GBVS/Metera: Difference between revisions

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Basic low starter(2L~c.L>L.L), can repeat itself up to 3 times, but no combo, and actually the first 2 hits knocks back so hard that landing the 3rd hit is rarely possible. Short recovery makes it good for safe okizeme against possible SBAs. Can also take its frame advantage for tick-throws or frame-traps(not so rewarding).
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.
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Revision as of 23:11, 27 March 2020

GBVS Metera Nameplate.png
GBVS Metera Portrait.png
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.

 Metera  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 Hit Invuln

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 Hit Invuln

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 Hit Invuln
  • 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 Hit Invuln
XX
XXX

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 Hit Invuln
  • 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 Hit Invuln

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 Hit Invuln

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 Hit Invuln

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 Hit Invuln
  • LONG RANGE. FAST STARTUP.
  • Actually easier to hit the opponent in ground games compare to f.M(for characters usually steps their legs a bit in front of their bodies).
  • A button to mash(not really mashing can be helpful though) out of pressure when your guard actions push the opponent a bit away. Also a fast punish move like Metera's f.L.
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 Hit Invuln

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 Metera's core combo component. Doing (Air hit)2H>5U>j.H>2H loop is a basic course for all Metera players(actually most of Metera's longer combos happen like this).

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 Hit Invuln

Mid-range transport move that sides Metera forward, shoving your opponent on hit in the process. One of your corner carry tools.

When you hard read your opponent's cross-over action, reacting it with 2U gains you a solid knock down.

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 Hit Invuln

Metera's fastest air attack.

Notably 5U>5A can beat lots of normals due to its speed, but unsafe on block.

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 Hit Invuln

J.M is Metera's solid air poke with good attack level and fast startup for its range, plays a great role in attack and defense game. Being a 2-hit move allows Metera to do solid high/low mixup with slightly changing the timing you press j.M, which makes a j.M(1 or 2 hits)~2L route to open up the opponent(especially those not familiar with this property).

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 Hit Invuln

A air-to-ground move useful for safe-jumps. Other than that you use it after 5U for continuing your pressure. Mashing it all the time air to air beats up nothing but YOURSELF.

Landing a air-to-ground counterhit allows Metera to use Starry Sky(Air H ver.) to start juggle combo midscreen(which can be very damaging and corner-carries a lot).

Unique Action

Zephyr
Zephyr
5U / j.U 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 Hit Invuln
Ground
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 Hit Invuln

Hold 4 for a back throw.

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 Hit Invuln

Sideswaps.

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 Hit Invuln

Activates Aetherial Seal, making it the overhead starter of some extremely damaging combo.

Special Moves

Starry Sky (High)
Starry Sky (High)
236X (Air OK) 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 Hit Invuln
L
M
H

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.

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.

Starry Sky (Low)
Starry Sky (Low)
214X
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 Hit Invuln
L
M
H

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.

The Great Fall
The Great Fall
623X 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 Hit Invuln
L
M
H

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).

Aetherial Seal
Aetherial Seal
22X The butterfly of doom.
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 Hit Invuln
L
M
H

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).

Skybound Art

Dense Caress
Dense Caress
236236H or 236S FLASH KICK! Your lifeline. 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 Hit Invuln

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.

Super Skybound Art

Rapid Pulverize
Rapid Pulverize
236236U or 236S+U 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 Hit Invuln

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

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.