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* Unreliable anti-air options in [[GBVS/Metera#2H|1H/2H]] being air-blockable, [[GBVS/Metera#The Great Fall|The Great Fall]] being very slow and [[GBVS/Metera#Skybound Art|Dense Caress]] only being available with full meter. | * Unreliable anti-air options in [[GBVS/Metera#2H|1H/2H]] being air-blockable, [[GBVS/Metera#The Great Fall|The Great Fall]] being very slow and [[GBVS/Metera#Skybound Art|Dense Caress]] only being available with full meter. | ||
* Slow acceleration on running. | * Slow acceleration on running. | ||
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{{#lst:GBVS/Metera/Data|f.M}} | {{#lst:GBVS/Metera/Data|f.M}} | ||
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{{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. | {{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. Will stuff crossovers due to its hitbox extending below the knee of the opponent. | ||
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{{Description|7|text= | {{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. | 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. Its 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Hold 4 for a sideswap. Launches your opponent 30 degrees downward and gives you a hard knockdown like her ground throw, but how to do an okizeme depends on how high you are when throwing your opponent, mostly a Aetherial Seal is suitable. | |||
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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. 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. | 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 the ground fireball wars of puny mortals. | When used midair, Metera fires at a downward angle. L & H 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. L & M ver. totally cancels your original momentum with a small recoil hop, while H ver. only slows you down, which makes a bit difference when need to be really precise. | ||
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* 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. | * 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. | ||
* 8+8F startup is somewhat slow for an SSBA, especially when used as a reversal. Dense Caress is a better reversal option. | * 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. | * Since this move only goes full version when the opponent is close to you, it is possible that corner AA 2H > Rapid Pulverize does not get the cinematic version reliably, requiring a delay. | ||
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. | 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. | ||
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Revision as of 18:13, 29 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.
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 •