Difference between revisions of "GBVS/Metera"

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* Gatlings into 2L, itself, and her Autocombo.
 
* Gatlings into 2L, itself, and her Autocombo.
 
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
 
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
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===<big>{{clr|2|c.M}}</big>===
 
===<big>{{clr|2|c.M}}</big>===
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* Links into itself and 2M on CH.
 
* Links into itself and 2M on CH.
 
The reverse hitbox isn't very useful as the move doesn't reach very far above her. You're better off using {{clr|3|1H}} instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
 
The reverse hitbox isn't very useful as the move doesn't reach very far above her. You're better off using {{clr|3|1H}} instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
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===<big>{{clr|3|c.H}}</big>===
 
===<big>{{clr|3|c.H}}</big>===
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* Situational anti-air thanks to its tall hitbox.
 
* Situational anti-air thanks to its tall hitbox.
 
Slow and rewarding tool for punishing DPs and SBAs. You can cancel it into specials or auto combos on any hit that connects. 5H(1) combos into 5U > j.M, but it's pretty situational and generally only worth it for style.
 
Slow and rewarding tool for punishing DPs and SBAs. You can cancel it into specials or auto combos on any hit that connects. 5H(1) combos into 5U > j.M, but it's pretty situational and generally only worth it for style.
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===<big>Auto Combo</big>===
 
===<big>Auto Combo</big>===
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* Super cancelling c.XX instead of c.XXX leads to more damage.
 
* Super cancelling c.XX instead of c.XXX leads to more damage.
 
Purely combo filler to add damage before cancelling into a special move. On block, doing {{clr|4|4U}} after auto combo is a simple way to retreat and reset neutral.
 
Purely combo filler to add damage before cancelling into a special move. On block, doing {{clr|4|4U}} after auto combo is a simple way to retreat and reset neutral.
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===<big>{{clr|1|f.L}}</big>===
 
===<big>{{clr|1|f.L}}</big>===
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* Hits low.
 
* Hits low.
 
Great at checking opponent ground movement as well as catching rolls. Can interrupt some far reaching specials moves from reaching you due to being slightly disjointed. It's fast recovery means it can also safe jab 9 frame DPs on their wakeups.
 
Great at checking opponent ground movement as well as catching rolls. Can interrupt some far reaching specials moves from reaching you due to being slightly disjointed. It's fast recovery means it can also safe jab 9 frame DPs on their wakeups.
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===<big>{{clr|2|f.M}}</big>===
 
===<big>{{clr|2|f.M}}</big>===
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* Very big poke on the x and y axis.
 
* Very big poke on the x and y axis.
 
Covers a good amount of space and doubles as a pseudo anti-air. The pushback 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 {{clr|2|M}} air normals.
 
Covers a good amount of space and doubles as a pseudo anti-air. The pushback 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 {{clr|2|M}} air normals.
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===<big>{{clr|3|f.H}}</big>===
 
===<big>{{clr|3|f.H}}</big>===
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* Actives Aetherial Seal.
 
* Actives Aetherial Seal.
 
Metera fires an arrow from her bow. This is treated like a projectile, which essentially makes any Starry Sky cancel act like a two-hit fireball instead of just one. Big buffer window for specials cancels so your next move will startup the frame they block or get hit.
 
Metera fires an arrow from her bow. This is treated like a projectile, which essentially makes any Starry Sky cancel act like a two-hit fireball instead of just one. Big buffer window for specials cancels so your next move will startup the frame they block or get hit.
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===<big>{{clr|1|2L}}</big>===
 
===<big>{{clr|1|2L}}</big>===
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* Metera's fastest Low.
 
* Metera's fastest Low.
 
Low pushback makes 2L a good tick throw button.
 
Low pushback makes 2L a good tick throw button.
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===<big>{{clr|2|2M}}</big>===
 
===<big>{{clr|2|2M}}</big>===
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==== ====
 
==== ====
 
Great whiff punish button and one of Metera's longest horizontal pokes.
 
Great whiff punish button and one of Metera's longest horizontal pokes.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|3|2H}}</big>===
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1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.
 
1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.
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===<big>{{clr|4|2U}}</big>===
 
===<big>{{clr|4|2U}}</big>===
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* Cannot special cancel.
 
* Cannot special cancel.
 
Mid-range slide that shoots Metera forward and hits low. Frame advantage is better on block the further you initiate the slide. Provides a hard knockdown on hit with enough time to set up Aethereal Seal.
 
Mid-range slide that shoots Metera forward and hits low. Frame advantage is better on block the further you initiate the slide. Provides a hard knockdown on hit with enough time to set up Aethereal Seal.
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|1|j.L}}</big>===
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* Special cancelable.
 
* Special cancelable.
 
Lowest blockstun on block which sets up auto tick throws.
 
Lowest blockstun on block which sets up auto tick throws.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|2|j.M}}</big>===
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* Special cancelable.
 
* Special cancelable.
 
After Zephyr into {{clr|2|j.M}}, the first hit will bring up her hurtbox, hopping over some special moves for a punish.  
 
After Zephyr into {{clr|2|j.M}}, the first hit will bring up her hurtbox, hopping over some special moves for a punish.  
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|3|j.H}}</big>===
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* Clashes with M normals.
 
* Clashes with M normals.
 
A air-to-ground move useful for safe-jumps or a pressure reset with {{clr|4|5U}}.  
 
A air-to-ground move useful for safe-jumps or a pressure reset with {{clr|4|5U}}.  
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== Unique Action ==
 
== Unique Action ==
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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.
 
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.
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==Universal Mechanics==
 
==Universal Mechanics==
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Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure.
 
Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure.
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===<big>Air Throw</big>===
 
===<big>Air Throw</big>===
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Hold 4 for a sideswap. Launches your opponent 30 degrees downward and gives you a hard knockdown like her ground throw, but the advantage timing depends on how high you are when throwing your opponent.
 
Hold 4 for a sideswap. Launches your opponent 30 degrees downward and gives you a hard knockdown like her ground throw, but the advantage timing depends on how high you are when throwing your opponent.
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===<big>Overhead Attack</big>===
 
===<big>Overhead Attack</big>===
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*On counter hit in most ranges you can only get UOH > {{clr|2|2M}} > Starry Sky (Low), With your back in the corner you can get UOH > {{clr|3|c.H}} > Supers
 
*On counter hit in most ranges you can only get UOH > {{clr|2|2M}} > Starry Sky (Low), With your back in the corner you can get UOH > {{clr|3|c.H}} > Supers
 
*Activates Aetherial Seal, making it a highly damaging starter. It is also much easier to confirm than the counter hit route.
 
*Activates Aetherial Seal, making it a highly damaging starter. It is also much easier to confirm than the counter hit route.
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==Special Moves==
 
==Special Moves==
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* Activates Aetherial Seal.
 
* Activates Aetherial Seal.
 
Metera fires at a downward angle. The {{clr|1|L}} & {{clr|3|H}} versions fires at a steep downward shot, M fires a more horizontal shot. Good for counterpoking. The H version in particular is infamous for being a high damage throw bait.
 
Metera fires at a downward angle. The {{clr|1|L}} & {{clr|3|H}} versions fires at a steep downward shot, M fires a more horizontal shot. Good for counterpoking. The H version in particular is infamous for being a high damage throw bait.
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===<big>Starry Sky (Low)</big>===
 
===<big>Starry Sky (Low)</big>===
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;Air Versions
 
;Air Versions
 
Essentially the same as High Starry Sky's air version, with the distinction of being tied to a different cooldown.
 
Essentially the same as High Starry Sky's air version, with the distinction of being tied to a different cooldown.
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===<big>The Great Fall</big>===
 
===<big>The Great Fall</big>===
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* Initial arrow activates Aetherial Seal.
 
* Initial arrow activates Aetherial Seal.
 
Metera fires an arrow toward the sky that bursts into a shower of arrows. The range makes it one of Metera's strongest Anti Air moves. If Metera gets hit after firing the initial arrow, the shower stops immediately.
 
Metera fires an arrow toward the sky that bursts into a shower of arrows. The range makes it one of Metera's strongest Anti Air moves. If Metera gets hit after firing the initial arrow, the shower stops immediately.
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===<big>Aetherial Seal</big>===
 
===<big>Aetherial Seal</big>===
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* Easy Input explosion deals 150 chip, Technical Input deals 200.
 
* Easy Input explosion deals 150 chip, Technical Input deals 200.
 
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 {{clr|3|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.
 
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 {{clr|3|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.
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==Skybound Art==
 
==Skybound Art==
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*Can take advantage of the invincible frames and be used as a slow reversal, but the slow startup makes it vulnerable to safe jabs, safe frame traps and safe jumps.
 
*Can take advantage of the invincible frames and be used as a slow reversal, but the slow startup makes it vulnerable to safe jabs, safe frame traps and safe jumps.
 
*The animation is misleading, The super will whiff if an opponent directly above or behind you.  
 
*The animation is misleading, The super will whiff if an opponent directly above or behind you.  
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==Super Skybound Art==
 
==Super Skybound Art==
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*Good for setting up a chip kill situation from afar.
 
*Good for setting up a chip kill situation from afar.
 
*Does ~5% Chip Damage with Easy Input and ~7% with Technical Input.
 
*Does ~5% Chip Damage with Easy Input and ~7% with Technical Input.
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==Colors==
 
==Colors==

Revision as of 22:47, 19 June 2022

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
Playstyle
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
  • Lower Health: Has 950 health points rather the average 1000 health, along with Ferry.
  • 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.

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

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 -

  • Treated as a projectile.
    • Air-blockable, due to being considered a projectile.
  • Special and 5U cancelable.
    • Cannot cancel on projectile clash.
  • 2H makes the arrow fly at a 45° angle.
  • 1H makes the arrow fly at a tighter, 15° angle.
  • Actives Aetherial Seal.

Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like 2H > 5U > j.H for big damage against jump-happy opponents. Even though it's air blockable, Metera can still start pressure afterwards using 5U.

1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.

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
236L 800 All 12 - Total 43 -5 +2 -
236M 800 All 12 - Total 43 -5 +2 -
236H 350×3 All 12 - Total 43 +5 HKD -
j.236L 800 All 22 - Until landing +6 - - -
j.236M 800 All 22 - Until landing +6 - - -
j.236H 350×3 All 22 - Until landing +6 - HKD -

Ground Versions
  • L version is slower, M version is faster.
  • H version hits 3 times and gives a hard knockdown.
  • Easy Input deals 100 chip, Technical Input deals 150.
  • Activates Aethereal Seal.

Metera cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent. Travels higher than a standard projectile, so it won't hit crouching foes at a distance. Cleanly goes over lower hitting projectiles.


Air Versions
  • L version cancels momentum.
  • M version cancels momentum and causes a Soft Knockdown on counterhit.
  • H version hits 3 times and gives a hard knockdown.
  • Easy Input deals 100 chip, Technical Input deals 150.
  • Activates Aetherial Seal.

Metera fires at a downward angle. The L & H versions fires at a steep downward shot, M fires a more horizontal shot. Good for counterpoking. The H version in particular is infamous for being a high damage throw bait.

Starry Sky (Low)

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

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
214L 800 All 13 - Total 43 -7 +1 -
214M 800 All 13 - Total 43 -7 +1 -
214H 350×3 All 13 - Total 43 +3 HKD -
j.214L 800 All 22 - Until landing +6 - - -
j.214M 800 All 22 - Until landing +6 - - -
j.214H 350×3 All 22 - Until landing +6 - HKD -

Ground Versions
  • L version is slower, M version is faster.
  • H version hits 3 times and gives a hard knockdown.
  • Easy Input deals 100 chip, Technical Input deals 150.
  • Activates Aetherial Seal.

Metera cannot fire a new Starry Sky (High/Low) before the former one disappears off screen, gets blocked, or hits the opponent. Cleanly goes under higher hitting projectiles. Forms a basic conditioning game with High Starry Sky, as the high version can be crouched under but recovers much faster.


Air Versions

Essentially the same as High Starry Sky's air version, with the distinction of being tied to a different cooldown.

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
623L 800, 150×4 Mid, All*4 22+18 - 23 +18 ~ +22 +30 ~ +33 -
623M 800, 150×4 Mid, All*4 18+18 - 17 +24 ~ +27 +34 ~ +38 -
623H 800, 150×4 Mid, All*4 15+25 - 20 +21 ~ +24 +31 ~ +35 -

  • First hit is air unblockable.
  • L version fires close to Metera, M and H versions fire farther away.
  • H version does not overshoot the corner and gives a hard knockdown.
  • L and M versions' upward shot does not hit grounded opponents, H version's does not hit crouching opponents.
  • Initial arrow activates Aetherial Seal.

Metera fires an arrow toward the sky that bursts into a shower of arrows. The range makes it one of Metera's strongest Anti Air moves. If Metera gets hit after firing the initial arrow, the shower stops immediately.

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
22L 200×5 All 20 - Total 38 - - -
22M 200×5 All 20 - Total 38 - - -
22H {200×5}×2 All 20 - Total 32 - - -

  • Hold down the button to make L & M butterflies to fly ~45° upward.
  • L and M versions spawn 1 butterfly, H version spawns 2.
  • H version does not flutter past the corner.
  • Any move that fires an arrow triggers the explosion.
    • These include: f.H, 2H, 1H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow).
  • Easy Input explosion deals 150 chip, Technical Input deals 200.

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.

  • Easy metered air unblockable anti air super. Great for closing out rounds.
  • The range for the cinematic version is increased by using the technical input.
  • Can take advantage of the invincible frames and be used as a slow reversal, but the slow startup makes it vulnerable to safe jabs, safe frame traps and safe jumps.
  • The animation is misleading, The super will whiff if an opponent directly 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 -

  • Metera's Full Screen Projectile super. Used to punish any fireball ball or high recovery move full screen
  • Air blockable
  • On the ground the opponent is not able to spot dodge to fully avoid damage
  • 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.
  • The range for the cinematic version is increased by using the technical input.
  • The Last hit will trigger Aetherial Seal
  • Good for setting up a chip kill situation from afar.
  • Does ~5% Chip Damage with Easy Input and ~7% with Technical Input.

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

Navigation

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