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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.
- 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.
Health | |
9500 | |
Prejump | |
4f | |
Backdash | |
22f | |
Backshift | |
Low Recovery (20f) | |
Unique Movement Options | |
Zephyr |
Normal Moves
c.L
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
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. Triggering range buffed by ver.2 update, making this move even more practical for anti-air and punishment.
c.H
- 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
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
- 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
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
- Your Projective Poke button. 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)
- 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
2L
Basic low starter for pressure and combos. It can chain and now (ver.2) cancel on block/hit into itself. Its short recovery makes it good for safe okizeme against possible SBAs. Can also take its frame advantage for tick-throws or frame-traps.
2M
- 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
- 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
- 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
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
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
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
A air-to-ground move useful for safe-jumps or a pressure reset with 5U.
Unique Action
Zephyr
5U / j.U
- GBVS Metera Zephyr.png
Can't touch dis.
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
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
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
Activates Aetherial Seal, making it a highly damaging starter that's a little more practical than most.
Special Moves
Starry Sky (High)
236X (Air OK) or 5S
- GBVS Metera StarrySkyHigh.png
Shades of Sagat
- GBVS Metera StarrySkyHighAir.png
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. M midair arrow will cause a HKD on counterhit.
Starry Sky (Low)
214X (Air OK) or 4S
- GBVS Metera StarrySkyLow.png
- GBVS Metera StarrySkyHighAir.png
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.
Usually you tend to save this and use Starry Sky (high) to get a HKD because Starry Sky (low) is tied to Starry Sky (air) backward, but it really depends. M midair arrow will cause a HKD on counterhit
The Great Fall
623X or 6S
- GBVS Metera TheGreatFall.png
Cloudy with a chance of ARROWS.
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
22X or 2S
- GBVS Metera AetherialSeal.png
The butterfly of doom.
- GBVS Metera AetherialSealExplosion.png
- 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
- GBVS Metera DenseCaress2.png
FLASH KICK! Your lifeline.
- GBVS Metera DenseCaress.png
NUKE your opponent.
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
- GBVS Metera RapidPulverizeStart.png
- GBVS Metera RapidPulverize2.png
- GBVS Metera RapidPulverize.png
The move where she steps on you.
- 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
External References
Click [★] for character's full frame data
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