her upper body upwards.
The startup is subpar for a dash attack, but don't let that fool you: It's still great. It especially shines in approaches and techchases. The upwards hit greatly sets up for up air and nair followups, or tether combos at kill percent.
- Maypul's hitbox is very flat and low to the ground during the first hit, meaning it can slide under many attacks when timed well. Some examples include Clairen's Jab, Absa's F-tilt and Ranno's tongue
- DO NOT OVERUSE THIS MOVE!!! While it is great at what it does, it is very predictable and parry-able if it is the only thing you do. Mix up your timing and also throw in wavedash jab and tilts into your game as well.
- First hit is untechable
- This is primarily to prevent situations where the opponent techs the floor before the second hit, but it can be taken advantage of in niche edgeguard situations where you can send opponents offstage at a very low angle
- In rare cases, if you do dash attack close to the opponent and they DI down and in, the second hit will whiff. If this happens Maypul will be in frame disadvantage and you will be really sad
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 |
Maypul lunges her hand forward, knocking opponents away
Forward tilt is decent in the grounded neutral game due to it being Maypul's longest tilt, mildly making up for her lack of range. It doesn't often lead to combos (except against a marked opponent at high percent) but the angle puts the opponent in a bad spot, especially offstage.
- While long, the move is barely disjointed. In neutral it may often trade with other attacks
- Maypul slightly moves forward during the attack
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 |
Maypul slams her hands into the ground, summoning two roots at her sides striking straight up
Maypul's best grounded anti-air. Great for starting a combo off of landing opponents. Also decent for covering techchase options.
- Disjointed vertically as the roots have no hurtbox
- Maypul crouches low to the ground, making the disjoint more pronounced and making it harder for opponents to hit Maypul with a landing aerial
- There is a small blindspot between the roots. Narrow attacks can sneak through and counter-hit Maypul
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 |
Maypul swipes her tail across the floor.
Very fast startup for the type of attack it is, at frame 5. This move is a great option for combo starting. It pops opponents up and away, allowing for aerial follow ups on DI in and potential techchase situations on DI out.
- VERY disjointed for Maypul's standards. This move is pretty good for beating long-reachers in neutral
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 |
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 cancelled into from tether, 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 ride the gear while active until the gear hops off a ledge, in which it will then float in midair.
- The root is not a projectile, so moves that would nullify projectiles won't destroy it, however, the field of Clairen's down special 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 the opponent is marked, this version of the attack can be performed by either tapping the special button or by pressing dodge alongside the regular input.
- 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.
- Early to Bed: Support the Rivals 2 Kickstarter before December 15, 2023