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Maypul QoL Suggestions#894

B

Been maining Maypul for a few months now and I really like how she feels for the most part and the archetype she fills. There are some very small frustrating aspects to her kit that if changed would make playing her a lot more fluid/natural to play. Trying to keep these suggestions to things that would have little to no noticeable impact on her place on the tier list and instead focusing on very small/niche things that just feel bad/unnatural.

For skill level reference, I barely play ranked but I’m probably somewhere between 1600-1750 elo skill level if I had to guess (currently 1550ish on ladder). In game tag is big geep or Fursday.

Splitting this up into short and long versions, the long version will go in depth/show examples of what I’m talking about while the short version will just state what I’d like changed and my personal suggestion on how to change it.

Short version, I’m offering a suggestion for each but I’m obviously open to other paths.

  1. Maypuls hurtbox is extended forward pretty significantly when she dashes back, doesn’t actually gain non-negligable backwards distance for roughly 5 frames

    • Change the initial dash animation so she doesn’t stick her tail out so far, but give a compensation nerf/adjustment so she doesn’t net too much noticeable gain backwards for a few frames (frame 6 of her dash back would be roughly the same backwards distance in both versions)
  2. Ftilt hurtbox stays extended too long after the hitbox disappears (8 frames for arms, 11 frames for head)

    • Change animation so she starts retracting her hurtbox earlier, keep total endlag the same. Imo this change does not warrant a compensation nerf and is instead fixing an over-correction of ftilt from patch 1.3.3, so not suggesting one here.
  3. Terrys despawn is a little too ambiguous to play with/against

    • Short term: Make the despawn audio cue play sooner & make the audio cue a little louder
    • Long term: Rework to use the HUD above Maypuls stock icon to show how long Terry has until he despawns
  4. Uair feels inconsistent to use as an anti-air against opponents coming down with moves (specifically referring to moves with less vertical disjoint than uair)

    • Add hitboxes to the inbetween frames, but they’re much smaller (only cover the upper half of her body with little to no actual vertical disjoint). May need to adjust SDI multipliers so tether > uair is still a thing

Long version here, not directly putting in this post since the wall of text might be intimidating: https://pastebin.com/GENrsFPd

Feel like I should upload this somewhere other than pastebin since I attached video examples for my points that are a little hard to see and the formatting isn’t too visually appealing. Let me know if I should re-upload somewhere else.

6 months ago

I would like some Terry adjustments so he’s not so ambiguous to use

6 months ago
1
B

After thinking about it, I think a better change for her uair would be make it function like normal multihit moves.

Currently uair is “2f active > 2f gap > 2f active > 4f gap > finishing hitbox”. I’d propose to change everything before the finishing hit to “1f active > 1f gap” repeating until the finishing hitbox.

This would objectively be a nerf because it allows for more SDI inputs, but it would feel more consistent at actually hitting above her.

6 months ago