< GBVS
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Mid-range slide that | Mid-range slide that shoots Metera forward. Makes a good whiff punish tool as it sets up a hard knockdown and has good range because of how far it moves, and it can also set up an Aetherial Seal. It can be safe if it hits from max range, but you cannot cancel it on block. | ||
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Hold 4 for a back throw. | Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure. | ||
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Sideswaps. | Sideswaps. Gives you a hard knockdown like her ground throw, which allows you to set up an Aetherial Seal. | ||
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Activates Aetherial Seal, making it | Activates Aetherial Seal, making it a highly damaging starter that's a little more practical than most. | ||
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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. | 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. You CANNOT fire a new Starry Sky (High and low) before the former one disappears. All versions activates Aetherial Seal. When the EX version is used to knock down for juggle combos, Starry Sky (High) floats a little bit higher than the low version. | ||
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 | 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 the ground fireball wars of puny mortals. | ||
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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. | 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 it usually goes under L and M versions. If you need to use a move to get a hard knockdown, this is the preferred version of Starry Sky as the High version is tied to the air version. | ||
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Fires an arrow toward the sky that bursts into a shower of arrows. L fires close to Metera, M and H fires further | 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 because of how slow it is. | ||
When using non-H versions as anti-air tools, a hard read is required to land a solid air-unblockable on the opponent | |||
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* Moves that trigger explosion: f.H, 2H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow). | * Moves that trigger explosion: f.H, 2H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow). | ||
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. | |||
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Performs a powerful jumping somersault kick. If | Performs a powerful jumping somersault kick. If you're close enough to your opponent when the first strike connects, Metera will perform an enhanced version for increased damage. The hitbox for the cinematic version is pretty big, but it's harder to get on an airborne opponent. This is your only reversal outside of SSBA, but it's also a decent (albeit slow) anti-air. It looks like Dense Caress hits all around Metera, but sadly it's not that big. You never hit an opponent right above or behind you. | ||
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* 8+8F startup is somewhat slow for an SSBA, especially when used as a reversal. Dense Caress is a better reversal option. | |||
* Since this move only goes full version when the opponent is close to you, it is possible that AA 2H > Rapid Pulverize does not get the cinematic version reliably, requiring a delay. | |||
* 8+8F startup is | Launches a barrage of arrows. If this skill 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 counterpoke from afar. | ||
* Since this move only goes full version when | |||
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Revision as of 23:40, 27 March 2020
Health | |
Prejump | |
Backdash |
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.
"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. |
Pros
Cons
- Myriads of projectiles from both ground and air to frustrate opponents with.
- Aetherial Seal hitstun helps set up many of her high damage combo routes.
- Can double-jump using Zephyr hop, an amazing tool for pressure and escaping.
- Starry Sky (low) low-profiles, and combining that with Starry Sky (air) and Zephyr hop make sure that opponents can't easily touch her.
- Mediocre normals.
- No reversal besides her super, making it very difficult for her to escape corner pressure.
- Unreliable anti-air options in 1H/2H being air-blockable, The Great Fall being very slow and Dense Caress only being available with full meter.
- Slow acceleration on running.
- Is really annoying to listen to in Japanese.
- Excessively horny.
Normal Moves
c.L
c.L |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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f.L
f.L |
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f.M
f.M |
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f.H
f.H |
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2L
2L |
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2M
2M |
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2H
2H |
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2U
2U |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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Unique Action
Zephyr
Zephyr 5U / j.U |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Starry Sky (High)
Starry Sky (High) 236X (Air OK) |
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Starry Sky (Low)
Starry Sky (Low) 214X |
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The Great Fall
The Great Fall 623X |
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Aetherial Seal
Aetherial Seal 22X |
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Skybound Art
Dense Caress
Dense Caress 236236H or 236S |
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Super Skybound Art
Rapid Pulverize
Rapid Pulverize 236236U or 236S+U |
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To edit frame data, edit values in GBVS/Metera/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •