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|Combo Notation Guide||Character Name Abbreviations|
|Combo||Position||Meter Gain||Works on:||Difficulty||Notes|
|c.XXX > 214L||Midscreen||15%||All||Very Easy||As basic as it gets. Works with any close normal and any strength Starry Sky. Use 214H to knock down, as it isn't tied to j.236X like 236H is.|
|2L , c.LXX > 214L/236L||Midscreen||15%||All||Easy||Basic midscreen link.|
|22M (setup) > c.LXX > 236M (trigger Butterfly) , c.HXX > 214L||Midscreen||48%||All||Medium||Demonstration of Aetherial Seal as a combo extender.|
|c.XXX/c.H > 214H , c.H > 623H > 22H (setup)||Corner||46%||All||Easy||Demonstration of EX Starry Sky as a combo extender and The Great Fall as an ender, with an Aetherial Seal setup. Inefficient on cooldowns.|
|c.XXX/c.H > 214H , c.H > 236H , 2H > 623L||Corner||52%||All||Easy||Double Starry Sky extender, Great Fall ender.|
|22H , 5U , j.M , c.M > 236H , 5U , j.H , 2H > 5U , j.H , c.H > 623L||Corner||54%||All||Medium||Zephyr Loops. Can also be started with a CH 1H/2H midscreen.|
|c.XXX/c.H/c.M > EX Extender , 2H > 5U , j.M , 2H > 5U , j.M , 1H > 22H||Corner||39-46%||All||Medium||High damage combo and sets up Aetherial Seal Mix with Universal Overhead or 5U High Low. NOTE: 623H does not hit crouching, but any other EX Move works.|
|c.XXX/c.H/c.M > EX Extender , c.H/f.M > EX Extender , 2H > 5U , j.M , 1H > 22H||Corner||51%||All||Medium||High damage combo and sets up Aetherial Seal Mix with Universal Overhead or 5U High Low. NOTE: 623H does not hit crouching, but any other EX Move works.|
Most of your damage is going to come from random little things in neutral, like a fireball connecting after an Aetherial Seal detonation, or something interacting with an opponent getting hit by Starry Sky.
Why am I dropping Starry Sky?
Some fighting game beginners may find themselves dropping Metera's launcher into projectile combo. (Best example of this would be her final combo in Mission Mode)
You need to take projectile' flight time and distance into account, unlike normal moves where you can just push a button and only worry about hitbox and startup.
If the projectile is fired too early (or too close) and it will just sail right under airborne opponent. If it hits too late, the opponent may recover and block or punish you. Correct spacing and timing is key.
The idea also applies to other characters with projectile move.