GBVS/Metera

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Revision as of 01:44, 25 December 2020 by 85.68.81.182 (talk)
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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.

"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.
Voice:English: Faye Mata/Japanese: Ryoka Yuzuki

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

Pros
Cons
  • Projectile Spam: Myriad of projectiles from both ground and air to frustrate opponents with.
  • High-Damage Setup: 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.
  • Low Health: Lowest hit-points among the cast alongside Ferry. Cannot afford many mistakes.
  • Low Midscreen Damage
  • No Meterless Reversal: No reversal besides her super, making it very difficult for her to escape corner pressure.
  • Hard-to-Use Anti-Air: Anti-air options can be difficult to use at closer ranges due to varying degrees in which they (1/2H) can be used.
  • Slow Run Speed.


GBVS Metera Nameplate.png
GBVS Metera Portrait.png

Normal Moves

c.L

c.M

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

  • 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.
  • Sometimes works as an anti-air. Buffed by Ver.2 update.
  • 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

f.L

f.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

  • Severely NERFED by ver.2 update, now MINUS ON HIT up close, and f.H > Starry sky(M/H) is now disabled in longer engagements.

(Used(?) to be) 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

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

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.

Knock-up and un-tech severely NERFED in ver.2 as a combo tool, making 2H > 5U > j.H (loop) is now impossible to execute. You can do 2H > 5U > j.M (loop) instead but it is NOT ideal for damage propose, and not as adaptable to your SBAs as the old route. However it still has a place, for 2H is the only move for you to link to The Great Fall (L/M) other than c.H (which requires cancelling the third hit, making its damage 100 less than 2H).

2H is also useful for its P property, which makes it a no-knock-back move even within melee range. 2H > The Great Fall (H) to launch is available even after a long ground combo route, which maximize your combo damage in the corner.

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

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 H 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 forward hop, while H ver. only slows you down, which makes a bit difference when need to be really precise.

Starry Sky (Low) GBVS SpecialProjectile.png

214X (Air OK) or 4S

The Great Fall GBVS Upfireball.png

623X or 6S

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.

The L and M version doesn't hit grounded oponent.

Aetherial Seal GBVS Trap.png

22X or 2S

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

  • 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

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

  • 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.

External References

Navigation

To edit frame data, edit values in GBVS/Metera/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.