GBVS/Metera

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GBVS Metera Nameplate.png
GBVS Metera Portrait.png
Health 9500
Prejump 4f
Backdash 22f
Unique Movement Options Zephyr


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.
Playstyle
GBVS Metera Icon.png Metera is a ranged zoning character who wears down the opponent with projectiles.
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
GBVS Metera cL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 9 -1 +3

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.


c.M
c.M
GBVS Metera cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 3 12 0 +4

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.


c.H
c.H
GBVS Metera cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400*3 Mid 11 6 21 -4 +0
  • 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)


Auto Combo
Auto Combo
GBVS Metera cXX.png
*SLAP*
GBVS Metera cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 300 Mid - - - -3 +1
XXX 300 Mid - - - -4 +0

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.


f.L
f.L
GBVS Metera fL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 8 6 6 +1 +5
  • PLUS ON BLOCK.

Long but slow f.L, sometimes sadly your only punish move with your best follow up being Starry Sky. It hits low, which can surprise your opponent. You can also push the opponent out with strings like f.L > f.L > Starry Sky/4U to maintain Metera's range for zoning. Alternatively, you can do 5U to hop into their face with an air normal.


f.M
f.M
GBVS Metera fM.png
Now you know what those weird heels are for.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 10 7 15 -7 -3

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.


f.H
f.H
GBVS Metera fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 All 16 14 12 -2 +2

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.


2L
2L
GBVS Metera 2L.png
The killer legs.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 6 3 6 +2 +6

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.


2M
2M
GBVS Metera 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 6 12 -3 +1
  • 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.


2H
2H
GBVS Metera 2H.png
Stop jump-ins with this.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 All 11 - - -5 -1

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.

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.

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.


2U
2U
GBVS Metera 2U.png
Bowcar - your corner taxi service.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 13 15 14 -14 HKD

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.


j.L
j.L
GBVS Metera jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 6 - - - -

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.


j.M
j.M
GBVS Metera jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
350*2 High/Air 8 - - - -

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.


j.H
j.H
GBVS Metera jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 13 - - - -

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.


Unique Action

Zephyr
Zephyr
5U / j.U
GBVS Metera Zephyr.png
Can't touch dis.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground - - 21 - - - -
Air - - - - - - -

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.


Universal Mechanics

Ground Throw
Ground Throw
GBVS Metera Throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - 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.


Air Throw
Air Throw
GBVS Metera AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Airthrow - - - HKD HKD

Sideswaps. Gives you a hard knockdown like her ground throw, which allows you to set up an Aetherial Seal.


Overhead Attack
Overhead Attack
GBVS Metera OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High 26 6 17 -4 +1

Activates Aetherial Seal, making it a highly damaging starter that's a little more practical than most.


Special Moves

Starry Sky (High)
Starry Sky (High)
236X (Air OK)
GBVS Metera StarrySkyHigh.png
Shades of Sagat
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 800 All 12 - - -5 +2
M 800 All 12 - - -5 +2
H 350*3 All 12 - - +5 HKD

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.


Starry Sky (Low)
Starry Sky (Low)
214X
GBVS Metera StarrySkyLow.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 800 All 13 - - -7 +1
M 800 All 13 - - -7 +1
H 350*3 All 13 - - +3 KD

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.


The Great Fall
The Great Fall
623X
GBVS Metera TheGreatFall.png
Cloudy with a chance of ARROWS.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 800, 150*4 Mid, All*4 22+18 - - +18 +30
M 800, 150*4 Mid, All*4 22+18 - - +18 +30
H 800, 150*4 Mid, All*4 15+25 - - +21 +31

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.


Aetherial Seal
Aetherial Seal
22X
GBVS Metera AetherialSeal.png
The butterfly of doom.
GBVS Metera AetherialSealExplosion.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 200*5 All 25 - 14 - -
M 200*5 All 25 - 14 - -
H {200*5}*2 All 25 - 14 - -
  • 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.


Skybound Art

Dense Caress
Dense Caress
236236H or 236S
GBVS Metera DenseCaress2.png
FLASH KICK! Your lifeline.
GBVS Metera DenseCaress.png
NUKE your opponent.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3500→2500 Mid 8+5 - - -65 HKD

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.


Super Skybound Art

Rapid Pulverize
Rapid Pulverize
236236U or 236S+U
GBVS Metera RapidPulverize2.png
GBVS Metera RapidPulverize.png
The move where she steps on you.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
4500→3000 All 8+8 - - -29 HKD

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.

  • 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.
  • 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.


Navigation


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System Explanations

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