GBVS/Metera/Strategy: Difference between revisions

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==General Tactics==
==General Tactics==
* Generally, stay afar from your opponent and use all of your arrow moves to suppress the opponent from advancing. A f.H max range is your nice reference.
* For Metera is possibly the longest range zoner, other characters have to be close enough to get advantage, so they will always attempt to go around your arrows to shorten the range with a jump, a 6G cross-over, a 4G evade or a advancing move like Katalina's Enchanted Lands. Be predictive and quick-reactive to those moves. Because these actions each has its own weakness:
Jumps can be suppressed with a 1/2H, and a hard read The Great Fall sets the opponent back to ground with some nice damage. Your opponent do jumps to avoid arrows vertically at mid-range repeatedly, usually means that they are trying to hold the situation for further observing, which you can counter with a (jump/5U) > 5U > j.M air-to-air.
For those rely heavily on 6G cross-overs, use your long range ground melee moves (f.M, 2M, 2U and f.L) to suppress or even punish them. It is possible to do 2U on visual reaction to surely knock your opponent down, which will make them think twice.
4G evade is probably the best way to counter Metera's zoning game for the reason that it kind of messes up your feeling of your cool-downs when your Starry Sky misses, and it is relatively safer than a 6G for its fully strike invul. attribute, less visual sign, safer distance and faster recovery (4G:4F vs 6G:8F). Doing visual 2U punish is still possible but very risky. The good news is, they are still afar from you, so try to maintain your sense of rhythm and change your zoning move-sets unpredictably.
If your opponent attempts some advancing attacks on you, simply continue firing arrows should stop them well. If they advance when you are airborne however, they are assuming you are to fire a 236M Starry Sky, use 4/5U to escape or use 236L instead to counter them. A 236H can also be used with a hard read to gain you some big damage and corner carry.
* Unfortunately sometimes you are threaten by heavy pressure situations, which is really dangerous for Metera because she has no way to DP out without full meter. You should be very cautious in pressure because Metera's mediocre (sometimes worse) melee normals.
Be practiced with all your basic skills against pressure, including high/low, strike/throw mix-ups, frame-traps (and anything you may be faced with). Being well-equipped with character knowledge is also essential. Seeing you continuously succeed in defending against mix-ups, a wise opponent naturally reduces their strength of pressure to remain safe, or even abandon on pressuring.
When defending, keep an eye on the opponent's move-set (when being pressured, blockstrings). Remember that anyone practices move-sets and use in games rather than using moves separately totally relying on reaction, for the latter way consumes energy too much (higher level players have a lot of move-sets to choose from, which can look like the latter one however). Blockstrings always have breaches when connecting to each other, may be a punishable gap, a jump-in which can be anti-aired or other. That's why a wise opponent abandon on pressuring above and where you get out of pressure. 
Make full use of just-guard system. Every just-guard increases you SBA gauge by 1%, together with some throw-breaks, Metera will gain a full meter sooner to do Dense Caress or to just scare the opponent away.
* Try to gain some big HP advantage when have a corner combo confirmed, but prevent over-throwing your H-ver. abilities, because your zoning game relies on them a lot. To get a knock down, the low-ver. Starry Sky is better for the high-ver. can be used airborne. Different ver. of The Great Fall does exactly the same damage, so use L/M-ver. instead, actually they can be as nice combo tools as H-ver.
* When fall behind, be patient for a chance instead of 5U > j.M attacking all the time. 5U is a strong offensive tool, but leave you open to huge anti-air counterhit punishment, especially when everyone knows you are to attack for the game. Mix your jump-ins with air Starry Skies kind of covers you.


==Blockstrings==
==Blockstrings==

Revision as of 10:40, 29 March 2020


General Tactics

  • Generally, stay afar from your opponent and use all of your arrow moves to suppress the opponent from advancing. A f.H max range is your nice reference.


  • For Metera is possibly the longest range zoner, other characters have to be close enough to get advantage, so they will always attempt to go around your arrows to shorten the range with a jump, a 6G cross-over, a 4G evade or a advancing move like Katalina's Enchanted Lands. Be predictive and quick-reactive to those moves. Because these actions each has its own weakness:

Jumps can be suppressed with a 1/2H, and a hard read The Great Fall sets the opponent back to ground with some nice damage. Your opponent do jumps to avoid arrows vertically at mid-range repeatedly, usually means that they are trying to hold the situation for further observing, which you can counter with a (jump/5U) > 5U > j.M air-to-air.

For those rely heavily on 6G cross-overs, use your long range ground melee moves (f.M, 2M, 2U and f.L) to suppress or even punish them. It is possible to do 2U on visual reaction to surely knock your opponent down, which will make them think twice.

4G evade is probably the best way to counter Metera's zoning game for the reason that it kind of messes up your feeling of your cool-downs when your Starry Sky misses, and it is relatively safer than a 6G for its fully strike invul. attribute, less visual sign, safer distance and faster recovery (4G:4F vs 6G:8F). Doing visual 2U punish is still possible but very risky. The good news is, they are still afar from you, so try to maintain your sense of rhythm and change your zoning move-sets unpredictably.

If your opponent attempts some advancing attacks on you, simply continue firing arrows should stop them well. If they advance when you are airborne however, they are assuming you are to fire a 236M Starry Sky, use 4/5U to escape or use 236L instead to counter them. A 236H can also be used with a hard read to gain you some big damage and corner carry.


  • Unfortunately sometimes you are threaten by heavy pressure situations, which is really dangerous for Metera because she has no way to DP out without full meter. You should be very cautious in pressure because Metera's mediocre (sometimes worse) melee normals.

Be practiced with all your basic skills against pressure, including high/low, strike/throw mix-ups, frame-traps (and anything you may be faced with). Being well-equipped with character knowledge is also essential. Seeing you continuously succeed in defending against mix-ups, a wise opponent naturally reduces their strength of pressure to remain safe, or even abandon on pressuring.

When defending, keep an eye on the opponent's move-set (when being pressured, blockstrings). Remember that anyone practices move-sets and use in games rather than using moves separately totally relying on reaction, for the latter way consumes energy too much (higher level players have a lot of move-sets to choose from, which can look like the latter one however). Blockstrings always have breaches when connecting to each other, may be a punishable gap, a jump-in which can be anti-aired or other. That's why a wise opponent abandon on pressuring above and where you get out of pressure.

Make full use of just-guard system. Every just-guard increases you SBA gauge by 1%, together with some throw-breaks, Metera will gain a full meter sooner to do Dense Caress or to just scare the opponent away.


  • Try to gain some big HP advantage when have a corner combo confirmed, but prevent over-throwing your H-ver. abilities, because your zoning game relies on them a lot. To get a knock down, the low-ver. Starry Sky is better for the high-ver. can be used airborne. Different ver. of The Great Fall does exactly the same damage, so use L/M-ver. instead, actually they can be as nice combo tools as H-ver.


  • When fall behind, be patient for a chance instead of 5U > j.M attacking all the time. 5U is a strong offensive tool, but leave you open to huge anti-air counterhit punishment, especially when everyone knows you are to attack for the game. Mix your jump-ins with air Starry Skies kind of covers you.

Blockstrings

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