GBVS/Metera: Difference between revisions

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*Upon hitting air opponents the {{clr|1|L}} and {{clr|3|M}} versions will soft knockdown on hit and the {{clr|4|H}} version will Hard knockdown on hit.
*Upon hitting air opponents the {{clr|1|L}} and {{clr|3|M}} versions will soft knockdown on hit and the {{clr|4|H}} version will Hard knockdown on hit.
*The initial arrow can activate Aetherial Seal.
*The initial arrow can activate Aetherial Seal.
 
*Does ~1% Chip Damage with Easy Input and ~1.25% with Technical Input.
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Revision as of 06:52, 14 December 2021

Overview
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.

 Metera  Metera is a projectile zoner that controls space with multiple arrows and special movement. She is able to utilize her butterflies for setplay options that can lead to big damage or additional space control.

Pros
Cons
  • Projectile Zoning: Myriad of projectiles from both ground and air to frustrate opponents with.
  • High-Damage Setups: Aetherial Seal changes the properties of Starry Sky and The Great Fall, helping set up many of her high damage combo routes and pressure.
  • Double Jump: Can double-jump using Zephyr hop, an amazing tool for pressure and escaping.
  • Evasive: Starry Sky (Low) low-profiles, and combining that with Starry Sky (Air) and Zephyr hop make sure that opponents can't easily touch her.
  • Fast backwalk Speed: She has one of the fastest backwalk speeds in the game, good at making some characters whiff normals
  • Low Health: Lowest hit-points among the cast alongside Ferry. Cannot afford many mistakes.
  • Slow Normals: Her fastest normals are slower than most of the cast and also have short reach.
  • No Meterless Reversal: No reversal besides her super, making it very difficult for her to escape corner pressure.
  • Situational Anti-Air: She has numerous Anti-air options between (1/2H), The Great Fall, and f.5M, but each have their own weaknesses so you can't only rely on one.
GBVS Metera Nameplate.png
GBVS Metera Portrait.png
Health
9500
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)
Unique Movement Options
Zephyr

Normal Moves

c.L

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
400 Mid 6 3 8 0 +4 -

  • Her fastest standing normal
  • Off knockdowns you can safe jab 11 frame or slower DP character
  • True Blockstrings are:
c.L > c.2L | c.5L > Auto Combo | c.L > c.L (Strict Timing)
  • Normal hit confirms from this button are:
c.L > Auto Combo | c.L > c.L | c.L > 2L | c.L > f.L (Crouching only) | c.L > Starry Sky(High/Low) | c.L > SBA/SSBA
  • Counterhit confirms include the above and also
c.L > The Great Fall(H) (Standing only)
  • Air Counter Hits confirm, very rare but sometimes c.L can interrupt some character moves
c.L > 2H > loop  - this is the one of the best case route but all the other above work as well

c.M

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
700 Mid 7 3 12 0 +4 -

  • Great button for punishes and some character interruptions
  • Hitbox extending behind Metera head so can hit low crossover attempts, Does not reach above her head so use 1H instead in those situations
  • True Blockstrings :
c.M > Auto combo | c.M > Starry Sky(High/Low)
  • Hit Confirms :
c.M > Auto Combo | c.M > Starry Sky(High/Low) | c.M > The Great Fall(H) (Standing only) | c.M > SSA/SSBA
  • Counter Hit Confirms :
c.M > c.L | c.M > 2L | c.M > c.M | c.M > 2M
  • Situational Counter Hit Air confirms :
c.M > 5u > j.M | c.M > 2H > AA Route | c.M > 2U

c.H

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
400+300+300 Mid 11 2,2,2 21 -4 0 -

  • Hits 3 times
  • Slow and rewarding tool for punishing DPs and SBAs. You can cancel it into specials or auto combos after any hit made.
  • Strong on a clash due to it being multi hitting
  • Hitbox hits up above Metera's head so it can be used as a situational Anti-Air.
  • True Blockstrings :
c.H > Auto Combo | c.H > Starry Sky(High/Low) | c.H > The Great Fall(H) (Standing only)
  • Hit Confirms :
c.H > Auto Combo | c.H > Starry Sky(High/Low) | c.H > The Great Fall(H) (Standing only) | c.H > SBA/SSBA
  • Counter Hit Only Confirms :
c.H(1 hit) > 5U > j.H | c.H(1 hit) > Universal Overhead
  • Situational Air Counter Hit Only Confirms :
c.H(1 hit) > Aetherial Seal(H) > c.H > Starry Sky High(H)

Auto Combo

f.L

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
400 Low 8 6 6 +1 +5 -

  • Plus on block low hitting poke
  • Great at checking opponent ground movement as well as catching rolls
  • Can safe jab 9 frame DPs on their wakeups
  • Can interrupt some far reaching specials moves from reaching you
  • No True blockstring from this move
  • Hit Confirms, Note these can change depending on the range
f.L > f.L > f.L | f.L > Starry Sky Low (M/H)(L version works still but only hits close) | f.L > Starry Sky High(M/H) (Very close crouching or Standing only) |  f.L > SBA

Counterhit Confirms : Note these can change depending on the range

f.L > 2M(Crounching only) | f.L > Starry Sky Low(L) | f.L > The Great Fall(H) | f.L > SSBA

f.M

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
700 Mid 8 9 15 -7 -3 -

  • Wide and vertical poke, covers a good amount of space and doubles as a pseudo anti-air
  • The pushblock on block gives you enough space to walk backwards to dodge and punish a counterpoke
  • Great for stopping people who jump and block, but has the same clash level as most M air normals
  • True Blockstring, Note it's range dependent
f.M > Starry Sky(Low) | f.M > Starry Sky(High) (Very close crouching or Standing only)
  • Hit Confirms, Each also work off air hit but dependent on their height
f.M > The Great Fall (H) | f.M > Starry Sky(Low) | f.M > Starry Sky(High) (Very close crouching or Standing only) | f.M > SBA/SSBA

Air Counter Hit Only :

f.M > 5U > j.M

f.H

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
800 All 15 15 Total 44 -8 -4 -

  • Your Projective Poke button.
  • On hit or block allows you to cancel into Specials, 5U, Spot Dodge, or Supers on the same frame. (Note on projective clash does not let you special cancel)
  • Big Buffer window for specials cancels so your next move will startup the frame they block or get hit.
  • Travels half screen allowing you to outrange other characters pokes.
  • Actives Aetherial Seal
  • Slower startup than Starry Sky with the less recovery than Starry Sky
  • No Trueblockstring from this move
  • Hit Confirms
f.H > Starry Sky Low(M/H) | f.H > Starry Sky High(M/H)(Very close crouching or Standing only) | f.H > The Great Fall(H)(Very Close standing only) f.H > SBA/SSBA

Air Counter only Confirms

f.H > 5U > j.M

2L

2M

2H

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
800 All 11 Total 40 -8 -4 -

  • Major anti-air move and combo starter/extender. Is a projectile and can therefore be blocked in the air
  • 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.
  • On hit or block allows you to cancel into Specials, 5U, Spot Dodge, or Supers. (Note on projective clash does not let you special cancel)
  • Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like 2H>5U>j.H and impractical links like 2H>2U
  • Triggers Aetherial Seal and good for shooting charged Aetherial Seals
  • No pushback on block which can lead to frametraps like 2H > delay The Great Fall(H) or 2H > delay Starry Sky(H)

1H

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
800 All 11 Total 40 -8 -4 -

  • Mostly identical with 2H only different is the angle it will shoot at.
  • Great at hitting people who jump/superjump on top of you.
  • Air Blockable
  • On hit or block allows you to cancel into Specials, 5U, Spot Dodge, or Supers. (Note on projective clash does not let you special cancel)
  • Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like 1H > 2H > The Great Fall (H) and impractical links like 2H> 2U
  • Triggers Aetherial Seal
  • No pushback on block which can lead to frametraps like 1H > delay The Great Fall (H) or 2H > delay Starry Sky(H)

2U

j.L

j.M

j.H

Unique Action

Zephyr

5U / j.U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Starry Sky (High)

GBVS Fireball.png 236X (Air OK) or 5S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

  • You cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent.
  • It travels higher than a standard projectile, so it won't hit crouching foes at a distance. It will go over lower hitting projectiles
  • The L version fires a slower shot, M version fires a faster shot. The H version is used to knock down and for juggle combos.
  • When used midair, Metera fires at a downward angle. The L & H versions fires at a steep downward shot, M fires a more horizontal shot. Good for counter-pokes.
  • The L & M versions totally cancels your original momentum with a small forward hop, while H version can keep most of it's momentum.
  • The M midair arrow will cause a Soft Knock Down on counterhit.
  • The H midair arrow can be combo starter for a 2h hop loop.
  • All versions activates Aetherial Seal.
  • Does ~1% Chip Damage with Easy Input and ~1.5% with Technical Input.

Starry Sky (Low)

GBVS SpecialProjectile.png 214X (Air OK) or 4S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

  • You cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent.
  • It travels lower than a standard projectile, so it will hit crouching foes.
  • The L version fires a slower shot, M version fires a faster shot. The H version is used to knock down and for juggle combos.
  • When used midair, Metera fires at a downward angle. The L & H versions fires at a steep downward shot, M fires a more horizontal shot. Good for counter-pokes.
  • The L & M versions totally cancels your original momentum with a small forward hop, while H version can keep most of it's momentum.
  • The M Ground & Midair arrow will cause a Soft Knock Down on counterhit.
  • The H midair arrow can be combo starter for a 2h hop loop.
  • All versions activates Aetherial Seal. The Ground version will not hit the L & M Seals.
  • Does ~1% Chip Damage with Easy Input and ~1.5% with Technical Input.

The Great Fall

GBVS Upfireball.png 623X or 6S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

  • Fires an arrow toward the sky that bursts into a shower of arrows. It is Air Unblockable on the way up. The range makes it one of Metera's strongest Anti Air moves.
  • L fires close to Metera, M and H fires further horizontally (H version stops at corners with quicker startup and recovery).
  • If Metera gets hit after firing the initial arrow, the shower stops immediately.
  • The L and M version doesn't hit grounded opponents.
  • The H version is a true blocksting on standing opponents. The upwards arrow does not hit crouching opponents.
  • Upon hitting air opponents the L and M versions will soft knockdown on hit and the H version will Hard knockdown on hit.
  • The initial arrow can activate Aetherial Seal.
  • Does ~1% Chip Damage with Easy Input and ~1.25% with Technical Input.

Aetherial Seal

GBVS Trap.png 22X or 2S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

  • Hold down the button to make L & M butterflies to fly ~45° upward.
  • Moves that trigger explosion: f.H, 2H, 1H, 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

236236H or 236S

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
3500→2500 Mid 8+5 9(12)6,4 55 -67 HKD -

Performs a powerful jumping somersault kick. If you're close enough to your opponent when the first strike connects, Metera will perform an enhanced version for increased damage. The hitbox for the cinematic version is pretty big, but it's harder to get on an airborne opponent. This is your only reversal outside of SSBA, but it's also a decent (albeit slow) anti-air. It looks like Dense Caress hits all around Metera, but sadly it's not that big. You never hit an opponent right above or behind you.

Super Skybound Art

Rapid Pulverize

236236U or 236S+U

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
4500→3000 All 5+8 Total 108 -29 HKD -

  • 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.
  • Its startup is somewhat slow for an SSBA, especially when used as a reversal, and it is air-blockable. 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.

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Metera Color 01.png
GBVS Metera Color 02.png
GBVS Metera Color 03.png
GBVS Metera Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Metera Color 05.png
GBVS Metera Color 06.png
GBVS Metera Color 07.png
GBVS Metera Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Metera Color 09.png
GBVS Metera Color 10.png
GBVS Metera Color 11.png
GBVS Metera Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Metera Color 13.png
GBVS Metera Color 14.png
GBVS Metera Color 15.png
GBVS Metera Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Metera Color 17.png
GBVS Metera Color 18.png
GBVS Metera Color 19.png
GBVS Metera Color EX.png
Weapons
01
02
03
04
GBVS Metera Weapon 01.png
GBVS Metera Weapon 02.png
GBVS Metera Weapon 03.png
GBVS Metera Weapon 04.png
05
06
07
08
GBVS Metera Weapon 05.png
GBVS Metera Weapon 06.png
GBVS Metera Weapon 07.png
GBVS Metera Weapon 08.png


External References

Metera Match Video Database

Navigation

To edit frame data, edit values in GBVS/Metera/Data.