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{{infoGBVS
==Overview==
| fullname = Metera
{{GBVS/CharacterLinks}}
| image = GBVS Metera Portrait.png
<div id="home-content" class="home-grid">
| health = {{#lst:GBVS/Metera/Data|health}}
{{card|width=4
| prejump = {{#lst:GBVS/Metera/Data|prejump}}
|header=Overview
| backdash = {{#lst:GBVS/Metera/Data|backdash}}
|content=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.
| movement = {{#lst:GBVS/Metera/Data|movement}}
}}
{{GBVS/Infobox}}
{{ProsAndCons
|intro=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.
| pros =  
* '''Projectile Zoning''': Myriad of projectiles from both ground and air to frustrate opponents with.
* '''High-Damage Setups''': [[#Aetherial Seal|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 [[#Unique Action|Zephyr]] hop, an amazing tool for pressure and escaping.
* '''Evasive''': [[#Starry Sky (Low)|Starry Sky (Low)]] low-profiles, and combining that with [[#Starry Sky (High)|Starry Sky (Air)]] and [[#Unique Action|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
| cons =  
* '''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 ({{clr|3|1/2H}}), [[#The Great Fall|The Great Fall]], and {{clr|2|f.5M}}, but each have their own weaknesses so you can't only rely on one.
}}
}}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
== Overview ==
Metera is a keepout zoner character who wants to chip away at the opponent with her arrows, using tools like Aetherial Seal explosions to keep opponent locked down and setup her combos, while abusing evasive nature of her low/air Starry Sky and unique Zephyr air-hop to avoid getting hit. She struggles at close range due to mediocre frame data on her normals, often requiring the player to heavily commit or burn meter for reversals in order to get out of opponent's pressure.
{{Bio
| name = Metera
| game = GBVS
| quote = There's nothing I can't do!
| lore = An Erune woman blessed with myriad talents, chief among them the abilities to wield a magic bow and to sustain flight completely unaided. She once acted as a guardian for her home village, watching over an altar where a sinister force was enshrined. But she grew tired of the mundane regimen and abandoned her post. Now she wanders wherever the wind takes her. Her arrows are a reflection of this freedom—unhindered by any obstacle and sure to find their target. Once she sets her eyes on a mark, there’s nowhere to hide.
}}
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Metera}} is a ranged zoning character who wears down the opponent with projectiles.
| pros =
* Myriads of projectiles from both ground and air to frustrate opponents with.
* [[GBVS/Metera#Special Moves|Aetherial Seal]] hitstun helps set up many of her high damage combo routes.
* Can double-jump using [[GBVS/Metera#Unique Action|Zephyr]] hop, an amazing tool for pressure and escaping.
* [[GBVS/Metera#Special Moves|Starry Sky (low)]] low-profiles, and combining that with [[GBVS/Metera#Special Moves|Starry Sky (air)]] and [[GBVS/Metera#Unique Action|Zephyr]] hop make sure that opponents can't easily touch her.
| cons =
* Mediocre normals.
* No reversal besides her super, making it very difficult for her to escape corner pressure.
* Unreliable anti-air options in [[GBVS/Metera#Normal Moves|1H/2H]] being air-blockable, [[GBVS/Metera#Special Moves|The Great Fall]] being very slow and [[GBVS/Metera#Skybound Art|Dense Caress]] only being available with full meter.
* Slow acceleration on running.
* Is really annoying to listen to in Japanese.
* Excessively horny.
}}


{{#lst:GBVS/Metera/Data|Links}}
==Normal Moves==
 
===<big>{{clr|1|c.L}}</big>===
== Normal Moves==
{{GBVS Move Card|game=GBVS
======<font style="visibility:hidden" size="0">c.L</font>======
|input=c.L
{{MoveData
|description=
|image=GBVS_Metera_cL.png
* 6 frame startup, slower than average.
|name=c.L
* 0 on block, less than average.
|input=
* Gatlings into 2L, itself, and her Autocombo.
|data=
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|c.L}}
{{!}}-
{{Description|7|text=
Definitely not an outstanding c.L (-1 on block & 6f startup) in the game, but does its job when you need a fast move to mash out of pressure with.  
}}
}}
}}


======<font style="visibility:hidden" size="0">c.M</font>======
===<big>{{clr|2|c.M}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_cM.png
|input=c.M
|name=c.M
|description=
|input=
* Fast punish starter.
|data=
* Hitbox extends behind Metera.
{{AttackDataHeader-GBVS}}
* 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 {{clr|3|1H}} instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
{{#lst:GBVS/Metera/Data|c.M}}
{{!}}-
{{Description|7|text=
Only 1f slower than c.L, but much more rewarding on range, damage and frame advantage. Also a situational anti-air. Pretty decent as an up-close normal for Metera, but it's also really her only option.
}}
}}
}}


======<font style="visibility:hidden" size="0">c.H</font>======
===<big>{{clr|3|c.H}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_cH.png
|input=c.H
|name=c.H
|description=
|input=
* Hits 3 times.
|data=
* Metera's strongest punish tool.
{{AttackDataHeader-GBVS}}
* 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.
{{#lst:GBVS/Metera/Data|c.H}}
{{!}}-
{{Description|7|text=
* Slow and rewarding tool for punishing DPs and SBAs. You can cancel it into specials or auto combos after any hit made. If a clash is made by c.H, you are more likely to win the mashing game after because of its multi-hit and high attack level nature.
* NOT so good for air-juggle since c.H makes 3 hits for only 1200 damage, reaching the combo-limit faster. C.H can be a nice combo-filler in ground-combos(or before your air-juggle), but beware that it has a significant knock-back effect especially when the ground combo extends.
* Sometimes works as an anti-air but rarely.Lacking range both horizontally and vertically, mashing this button against an air opponent is usually suicide.
* You may have to note that unlike some games, in GBVS counterhits DO NOT carry through the move, that means you can have conterhit effect on the first c.H hit, but NOT for the second or the third c.H hit.(e.g. you can do (CH)c.H(1st)>5U>j.H, but (CH)c.H(1st,2nd or full)>5U>j.H do not work)
}}
}}
}}


======<font style="visibility:hidden" size="0">Auto Combo</font>======
===<big>Auto Combo</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_cXX.png |caption=*SLAP*
|input=c.XX,c.XXX
|image2=GBVS_Metera_cXXX.png |caption2=
|versioned=input
|name=Auto Combo
|description=
|input=
* Super cancelling c.XX instead of c.XXX leads to more damage.
|data=
Purely combo filler to add damage before cancelling into a special move. On block, doing {{clr|4|4U}} after auto combo is a simple way to retreat and reset neutral.
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=XX}}
{{#lst:GBVS/Metera/Data|c.XX}}
{{!}}-
{{AttackVersion|name=XXX}}
{{#lst:GBVS/Metera/Data|c.XXX}}
{{!}}-
{{Description|8|text=
Combo filler. Nothing more, nothing less. You don't want to use this in pressure much as it keeps you close, and you generally don't want to be close to the opponent in the first place.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.L</font>======
===<big>{{clr|1|f.L}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_fL.png
|input=f.L
|name=f.L
|description=
|input=
* Plus on block.
|data=
* Hits low.
{{AttackDataHeader-GBVS}}
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.
{{!}}-
{{#lst:GBVS/Metera/Data|f.L}}
{{!}}-
{{Description|7|text=
* PLUS ON BLOCK.
Long but slow f.L, sometimes sadly your only punish move with your best follow up being [[GBVS/Metera#Special Moves|Starry Sky]]. It hits low, which can surprise your opponent. You can also push the opponent out with strings like '''f.L > f.L > [[GBVS/Metera#Special Moves|Starry Sky]]/[[GBVS/Metera#Unique Action|4U]]''' to maintain Metera's range for zoning. Alternatively, you can do [[GBVS/Metera#Unique Action|5U]] to hop into their face with an air normal.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.M</font>======
===<big>{{clr|2|f.M}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_fM.png|caption=Now you know what those weird heels are for.
|input=f.M
|name=f.M
|description=
|input=
* Very big poke on the x and y axis.
|data=
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 {{clr|2|M}} air normals.
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|f.M}}
{{!}}-
{{Description|7|text=Possibly her farthest non-projectile poke, and rather slow for the purpose. Can be decent as an anti-air where her other options wouldn't hit, besides it being a grounded normal making it air-unblockable.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.H</font>======
===<big>{{clr|3|f.H}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_fH.png
|input=f.H
|name=f.H
|description=
|input=
* Treated as a projectile.
|data=
* Special and 5U cancelable.
{{AttackDataHeader-GBVS}}
** Cannot cancel on projectile clash.
{{!}}-
* Actives Aetherial Seal.
{{#lst:GBVS/Metera/Data|f.H}}
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.
{{!}}-
{{Description|7|text=Your go-to ranged poke. It's a projectile but does not go fullscreen. Activates Aetherial Seal. Most of your strings will involve using this move into any special move, as it being a normal and a fireball gives it some strange properties. It can also be used in a similar way to Gran's M Reginleiv, as a way to cancel out a fireball and shoot one of your own with Starry Sky.
}}
}}
}}


======<font style="visibility:hidden" size="0">2L</font>======
===<big>{{clr|1|2L}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_2L.png|caption=The killer legs.
|input=2L
|name=2L
|description=
|input=
* Metera's fastest Low.
|data=
Low pushback makes 2L a good tick throw button.
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|2L}}
{{!}}-
{{Description|7|text=
Basic low starter for pressure and combos. It can chain into itself, but the pushback is so high that landing a 3rd hit is rarely possible. It's short recovery makes it good for safe okizeme against possible SBAs. Can also take its frame advantage for tick-throws or frame-traps, but that isn't very rewarding for Metera.
}}
}}
}}


======<font style="visibility:hidden" size="0">2M</font>======
===<big>{{clr|2|2M}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_2M.png
|input=2M
|name=2M
|description=
|input=
Great whiff punish button and one of Metera's longest horizontal pokes.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|2M}}
{{!}}-
{{Description|7|text=
* Good range for a 2M.
* Decent startup, good as a poke.
In some cases, this is an easier move to use in footsies than f.M because it's better to hit crouching opponents with. It's a decent move to use as a punish or to push the opponent out, as it's decently fast for it's range.
}}
}}
}}


======<font style="visibility:hidden" size="0">2H</font>======
===<big>{{clr|3|2H}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_2H.png |caption=Stop jump-ins with this.
|input=2H
|name=2H
|description=
|input=
* Treated as a projectile.
|data=
** Air-blockable, due to being considered a projectile.
{{AttackDataHeader-GBVS}}
* Special and 5U cancelable.
{{!}}-
** Cannot cancel on projectile clash.
{{#lst:GBVS/Metera/Data|2H}}
* {{clr|3|2H}} makes the arrow fly at a 45° angle.
{{!}}-
* {{clr|3|1H}} makes the arrow fly at a tighter, 15° angle.
{{Description|7|text=
* Actives Aetherial Seal.
Major anti-air move. Is a projectile and can therefore be blocked in the air, also the trajectory is very specific, making it hard to use.
Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like {{clr|3|2H}} > {{clr|4|5U}} > {{clr|3|j.H}} for big damage against jump-happy opponents. Even though it's air blockable, Metera can still start pressure afterwards using 5U.  


Using 2H makes the arrow fly in a 45° angle, while using 1H makes it fly at a much steeper angle, which is useful against people jumping very close to Metera and trying to get a crossup.
1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.
 
Rather fast startup and long untech time makes it a core combo move for Metera. On air counter hit, 2H > 5U> j.H > 2H can loop two to three times and set up a 2H > Great Fall ender.
}}
}}
}}


======<font style="visibility:hidden" size="0">2U</font>======
===<big>{{clr|4|2U}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_2U.png|caption=Bowcar - your corner taxi service.
|input=2U
|name=2U
|description=
|input=
* Cannot special cancel.
|data=
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.
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|2U}}
{{!}}-
{{Description|7|text=
Mid-range slide that sides Metera forward, knocking down the opponent down on hit. One of your corner carry tools. Makes a good whiff punish tool as it sets up a hard knockdown and slides you far forwards, and also can set up an Aetherial Seal. It can be safe if it hits from max range, but you cannot cancel it on block.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.L</font>======
===<big>{{clr|1|j.L}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_jL.png
|input=j.L
|name=j.L
|description=
|input=
* Metera's crossup button.
|data=
* Untechable until opponent hits the ground on air counterhit.
{{AttackDataHeader-GBVS}}
* Special cancelable.
{{!}}-
Lowest blockstun on block which sets up auto tick throws.
{{#lst:GBVS/Metera/Data|j.L}}
{{!}}-
{{Description|7|text=
Metera's fastest air attack. Notably, '''5U > j.L''' can beat lots of normals due to its speed, but it's very risky to attempt.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.M</font>======
===<big>{{clr|2|j.M}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_jM.png
|input=j.M
|name=j.M
|description=
|input=
* Hits twice, useful for high/low mixups.
|data=
* Special cancelable.
{{AttackDataHeader-GBVS}}
After Zephyr into {{clr|2|j.M}}, the first hit will bring up her hurtbox, hopping over some special moves for a punish.  
{{!}}-
{{#lst:GBVS/Metera/Data|j.M}}
{{!}}-
{{Description|7|text=
Metera's j.M is solid air poke with good attack level and fast startup for its range. These factors means it plays a great role in both offense and defense. Being a 2-hit move allows Metera to do solid high/low mixups with slightly changing the timing of j.M.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|3|j.H}}</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_jH.png
|input=j.H
|name=j.H
|description=
|input=
* Special cancelable.
|data=
* Metera's deepest-hitting jump-in.
{{AttackDataHeader-GBVS}}
* Clashes with M normals.
{{!}}-
A air-to-ground move useful for safe-jumps or a pressure reset with {{clr|4|5U}}.
{{#lst:GBVS/Metera/Data|j.H}}
{{!}}-
{{Description|7|text=
A air-to-ground move useful for safe-jumps or a pressure reset with 5U. Other than that, it plays a major role in her 2H loop combo.
}}
}}
}}
<br style="clear:both;"/>


== Unique Action ==
== Unique Action ==
======<font style="visibility:hidden" size="0">Zephyr</font>======
===<big>Zephyr</big>===
{{MoveData
{{InputBadge|{{clr|4|5U}} / {{clr|4|j.U}}}}
|name=Zephyr
{{GBVS Move Card|game=GBVS
|input=5U / j.U
|input=5U,j.U
|image=GBVS_Metera_Zephyr.png |caption=Can't touch dis.
|versioned=input
|data=
|description=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:GBVS/Metera/Data|5U}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:GBVS/Metera/Data|j.U}}
{{!}}-
{{Description|8|text=
Performs a small hop. Hold ← when pressing the button to hop backwards instead.
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.
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.
}}
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_Throw.png |caption=
|input=LU
|name=Ground Throw
|description=
|input=
Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|LU}}
{{!}}-
{{Description|7|text=
Hold 4 for a back throw.
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_AirThrow.png |caption=
|input=j.LU
|name=Air Throw
|description=
|input=
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.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:GBVS/Metera/Data|j.LU}}
{{!}}-
{{Description|7|text=
Sideswaps.
}}
}}
}}


======<font style="visibility:hidden" size="0">Overhead Attack</font>======
===<big>Overhead Attack</big>===
{{MoveData
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_OverheadAttack.png |caption=
|input=MH
|name=Overhead Attack
|description=
|input=
*Moves backwards and shoots high.
|data=
*On counter hit in most ranges you can only get UOH > {{clr|2|2M}} > Starry Sky (Low), With your back in the corner you can get UOH > {{clr|3|c.H}} > Supers
{{AttackDataHeader-GBVS}}
*Activates Aetherial Seal, making it a highly damaging starter. It is also much easier to confirm than the counter hit route.
{{!}}-
{{#lst:GBVS/Metera/Data|MH}}
{{!}}-
{{Description|7|text=
Activates Aetherial Seal, making it a highly damaging starter that's a little more practical than most.
}}
}}
}}
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Starry Sky (High)</font>======
===<big>Starry Sky (High)</big>===
{{MoveData
{{Micon|1}} {{InputBadge|236X (Air OK)}} or {{InputBadge|5S}}
|name=Starry Sky (High)
{{GBVS Move Card|game=GBVS
|input=236X (Air OK)
|input=236L,236M,236H,j.236L,j.236M,j.236H
|image=GBVS_Metera_StarrySkyHigh.png |caption= Shades of Sagat
|versioned=input
|data=
|description=
{{AttackDataHeader-GBVS|version=yes}}
;Ground Versions
{{!}}-
* L version is slower, M version is faster.
{{AttackVersion|name=L}}
* H version hits 3 times and gives a hard knockdown.
{{#lst:GBVS/Metera/Data|236L}}
* Easy Input deals 100 chip, Technical Input deals 150.
{{!}}-
* Activates Aethereal Seal.
{{AttackVersion|name=M}}
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.
{{#lst:GBVS/Metera/Data|236M}}
----
{{!}}-
;Air Versions
{{AttackVersion|name=H}}
* L version cancels momentum.
{{#lst:GBVS/Metera/Data|236H}}
* M version cancels momentum and causes a Soft Knockdown on counterhit.
{{!}}-
* H version hits 3 times and gives a hard knockdown.
{{Description|8|text=
* Easy Input deals 100 chip, Technical Input deals 150.
Travels higher than a standard projectile, so it won't hit crouching foes at a distance. L fires a slower shot, M fires a faster shot.  
* Activates Aetherial Seal.
 
Metera fires at a downward angle. The {{clr|1|L}} & {{clr|3|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.
When used midair, Metera fires at a downward angle. L fires at a steep downward shot, M fires a more horizontal shot. Good for counter-poke or disrespecting ground fireball wars of puny mortals.
 
You CANNOT fire a new Starry Sky (High and low) before the former one disappears.
 
All versions activates Aetherial Seal.
 
When used to knock down for air-juggles, Starry Sky (High) floats a little bit higher than the low version.
}}
}}
}}


======<font style="visibility:hidden" size="0">Starry Sky (Low)</font>======
===<big>Starry Sky (Low)</big>===
{{MoveData
{{Micon|3}} {{InputBadge|214X (Air OK)}} or {{InputBadge|4S}}
|name=Starry Sky (Low)
{{GBVS Move Card|game=GBVS
|input=214X
|input=214L,214M,214H,j.214L,j.214M,j.214H
|image=GBVS_Metera_StarrySkyLow.png |caption=
|versioned=input
|data=
|description=
{{AttackDataHeader-GBVS|version=yes}}
;Ground Versions
{{!}}-
* L version is slower, M version is faster.
{{AttackVersion|name=L}}
* H version hits 3 times and gives a hard knockdown.
{{#lst:GBVS/Metera/Data|214L}}
* Easy Input deals 100 chip, Technical Input deals 150.
{{!}}-
* Activates Aetherial Seal.
{{AttackVersion|name=M}}
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.
{{#lst:GBVS/Metera/Data|214M}}
----
{{!}}-
;Air Versions
{{AttackVersion|name=H}}
Essentially the same as High Starry Sky's air version, with the distinction of being tied to a different cooldown.
{{#lst:GBVS/Metera/Data|214H}}
{{!}}-
{{Description|8|text=
Travels lower than a standard projectile, so it'll hit crouching foes but can be easily jumped over. L fires a slower shot, M fires a faster shot. Activates Aetherial Seal, however usually goes under L and M versions.  
}}
}}
}}
======<font style="visibility:hidden" size="0">The Great Fall</font>======
{{MoveData
|name=The Great Fall
|input=623X
|image=GBVS_Metera_TheGreatFall.png |caption=Cloudy with a chance of ARROWS.
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lst:GBVS/Metera/Data|623L}}
{{!}}-
{{AttackVersion|name=M}}
{{#lst:GBVS/Metera/Data|623M}}
{{!}}-
{{AttackVersion|name=H}}
{{#lst:GBVS/Metera/Data|623H}}
{{!}}-
{{Description|8|text=
Fires an arrow toward the sky that bursts into a shower of arrows. L fires close to Metera, M and H fires further horizontally(H version stops at corners with quicker startup and recovery). The initial arrow can activate Aetherial Seal, and cannot be blocked by foes midair. If Metera gets hit after firing the initial arrow, the shower stops immediately.


When using non-H versions as anti-air tools, a hard read is required to land a solid air-unblockable on the opponent(basically you need to press the button before the opponent jumps).
===<big>The Great Fall</big>===
}}
{{Micon|2}} {{InputBadge|623X}} or {{InputBadge|6S}}
{{GBVS Move Card|game=GBVS
|input=623L,623M,623H
|versioned=input
|description=
* 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.
}}
}}


======<font style="visibility:hidden" size="0">Aetherial Seal</font>======
===<big>Aetherial Seal</big>===
{{MoveData
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}
|name=Aetherial Seal
{{GBVS Move Card|game=GBVS
|input=22X
|input=22L,22M,22H
|image=GBVS_Metera_AetherialSeal.png |caption=The butterfly of doom.
|versioned=input
|image2=GBVS_Metera_AetherialSealExplosion.png |caption2=
|description=
|data=
* Hold down the button to make {{clr|1|L}} & {{clr|2|M}} butterflies to fly ~45° upward.
{{AttackDataHeader-GBVS|version=yes}}
* L and M versions spawn 1 butterfly, H version spawns 2.
{{!}}-
* H version does not flutter past the corner.
{{AttackVersion|name=L}}
* Any move that fires an arrow triggers the explosion.
{{#lst:GBVS/Metera/Data|22L}}
** These include: {{clr|3|f.H}}, {{clr|3|2H}}, {{clr|3|1H}}, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow).
{{!}}-
* Easy Input explosion deals 150 chip, Technical Input deals 200.
{{AttackVersion|name=M}}
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 {{clr|3|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.
{{#lst:GBVS/Metera/Data|22M}}
{{!}}-
{{AttackVersion|name=H}}
{{#lst:GBVS/Metera/Data|22H}}
{{!}}-
{{Description|8|text=
Your setplay tool. Blow a kiss and send out butterfly that flutters across the stage (H ver. does not go out of stage limit until decay) It does nothing by itself, but can be triggered to explode vertically by hitting it with any of Metera's arrow moves.  
 
Mostly used to extend combos especially in corner for many of Metera's high damage routes. Can also be used to deny approach, but only from a distance due to slow travel speed of the butterfly. Space it properly or knock your opponent down first before using it.
 
* Moves that trigger explosion: f.H, 2H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow).
}}
}}
}}
<br style="clear:both;"/>


==Skybound Art==
==Skybound Art==
======<font style="visibility:hidden" size="0">Dense Caress</font>======
===<big>Dense Caress</big>===
{{MoveData
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}
|name=Dense Caress
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_DenseCaress2.png |caption=FLASH KICK! Your lifeline.
|input=236236H
|image2=GBVS_Metera_DenseCaress.png |caption2=NUKE your opponent.
|description=
|input=236236H or 236S
Performs a powerful jumping somersault kick.
|data=
*Easy metered air unblockable anti air super. Great for closing out rounds.
{{AttackDataHeader-GBVS}}
*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.
{{#lst:GBVS/Metera/Data|236236H}}
*The animation is misleading, The super will whiff if an opponent directly above or behind you.  
{{!}}-
{{Description|7|text=
Performs a powerful jumping somersault kick. If being close(not really "close", just a bit closer than the max range if tech-input) to your opponent enough when the first strike connects, Metera will perform an enhanced version for increased damage. Try using it as a way out when stuck in a high pressure situation as it is invincible on startup. Also her best anti-air since the trajectory hits jump-ins very well.
 
* It looks like Dense Caress hits all around Metera, '''BUT THAT IS NOT TRUE'''. You never hit an opponent right above or behind you.  
}}
}}
}}
<br style="clear:both;"/>


==Super Skybound Art==
==Super Skybound Art==
======<font style="visibility:hidden" size="0">Rapid Pulverize</font>======
===<big>Rapid Pulverize</big>===
{{MoveData
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}
|name=Rapid Pulverize
{{GBVS Move Card|game=GBVS
|image=GBVS_Metera_RapidPulverize2.png |caption=
|input=236236U
|image2=GBVS_Metera_RapidPulverize.png |caption2=The move where she steps on you.
|versioned=input
|input=236236U or 236S+U
|description=
|data=
*Metera's Full Screen Projectile super. Used to punish any fireball ball or high recovery move full screen
{{AttackDataHeader-GBVS}}
*Air blockable
{{!}}-
*On the ground the opponent is not able to spot dodge to fully avoid damage
{{#lst:GBVS/Metera/Data|236236U}}
*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.
{{Description|7|text=
*The Last hit will trigger Aetherial Seal
Launches a barrage of arrows. If this skill fully hits the opponent at close range, Metera will perform an enhanced version for increased damage. Since it covers a long range, it can be used as a combo finisher or a counter from afar.
*Good for setting up a chip kill situation from afar.
*Does ~5% Chip Damage with Easy Input and ~7% with Technical Input.
}}
<br style="clear:both;"/>


* 8+8F startup is somehow slow for a SSBA, especially when used as a reversal(Metera has no DPs other than SBA and SSBA, which makes it worse). Replace it with a Dense Caress sometimes helps.
==Colors==
 
{{GBVSColors|Size=120|Character=Metera}}
* Since this move only goes full version when '''full close-range hits''' happened, it is possible that (air)...>2H>Rapid Pulverize(full) does NOT work for some characters(e.g. Gran). You can always do (air)...>2H>(delay)>Rapid Pulverize(full) to prevent this from happening.
{{GBVSweapons|Size=120|Character=Metera}}
}}
<br style="clear:both;"/>
}}


==Navigation==
==Navigation==
{{#lst:GBVS/Metera/Data|Links}}
<center>{{Character Label|GBVS|Metera|size=58px}}</center>
{{notice|To edit frame data, edit values in [[GBVS/Metera/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GBVS/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{Navbar-GBVS}}
{{GBVS/Navigation}}
[[Category:Granblue Fantasy Versus]]
[[category:GBVS Characters]]
[[Category:Metera]]

Latest revision as of 14:43, 1 March 2024

Overview

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.
GBVS Metera Nameplate.png
GBVS Metera Portrait.png
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.

Pros
Cons
  • 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.
  • 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)

GBVS Fireball.png 236X (Air OK) or 5S

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)

GBVS SpecialProjectile.png 214X (Air OK) or 4S

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

GBVS Upfireball.png 623X or 6S

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

GBVS Trap.png 22X or 2S

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

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Metera Color 01.png
GBVS Metera Color 02.png
GBVS Metera Color 03.png
GBVS Metera Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Metera Color 05.png
GBVS Metera Color 06.png
GBVS Metera Color 07.png
GBVS Metera Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Metera Color 09.png
GBVS Metera Color 10.png
GBVS Metera Color 11.png
GBVS Metera Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Metera Color 13.png
GBVS Metera Color 14.png
GBVS Metera Color 15.png
GBVS Metera Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Metera Color 17.png
GBVS Metera Color 18.png
GBVS Metera Color 19.png
GBVS Metera Color EX.png
Weapons
01
02
03
04
GBVS Metera Weapon 01.png
GBVS Metera Weapon 02.png
GBVS Metera Weapon 03.png
GBVS Metera Weapon 04.png
05
06
07
08
GBVS Metera Weapon 05.png
GBVS Metera Weapon 06.png
GBVS Metera Weapon 07.png
GBVS Metera Weapon 08.png


Navigation

 Metera
To edit frame data, edit values in GBVS/Metera/Data.


Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information