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.
Maypuls hurtbox is extended forward pretty significantly when she dashes back, doesn’t actually gain non-negligable backwards distance for roughly 5 frames
Ftilt hurtbox stays extended too long after the hitbox disappears (8 frames for arms, 11 frames for head)
Terrys despawn is a little too ambiguous to play with/against
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)
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.

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