GBVS/Metera: Difference between revisions

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== Overview ==
== 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.  
Metera is a keep-away character whose playstyle is to chip away at the opponent. With her arrows, using tools like Aetherial Seal change the properties of her Starry Sky to keep opponents locked down or effectively doing high damaging combos all while graciously floating about the screen with a smile on her face.
{{Bio
{{Bio
| name = Metera
| name = Metera
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| 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.
| 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.
}}
}}
{{UnderConstructionDisclaimer}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Metera}} is a ranged zoning character who wears down the opponent with projectiles.
| intro = {{Character Label|GBVS|Metera}} is a ranged zoning character who wears down the opponent with projectiles.
| pros =
| pros =
* Myriads of projectiles from both ground and air to frustrate opponents with.
* Myriad of projectiles from both ground and air to frustrate opponents with.
* [[GBVS/Metera#Special Moves|Aetherial Seal]] hitstun helps set up many of her high damage combo routes.  
* [[GBVS/Metera#Aetherial Seal|Aetherial Seal]] changes the properties of ''Starry Sky'' and ''The Great Fall'', helping set up many of her high damage combo routes and pressure.  
* Can double-jump using [[GBVS/Metera#Unique Action|Zephyr]] hop, an amazing tool for pressure and escaping.
* Can double-jump using [[GBVS/Metera#Unique Action|Zephyr]] hop, an amazing tool for pressure and escaping.
* [[GBVS/Metera#Special Moves|Starry Sky (low)]] low-profiles, and combining that with [[GBVS/Metera#Special Moves|Starry Sky (air)]] and [[GBVS/Metera#Unique Action|Zephyr]] hop make sure that opponents can't easily touch her.
* [[GBVS/Metera#Starry Sky (Low)|Starry Sky (Low)]] low-profiles, and combining that with [[GBVS/Metera#Starry Sky (High)|Starry Sky (Air)]] and [[GBVS/Metera#Unique Action|Zephyr]] hop make sure that opponents can't easily touch her.
| cons =
| cons =
* Mediocre normals.
* Low midscreen damage.
* No reversal besides her super, making it very difficult for her to escape corner pressure.
* No reversal besides her super, making it very difficult for her to escape corner pressure.
* Unreliable anti-air options in [[GBVS/Metera#Normal Moves|1H/2H]] being air-blockable, [[GBVS/Metera#Special Moves|The Great Fall]] being very slow and [[GBVS/Metera#Skybound Art|Dense Caress]] only being available with full meter.
* Anti-air options can be difficult to use at closer ranges due to varying degrees in which they (1/2/3H) can be used.
* Slow acceleration on running.
* Slow run speed.
* Is really annoying to listen to in Japanese.
* Excessively horny.
}}
}}


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== Normal Moves==
== Normal Moves==
======<font style="visibility:hidden" size="0">c.L</font>======
======<span style="visibility:hidden;font-size:0">c.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_cL.png
|image=GBVS_Metera_cL.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">c.M</font>======
======<span style="visibility:hidden;font-size:0">c.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_cM.png
|image=GBVS_Metera_cM.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
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. Hits crossovers.
}}
}}
}}
}}
<nowiki/>


======<font style="visibility:hidden" size="0">c.H</font>======
======<span style="visibility:hidden;font-size:0">c.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_cH.png
|image=GBVS_Metera_cH.png
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* 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.
* 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.
* 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)
* You may have to note that unlike some games, in GBVS counterhits DO NOT carry through the move, that means you can have counterhit 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)
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Auto Combo</font>======
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_cXX.png |caption=*SLAP*
|image=GBVS_Metera_cXX.png |caption=*SLAP*
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.L</font>======
======<span style="visibility:hidden;font-size:0">f.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_fL.png
|image=GBVS_Metera_fL.png
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{{Description|7|text=
{{Description|7|text=
* PLUS ON BLOCK.
* PLUS ON BLOCK.
Long but slow f.L, sometimes sadly your only punish move with your best follow up being [[GBVS/Metera#Special Moves|Starry Sky]]. It hits low, which can surprise your opponent. You can also push the opponent out with strings like '''f.L > f.L > [[GBVS/Metera#Special Moves|Starry Sky]]/[[GBVS/Metera#Unique Action|4U]]''' to maintain Metera's range for zoning. Alternatively, you can do [[GBVS/Metera#Unique Action|5U]] to hop into their face with an air normal.
Long but slow f.L, sometimes sadly your only punish move with your best follow up being [[GBVS/Metera#Starry Sky|Starry Sky]]. It hits low, which can surprise your opponent. You can also push the opponent out with strings like '''f.L > f.L > [[GBVS/Metera#Starry Sky|Starry Sky]]/[[GBVS/Metera#Unique Action|4U]]''' to maintain Metera's range for zoning. Alternatively, you can do [[GBVS/Metera#Unique Action|5U]] to hop into their face with an air normal.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.M</font>======
======<span style="visibility:hidden;font-size:0">f.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_fM.png|caption=Now you know what those weird heels are for.
|image=GBVS_Metera_fM.png|caption=Now you know what those weird heels are for.
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{{#lst:GBVS/Metera/Data|f.M}}
{{#lst:GBVS/Metera/Data|f.M}}
{{!}}-
{{!}}-
{{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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.H</font>======
======<span style="visibility:hidden;font-size:0">f.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_fH.png
|image=GBVS_Metera_fH.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2L</font>======
======<span style="visibility:hidden;font-size:0">2L</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_2L.png|caption=The killer legs.
|image=GBVS_Metera_2L.png|caption=The killer legs.
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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. 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.
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2M</font>======
======<span style="visibility:hidden;font-size:0">2M</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_2M.png
|image=GBVS_Metera_2M.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2H</font>======
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_2H.png |caption=Stop jump-ins with this.
|image=GBVS_Metera_2H.png |caption=Stop jump-ins with this.
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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.
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.
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2U</font>======
======<span style="visibility:hidden;font-size:0">2U</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_2U.png|caption=Bowcar - your corner taxi service.
|image=GBVS_Metera_2U.png|caption=Bowcar - your corner taxi service.
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Mid-range transport move that sides Metera forward, shoving your opponent on hit in the process. One of your corner carry tools.
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.
 
When you hard read your opponent's cross-over action, reacting it with 2U gains you a solid knock down.  
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.L</font>======
======<span style="visibility:hidden;font-size:0">j.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_jL.png
|image=GBVS_Metera_jL.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Metera's fastest air attack.
Metera's fastest air attack. Notably, '''5U > j.L''' can beat a lot of normals due to its speed, but it's very risky to attempt.
 
Notably 5U>5A can beat lots of normals due to its speed, but unsafe on block.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.M</font>======
======<span style="visibility:hidden;font-size:0">j.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_jM.png
|image=GBVS_Metera_jM.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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).
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.H</font>======
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_jH.png
|image=GBVS_Metera_jH.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
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.
 
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 ==
== Unique Action ==
======<font style="visibility:hidden" size="0">Zephyr</font>======
======<span style="visibility:hidden;font-size:0">Zephyr</span>======
{{MoveData
{{MoveData
|name=Zephyr
|name=Zephyr
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==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_Throw.png |caption=
|image=GBVS_Metera_Throw.png |caption=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Air Throw</font>======
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_AirThrow.png |caption=
|image=GBVS_Metera_AirThrow.png |caption=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Sideswaps.
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
{{MoveData
{{MoveData
|image=GBVS_Metera_OverheadAttack.png |caption=
|image=GBVS_Metera_OverheadAttack.png |caption=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Activates Aetherial Seal, making it the overhead starter of some extremely damaging combo.
Activates Aetherial Seal, making it a highly damaging starter that's a little more practical than most.
}}
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Starry Sky (High)</font>======
======<span style="visibility:hidden;font-size:0">Starry Sky (High)</span>======
{{MoveData
{{MoveData
|name=Starry Sky (High)
|name=Starry Sky (High) {{Micon|1}}
|input=236X (Air OK)
|input=236X (Air OK)
|image=GBVS_Metera_StarrySkyHigh.png |caption= Shades of Sagat
|image=GBVS_Metera_StarrySkyHigh.png |caption= Shades of Sagat
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{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=Ground L}}
{{#lst:GBVS/Metera/Data|236L}}
{{#lst:GBVS/Metera/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=Air L}}
{{#lst:GBVS/Metera/Data|j.236L}}
{{!}}-
{{AttackVersion|name=Ground M}}
{{#lst:GBVS/Metera/Data|236M}}
{{#lst:GBVS/Metera/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=Air M}}
{{#lst:GBVS/Metera/Data|j.236M}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{#lst:GBVS/Metera/Data|236H}}
{{#lst:GBVS/Metera/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lst:GBVS/Metera/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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, is blocked or hit. 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.
 
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.
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.
}}
}}
}}
}}
<nowiki/>


======<font style="visibility:hidden" size="0">Starry Sky (Low)</font>======
======<span style="visibility:hidden;font-size:0">Starry Sky (Low)</span>======
{{MoveData
{{MoveData
|name=Starry Sky (Low)
|name=Starry Sky (Low) {{Micon|3}}
|input=214X
|input=214X
|image=GBVS_Metera_StarrySkyLow.png |caption=
|image=GBVS_Metera_StarrySkyLow.png |caption=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">The Great Fall</font>======
======<span style="visibility:hidden;font-size:0">The Great Fall</span>======
{{MoveData
{{MoveData
|name=The Great Fall
|name=The Great Fall {{Micon|2}}
|input=623X
|input=623X
|image=GBVS_Metera_TheGreatFall.png |caption=Cloudy with a chance of ARROWS.
|image=GBVS_Metera_TheGreatFall.png |caption=Cloudy with a chance of ARROWS.
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.  
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(basically you need to press the button before the opponent jumps).
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Aetherial Seal</font>======
======<span style="visibility:hidden;font-size:0">Aetherial Seal</span>======
{{MoveData
{{MoveData
|name=Aetherial Seal
|name=Aetherial Seal {{Micon|16}}
|input=22X
|input=22X
|image=GBVS_Metera_AetherialSeal.png |caption=The butterfly of doom.
|image=GBVS_Metera_AetherialSeal.png |caption=The butterfly of doom.
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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).
* 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==
==Skybound Art==
======<font style="visibility:hidden" size="0">Dense Caress</font>======
======<span style="visibility:hidden;font-size:0">Dense Caress</span>======
{{MoveData
{{MoveData
|name=Dense Caress
|name=Dense Caress
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
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.  
 
* It looks like Dense Caress hits all around Metera, '''BUT THAT IS NOT TRUE'''. You never hit an opponent right above or behind you.  
}}
}}
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==Super Skybound Art==
==Super Skybound Art==
======<font style="visibility:hidden" size="0">Rapid Pulverize</font>======
======<span style="visibility:hidden;font-size:0">Rapid Pulverize</span>======
{{MoveData
{{MoveData
|name=Rapid Pulverize
|name=Rapid Pulverize
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
* 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 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 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.
 
* Good for setting up a chip kill situation from afar.
* 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.
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 06:58, 26 May 2020

GBVS Metera Nameplate.png
GBVS Metera Portrait.png
Health
Prejump
Backdash


Overview

Metera is a keep-away character whose playstyle is to chip away at the opponent. With her arrows, using tools like Aetherial Seal change the properties of her Starry Sky to keep opponents locked down or effectively doing high damaging combos all while graciously floating about the screen with a smile on her face.

"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.
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.


 Metera  Metera is a ranged zoning character who wears down the opponent with projectiles.

Pros
Cons
  • Myriad of projectiles from both ground and air to frustrate opponents with.
  • Aetherial Seal changes the properties of Starry Sky and The Great Fall, helping set up many of her high damage combo routes and pressure.
  • 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.
  • Low midscreen damage.
  • No reversal besides her super, making it very difficult for her to escape corner pressure.
  • Anti-air options can be difficult to use at closer ranges due to varying degrees in which they (1/2/3H) can be used.
  • Slow run speed.


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. Hits crossovers.

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 counterhit 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. Will stuff crossovers due to its hitbox extending below the knee of the opponent.

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. 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.

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
  • 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 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 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 Hit Invuln

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.

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 > j.L can beat a lot 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 Hit Invuln

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 Hit Invuln

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 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. 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 Hit Invuln

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.

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 a highly damaging starter that's a little more practical than most.

Special Moves

Starry Sky (High)
Starry Sky (High) GBVS Fireball.png
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
Ground L
Air L
Ground M
Air M
Ground H
Air 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. You cannot fire a new Starry Sky (High and low) before the former one disappears, is blocked or hit. 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 & 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.

Starry Sky (Low)
Starry Sky (Low) GBVS SpecialProjectile.png
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 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 GBVS Upfireball.png
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 because of how slow it is.

Aetherial Seal
Aetherial Seal GBVS Trap.png
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
  • 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 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 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 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
  • 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.
  • 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.
  • Good for setting up a chip kill situation 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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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.