3/10/2023 0 Comments Maypul rivals of aetherIf they miss the tech, they'll be trapped in hitstun long enough for most followups. Fair can be used to pillar an opponent back down, but this can be teched. Her nair sends up and away, and can be used to continue a juggle more horizontally at low percents it can often be followed with another dash attack or dtilt. All of these can be followed up with uair, which is a fantastic juggling tool - just be aware that if you are moving too quickly horizontally compared to your target they can fall out before the final, strong hit. Maypul has many vertical launchers her dash attack, utilt, and dtilt are the most common. Having a plant between you and an opponent can heavily limit their options of approach. Her plant can also aid in this even an unmarked opponent must be wary of being sideSpecial'd or otherwise knocked into it and being trapped. Most people see you run away and take it as a time to run in and grab stage control the fstrong will catch them off guard if you've been using dash attack liberally and turn the situation around in your favor. One important trick is that a run away fstrong can work wonders. Simply staying mobile can keep you out of your opponent's clutches better than any hitbox you have. You can also retreat vertically since dair has effectively infinite range and can punish a dash attack or landing from a short hop. A retreating short hop fair can also out disjoint most approaches. A simple dash away then dash attack in can punish most approaches some characters can protect themselves from this (i.e Forsburn doing fair->waveland->dtilt will hit your dash attack attempt) but most will be caught. Her other biggest tool in avoiding aggression is, again, her movement. This makes it fantastic at stopping approaches, especially aerial ones her dtilt is not quite as incredible, but does a fair job of stopping most dash attacks if timed well. The biggest exception is her utilt it's fast, massively disjointed on both sides, and true combos into her aerials. Her parry has less active frames than the rest, and most of her disjointed attacks have a long windup. Maypul generally has the weakest defensive options in the game. Maypul is still pretty fast in the air and her jumps take her quite high very quickly, so pressuring platforms with her disjointed uair is very powerful. If they try to just always run away from your dash attack range, they'll corner themselves and you can force them into the above situation if they try to retreat to platforms, you can quickly intercept with nair or uair. SideSpecial can act as a shorter range, differently timed dash attack that also marks them. Run up utilt is also fantastic to start juggles if you think they'll parry when you run ftilt serves a similar purpose to push them into a corner, and dtilt can true combo into fair if they DI for a utilt. Thankfully you have your own mixups around this - your fstrong is among the most disjointed moves in the game, and is easily timed to beat attempted parries on a dash attack. It's very difficult to outspace without giving up a lot of stage position, which means your opponent will likely try to parry it or use a disjoint to stop you. Her dash attack is the best approach in the game, and she can convert off it really hard - into utilts, aerials, or even strong attacks. Im also sick of seeing ugly unthoughtful colors.Maypul is definitely designed as a rushdown character. Made more skins and decided to post them.
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