Overview
Metera is a keep-away character whose playstyle is to chip away at the opponent. With her arrows, using tools like Aetherial Seal change the properties of her Starry Sky to keep opponents locked down or effectively doing high damaging combos all while graciously floating about the screen with a smile on her face.

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Health |
9500 |
Prejump |
4f |
Backdash |
22f |
Backshift |
Low Recovery (20f) |
Unique Movement Options |
Zephyr |
Metera is a projectile zoner that controls space with multiple arrows and special movement. She is able to utilize her butterflies for setplay options that can lead to big damage or additional space control.
- Projectile Zoning: Myriad of projectiles from both ground and air to frustrate opponents with.
- High-Damage Setups: Aetherial Seal changes the properties of Starry Sky and The Great Fall, helping set up many of her high damage combo routes and pressure.
- Double Jump: Can double-jump using Zephyr hop, an amazing tool for pressure and escaping.
- Evasive: Starry Sky (Low) low-profiles, and combining that with Starry Sky (Air) and Zephyr hop make sure that opponents can't easily touch her.
- Fast backwalk Speed: She has one of the fastest backwalk speeds in the game, good at making some characters whiff normals
- Lower Health: Has 9500 health points rather than the average 10000 health, along with Ferry.
- Slow Normals: Her fastest normals are slower than most of the cast and also have short reach.
- No Meterless Reversal: No reversal besides her super, making it very difficult for her to escape corner pressure.
- Situational Anti-Air: She has numerous Anti-air options between (1/2H), The Great Fall, and f.5M, but each have their own weaknesses so you can't only rely on one.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 8 | 0 | +4 |
- 6 frame startup, slower than average.
- 0 on block, less than average.
- Gatlings into 2L, itself, and her Autocombo.
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 3 | 12 | 0 | +4 |
- Fast punish starter.
- Hitbox extends behind Metera.
- -4 on block: safe but barely.
- Links into itself and 2M on CH.
The reverse hitbox isn't very useful as the move doesn't reach very far above her. You're better off using 1H instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400+300+300 | Mid | 11 | 2,2,2 | 21 | -4 | 0 |
- Hits 3 times.
- Metera's strongest punish tool.
- Situational anti-air thanks to its tall hitbox.
Slow and rewarding tool for punishing DPs and SBAs. You can cancel it into specials or auto combos on any hit that connects. 5H(1) combos into 5U > j.M, but it's pretty situational and generally only worth it for style.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 300 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 300 | Mid | 12 | 3 | 18 | -4 | 0 |
- Super cancelling c.XX instead of c.XXX leads to more damage.
Purely combo filler to add damage before cancelling into a special move. On block, doing 4U after auto combo is a simple way to retreat and reset neutral.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 8 | 6 | 6 | +1 | +5 |
- Plus on block.
- Hits low.
Great at checking opponent ground movement as well as catching rolls. Can interrupt some far reaching specials moves from reaching you due to being slightly disjointed. It's fast recovery means it can also safe jab 9 frame DPs on their wakeups.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 8 | 9 | 15 | -7 | -3 |
- Very big poke on the x and y axis.
Covers a good amount of space and doubles as a pseudo anti-air. The pushback on block gives you enough space to walk backwards to dodge and punish a counterpoke. Great for stopping people who jump and block, but has the same clash level as most M air normals.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 15 | 15 | Total 44 | -8 | -4 |
- Treated as a projectile.
- Special and 5U cancelable.
- Cannot cancel on projectile clash.
- Actives Aetherial Seal.
Metera fires an arrow from her bow. This is treated like a projectile, which essentially makes any Starry Sky cancel act like a two-hit fireball instead of just one. Big buffer window for specials cancels so your next move will startup the frame they block or get hit.
Level | Attribute |
---|---|
2 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 9 | -1 | +3 |
- Metera's fastest Low.
Low pushback makes 2L a good tick throw button.
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 8 | 6 | 12 | -3 | +1 |
Great whiff punish button and one of Metera's longest horizontal pokes.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 11 | Total 40 | -8 | -4 |
- Treated as a projectile.
- Air-blockable, due to being considered a projectile.
- Special and 5U cancelable.
- Cannot cancel on projectile clash.
- 2H makes the arrow fly at a 45° angle.
- 1H makes the arrow fly at a tighter, 15° angle.
- Actives Aetherial Seal.
Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like 2H > 5U > j.H for big damage against jump-happy opponents. Even though it's air blockable, Metera can still start pressure afterwards using 5U.
1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.
Level | Attribute |
---|---|
2 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 13 | 15 | 14 | -1 to -14 | HKD |
- Cannot special cancel.
Mid-range slide that shoots Metera forward and hits low. Frame advantage is better on block the further you initiate the slide. Provides a hard knockdown on hit with enough time to set up Aethereal Seal.
Level | Attribute |
---|---|
2 |
- Clash level: 1
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 6 | Until L | 0 |
- Metera's crossup button.
- Untechable until opponent hits the ground on air counterhit.
- Special cancelable.
Lowest blockstun on block which sets up auto tick throws.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
300×2 | High/Air | 8 | 3(5)3 | Until L |
- Hits twice, useful for high/low mixups.
- Special cancelable.
After Zephyr into j.M, the first hit will bring up her hurtbox, hopping over some special moves for a punish.
Level | Attribute |
---|---|
2 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 13 | 6 | Until L |
- Special cancelable.
- Metera's deepest-hitting jump-in.
- Clashes with M normals.
A air-to-ground move useful for safe-jumps or a pressure reset with 5U.
Level | Attribute |
---|---|
3 |
- Clash level: 2
Unique Action
Zephyr
5U / j.U
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U | 21 | Total 21 | ||||||
j.U | 21 | Total 21 |
Performs a small hop. Hold ← when pressing the button to hop backwards instead.
This skill can be used midair to change Metera's jump trajectory (à la double jump) Use it to get out of corner or to cross-up opponents, but be aware that it can get predictable.
Version | Level | Attribute |
---|---|---|
5U | ||
j.U |
5U:
j.U:
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 | HKD | HKD |
Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure.
Level | Attribute |
---|---|
0, 4 |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Airthrow | 5 | 5 | Until L+6 | HKD | HKD |
Hold 4 for a sideswap. Launches your opponent 30 degrees downward and gives you a hard knockdown like her ground throw, but the advantage timing depends on how high you are when throwing your opponent.
Level | Attribute |
---|---|
0, 4 |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 6 | 17 | -4 | +1 | 4-47 Throw 14-41 Low 9-46F Airborne |
- Moves backwards and shoots high.
- On counter hit in most ranges you can only get UOH > 2M > Starry Sky (Low), With your back in the corner you can get UOH > c.H > Supers
- Activates Aetherial Seal, making it a highly damaging starter. It is also much easier to confirm than the counter hit route.
Level | Attribute |
---|---|
4 |
Special Moves
Starry Sky (High)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 12 | Total 43 | -5 | +2 | ||
236M | 800 | All | 12 | Total 43 | -5 | +2 | ||
236H | 350×3 | All | 12 | Total 43 | +5 | HKD | ||
j.236L | 800 | All | 22 | Until L+6 | ||||
j.236M | 800 | All | 22 | Until L+6 | ||||
j.236H | 350×3 | All | 22 | Until L+6 | HKD |
- Ground Versions
- L version is slower, M version is faster.
- H version hits 3 times and gives a hard knockdown.
- Easy Input deals 100 chip, Technical Input deals 150.
- Activates Aethereal Seal.
Metera cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent. Travels higher than a standard projectile, so it won't hit crouching foes at a distance. Cleanly goes over lower hitting projectiles.
- Air Versions
- L version cancels momentum.
- M version cancels momentum and causes a Soft Knockdown on counterhit.
- H version hits 3 times and gives a hard knockdown.
- Easy Input deals 100 chip, Technical Input deals 150.
- Activates Aetherial Seal.
Metera fires at a downward angle. The L & H versions fires at a steep downward shot, M fires a more horizontal shot. Good for counterpoking. The H version in particular is infamous for being a high damage throw bait.
Version | Level | Attribute |
---|---|---|
236L | 3 | |
236M | 3 | |
236H | 3 | |
j.236L | 3 | |
j.236M | 3 | |
j.236H | 3 |
236L:
- Cooldown: 39-91F (Technical) 59-111F (Easy)
- Easy Input Damage 700
236M:
- Cooldown: 39-91F (Technical) 59-111F (Easy)
- Easy Input Damage 700
236H:
- Cooldown: 519-561F (Technical) 639-681F (Easy)
- Easy Input Damage 300×3
j.236L:
- Cooldown: 62-78F (Technical) 69-94F (Easy)
- Easy Input Damage 700
j.236M:
- Cooldown: 48-75F (Technical) 69-94F (Easy)
- Easy Input Damage 700
j.236H:
- Cooldown: 510-526F (Technical) 620-646F (Easy)
- Easy Input Damage 300×3
Starry Sky (Low)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 800 | All | 13 | Total 43 | -7 | +1 | ||
214M | 800 | All | 13 | Total 43 | -7 | +1 | ||
214H | 350×3 | All | 13 | Total 43 | +3 | HKD | ||
j.214L | 800 | All | 22 | Until L+6 | ||||
j.214M | 800 | All | 22 | Until L+6 | ||||
j.214H | 350×3 | All | 22 | Until L+6 | HKD |
- Ground Versions
- L version is slower, M version is faster.
- H version hits 3 times and gives a hard knockdown.
- Easy Input deals 100 chip, Technical Input deals 150.
- Activates Aetherial Seal.
Metera cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent. Cleanly goes under higher hitting projectiles. Forms a basic conditioning game with High Starry Sky, as the high version can be crouched under but recovers much faster.
- Air Versions
Essentially the same as High Starry Sky's air version, with the distinction of being tied to a different cooldown.
Version | Level | Attribute |
---|---|---|
214L | 3 | |
214M | 3 | |
214H | 3 | |
j.214L | ||
j.214M | ||
j.214H |
214L:
- Cooldown: 40-92F (Technical) 60-112F (Easy)
- Easy Input Damage 700
214M:
- Cooldown: 40-92F (Technical) 60-112F (Easy)
- Easy Input Damage 700
214H:
- Cooldown: 520-562F (Technical) 640-682F (Easy)
- Easy Input Damage 300×3
j.214L:
j.214M:
j.214H:
The Great Fall
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 800, 150×4 | Mid, All×4 | 22+18 | 23 | +18 ~ +22 | +30 ~ +33 | ||
623M | 800, 150×4 | Mid, All×4 | 18+18 | 17 | +24 ~ +27 | +34 ~ +38 | ||
623H | 800, 150×4 | Mid, All×4 | 15+25 | 20 | +21 ~ +24 | +31 ~ +35 |
- First hit is air unblockable.
- L version fires close to Metera, M and H versions fire farther away.
- H version does not overshoot the corner and gives a hard knockdown.
- L and M versions' upward shot does not hit grounded opponents, H version's does not hit crouching opponents.
- Initial arrow activates Aetherial Seal.
Metera fires an arrow toward the sky that bursts into a shower of arrows. The range makes it one of Metera's strongest Anti Air moves. If Metera gets hit after firing the initial arrow, the shower stops immediately.
Version | Level | Attribute |
---|---|---|
623L | 2, 4×4 | |
623M | 2, 4×4 | |
623H | 2, 4×4 |
623L:
- Cooldown: 20F (Technical) 200F (Easy)
623M:
- Cooldown: 20F (Technical) 200F (Easy)
623H:
- Cooldown: 480F (Technical) 600F (Easy)
Aetherial Seal
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
22L | 200×5 | All | 20 | Total 38 | ||||
22M | 200×5 | All | 20 | Total 38 | ||||
22H | {200×5}×2 | All | 20 | Total 32 |
- Hold down the button to make L & M butterflies to fly ~45° upward.
- L and M versions spawn 1 butterfly, H version spawns 2.
- H version does not flutter past the corner.
- Any move that fires an arrow triggers the explosion.
- These include: f.H, 2H, 1H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow).
- Easy Input explosion deals 150 chip, Technical Input deals 200.
Your setplay tool. Blow a kiss to send out butterfly that flutters across the stage. It does nothing by itself, but can be triggered to explode vertically by hitting it with any of Metera's arrow moves. The butterflies eventually will fizzle out, but the H version is the only version that stops at the stage wall. Butterflies are mostly used to extend combos, especially in corner for many of Metera's high damage routes. It can also be used to deny an opponent's approach, but it's harder to have one set up for that purpose than to have one set up after a knockdown.
Version | Level | Attribute |
---|---|---|
22L | 4 | |
22M | 4 | |
22H | 4 |
22L:
- Cooldown: 20F (Technical) 200F (Easy)
22M:
- Cooldown: 20F (Technical) 200F (Easy)
22H:
- Cooldown: 480F (Technical) 600F (Easy)
Skybound Art
Dense Caress
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3500→2500 | Mid | 8+5 | 9(12)6,4 | 55 | -67 | HKD |
Performs a powerful jumping somersault kick.
- Easy metered air unblockable anti air super. Great for closing out rounds.
- The range for the cinematic version is increased by using the technical input.
- Can take advantage of the invincible frames and be used as a slow reversal, but the slow startup makes it vulnerable to safe jabs, safe frame traps and safe jumps.
- The animation is misleading, The super will whiff if an opponent directly above or behind you.
Level | Attribute |
---|---|
4 |
- Clash Level: 25 (Technical) 20 (Easy)
Super Skybound Art
Rapid Pulverize
236236U or 236S+U
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236236U | 4500→3000 | All | 5+8 | Total 108 | -29 | HKD |
- Metera's Full Screen Projectile super. Used to punish any fireball ball or high recovery move full screen
- Air blockable
- On the ground the opponent is not able to spot dodge to fully avoid damage
- You will rarely see this move doing 4500 damage because it almost always drops the opponent down to less than 60% before the last hit lands.
- The range for the cinematic version is increased by using the technical input.
- The Last hit will trigger Aetherial Seal
- Good for setting up a chip kill situation from afar.
- Does ~5% Chip Damage with Easy Input and ~7% with Technical Input.
Version | Level | Attribute |
---|---|---|
236236U | 4 |
236236U:
Colors
