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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.
MeteraMetera 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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.