I’ve been debating giving my honest feedback on how maypul plays for months, since people are of the opinion that she is too broken, annoying, and top tier, and was hoping some people on the play test team would hopefully see the glaring issues with her. I put a ton of passion into her when playing, always trying to find unique was to find kill setups, edge guarding, wrap setups, tons of hours put into this character, but after playing her with a genuine open mind, it felt like nearly everything I have found just… wasn’t at all that strong. Low to mid % with this character genuinely feels like throwing yourself at a brick wall. Barely anything true combos into actually meaningful damage that can’t just be cc’d and her tools are not that safe on block to begin with. Fair doesn’t even true combo until incredibly late and doesn’t even fully beat cc since you can just asdi it. This leads to her having to rely heavily on grabs to get anything going, but literally all of them except upthrow, which doesn’t true combo, leads to tech chase, which normally wouldn’t be a problem on a character with good options to reaction tech chase. Too bad maypul is not one of those characters. All her normals can be cc’d and her smash attacks aren’t fast enough, forcing her to either guess for the higher reward, or go for another grab. But let’s say you actually do get a smash attack off of tech chase! It wraps and you get excited that you finally get to your damage started, so you go in with an nair, dair, or reverse side b? NOPE! They can just cc out the wrap, forcing her to go for ANOTHER GRAB that doesn’t true combo. How about when the opponent doesn’t let you grab them by going in the air or on platforms? I mean her up air is long lasting and leads into juggles, right? They proceed to sdi the up air and you just react with a blank face. Even when you do manage to actually outplay your opponent well enough to get huge advantage going, her edge guarding is so noticeably subpar compared to everyone else, and her kill setups don’t kill nearly as early as the rest of the cast. Tether confirms would be awesome if she actually got more confirms off it that weren’t exclusively at what feels like 80 and higher and could actually kill with up air, but the thing I accepted about her this patch is almost anything cool you find with her loses it’s luster as you realize they get beaten out by the most basic mechanics. I really hope something changes with her cause I think she’d be an incredibly fun and creative character, but when I get her to level 100 and still have more fun and win more games my first day picking loxodong it really makes me question why I picked her up in the first place.
To correct some of your statements: Maypul is indeed a broken character, you are just confused as to what your character is supposed to do. For 1, maypul dash attack breaks cc and is one of maypuls better combo starters, but it requires spacing so you might not have figured it out. Fair does in fact break cc, it just doesn’t lead you into any followups at 0% but can lead to nice combos as early as 20% into dtilt or 30% into uptilt or dash attack. Up throw not true comboing seems bad, but you regret to inform people that the opponent is launched too far to follow up, which just means you can start juggling them even if it isn’t true. Maypul side b is crazy good at reacting to tech chases, and you have plenty of time after forward and back throw to see what followup they are trying to do. Getting a wrap leads into your imagination, you just try using horizontal combo starters instead of her crazy launchers. And in your essay you forget to mention her craziest two buttons, neutral b and down b. Having a projectile that autocancels is crazy, even if it has no knockback and only deals 1%. What is the opponent gonna do, parry it? Not when you have lily protecting you. A lot of maypuls may still believe that this is rivals 1, but in rivals 2 there are grabs, so the counterplay to lily of parry can get intercepted by the maypul before the opponent even gets close enough to parry lily. As soon as the maypul player puts down lily, you are playing their game now. They don’t have to leave their hiding spot, and you have to try to approach them and the wall that is lily.
Dash attack does not break cc, go watch any vod to prove yourself wrong. Even if the finally hit did, good luck spacing that correctly most the time against anyone who knows how to move. I’ve already explained while yes fair does technically beat cc, they can react and asdi it. Yes her up throw leads to juggles, but nearly every other characters up throws is true, maypul has to guess with what they do out of it while other characters don’t. Side b is incredibly easy to cc in any scenario and barely leads to anything when it’s not (unless reversed), so trying rely on it to reaction tech chase for you against anyone good is laughable. No, getting wrap does not lead to whatever you want as you can just cc out like I’ve already explained. And yes while lily can be good for maypul’s mixups iit’s not something you can just throw out whenever you’re out of burst range as it’s often too slow and it’snot threatening when she doesn’t have stage control, her best use of them are on platforms. Even when you successfully read the mixup of what they do after it’s placed, she doesn’t get much off the wrap at mid to low % if they know you can cc out wrap.Her biggest issue is that when she can’t get a juggle going, she gets like 2 hits and then a mixup that is not that strong for her

How to tell people have never played any other character that isn’t a top tier and feel they can complain about the “lack” of strength of their character:
You legit don’t know how good you have it.