GBVS/Metera: Difference between revisions

From Dustloop Wiki
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* Her fastest standing normal
* 6 frame startup, slower than average.
* Off knockdowns you can safe jab 11 frame or slower DP character
* 0 on block, less than average.
* True Blockstrings are:
* Gatlings into 2L, itself, and her Autocombo.
{{clr|1|c.L}} > {{clr|1|c.2L}} | {{clr|1|c.5L}} > Auto Combo | {{clr|1|c.L}} > {{clr|1|c.L}} (Strict Timing)
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
* Normal hit confirms from this button are:
{{clr|1|c.L}} > Auto Combo | {{clr|1|c.L}} > {{clr|1|c.L}} | {{clr|1|c.L}} > {{clr|1|2L}} | {{clr|1|c.L}} > {{clr|1|f.L}} (Crouching only) | {{clr|1|c.L}} > Starry Sky(High/Low) | {{clr|1|c.L}} > SBA/SSBA
* Counterhit confirms include the above and also
{{clr|1|c.L}} > The Great Fall({{clr|4|H}}) (Standing only)
* Air Counter Hits confirm, very rare but sometimes {{Clr|1|c.L}} can interrupt some character moves
{{clr|1|c.L}} > {{clr|4|2H}} > loop  - this is the one of the best case route but all the other above work as well
 
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* Great button for punishes and some character interruptions
* Fast punish starter.
*Hitbox extending behind Metera head so can hit low crossover attempts, Does not reach above her head so use {{clr|4|1H}} instead in those situations
* Hitbox extends behind Metera.
*True Blockstrings :
* -4 on block: safe but barely.
{{clr|3|c.M}} > Auto combo | {{clr|3|c.M}} > Starry Sky(High/Low)
* Links into itself and 2M on CH.
*Hit Confirms :
The reverse hitbox isn't very useful as the move doesn't reach very far above her. You're better off using {{clr|4|1H}} instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
{{clr|3|c.M}} > Auto Combo | {{clr|3|c.M}} > Starry Sky(High/Low) | {{clr|3|c.M}} > The Great Fall({{clr|4|H}}) (Standing only) | {{clr|3|c.M}} > SSA/SSBA
*Counter Hit Confirms :
{{clr|3|c.M}} > {{clr|1|c.L}} | {{clr|3|c.M}} > {{clr|1|2L}} | {{clr|3|c.M}} > {{clr|3|c.M}} | {{clr|3|c.M}} > {{clr|3|2M}}
*Situational Counter Hit Air confirms :
{{clr|3|c.M}} > {{clr|2|5u}} > {{clr|3|j.M}} | {{clr|3|c.M}} > {{clr|2|2H}} > AA Route | {{clr|3|c.M}} > {{clr|2|2U}}
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* Hits 3 times
* 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.  
* Metera's strongest punish tool.
* Strong on a clash due to it being multi hitting
* Situational anti-air thanks to its tall hitbox.
* Hitbox hits up above Metera's head so it can be used as a situational Anti-Air.
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.
*True Blockstrings :
{{clr|4|c.H}} > Auto Combo | {{clr|4|c.H}} > Starry Sky(High/Low) | {{clr|4|c.H}} > The Great Fall({{clr|4|H}}) (Standing only)
* Hit Confirms :
{{clr|4|c.H}} > Auto Combo | {{clr|4|c.H}} > Starry Sky(High/Low) | {{clr|4|c.H}} > The Great Fall({{clr|4|H}}) (Standing only) | {{clr|4|c.H}} > SBA/SSBA
* Counter Hit Only Confirms :
{{clr|4|c.H}}(1 hit) > {{clr|2|5U}} > {{clr|4|j.H}} | {{clr|4|c.H}}(1 hit) > Universal Overhead
*Situational Air Counter Hit Only Confirms :
{{clr|4|c.H}}(1 hit) > Aetherial Seal({{clr|4|H}}) > {{clr|4|c.H}} > Starry Sky High({{clr|4|H}})
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* Primary combo that leads to a special move
* Super cancelling c.XX instead of c.XXX leads to more damage.
* C.xx and c.xxx have the same cancel properties
Purely combo filler to add damage before cancelling into a special move. On block, doing {{clr|2|4U}} after auto combo is a simple way to retreat and reset neutral.
* For punishes it does less damage scaling if you super cancel after c.XX rather than c.XXX
* On block doing {{clr|2|4U}} after auto combo is a simple way to retreat and reset neutral.
*True Blockstrings :
c.xx/c.xxx > Starry Sky(High/Low) | c.xx/c.xxx > The Great Fall({{clr|4|H}})
*Hit confirms :
c.xx/c.xxx > Starry Sky(High/Low) | c.xx/c.xxx > The Great Fall({{clr|4|H}}) (Standing only) | c.xx/c.xxx > SBA/SSBA
 
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*Plus on block low hitting poke
* Plus on block.
*Great at checking opponent ground movement as well as catching rolls
* Hits low.
*Can 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.
*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
{{clr|1|f.L}} > {{clr|1|f.L}} > {{clr|1|f.L}} | {{clr|1|f.L}} > Starry Sky Low ({{clr|3|M}}/{{clr|4|H}})(L version works still but only hits close) | {{clr|1|f.L}} > Starry Sky High({{clr|3|M}}/{{clr|4|H}}) (Very close crouching or Standing only) |  {{clr|1|f.L}} > SBA
Counterhit Confirms : Note these can change depending on the range
{{clr|1|f.L}} > {{clr|3|2M}}(Crounching only) | {{clr|1|f.L}} > Starry Sky Low({{clr|1|L}}) | {{clr|1|f.L}} > The Great Fall({{clr|4|H}}) | {{clr|1|f.L}} > SSBA
 
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*Wide and vertical poke, covers a good amount of space and doubles as a pseudo anti-air
* Very big poke on the x and y axis.
*The pushblock on block gives you enough space to walk backwards to dodge and punish a counterpoke  
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|3|M}} air normals.
*Great for stopping people who jump and block, but has the same clash level as most {{clr|3|M}} air normals
*True Blockstring, Note it's range dependent
{{clr|3|f.M}} > Starry Sky(Low) | {{clr|3|f.M}} > Starry Sky(High) (Very close crouching or Standing only)
 
*Hit Confirms, Each also work off air hit but dependent on their height
{{clr|3|f.M}} > The Great Fall ({{clr|4|H}}) | {{clr|3|f.M}} > Starry Sky(Low) | {{clr|3|f.M}} > Starry Sky(High) (Very close crouching or Standing only) | {{clr|3|f.M}} > SBA/SSBA
 
Air Counter Hit Only :
{{clr|3|f.M}} > {{clr|2|5U}} > {{clr|3|j.M}}
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* Treated as a projectile.
* Your Projective Poke button.  
* Special and 5U cancelable.
* 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)
** Cannot cancel on projectile clash.
* Big Buffer window for specials cancels so your next move will startup the frame they block or get hit.
* Actives Aetherial Seal.
* Travels half screen allowing you to outrange other characters pokes.
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.
* Actives Aetherial Seal
* Slower startup than Starry Sky with the less recovery than Starry Sky
* You can string into Starry Sky and Great Fall for a true blockstring up close with dashing momentum
* Hit Confirms
{{clr|4|f.H}} > Starry Sky Low({{clr|3|M}}/{{clr|4|H}}) | {{clr|4|f.H}} > Starry Sky High({{clr|3|M}}/{{clr|4|H}})(Very close crouching or Standing only) | {{clr|4|f.H}} > The Great Fall({{clr|4|H}})(Very Close standing only) {{clr|4|f.H}} > SBA/SSBA
Air Counter only Confirms
{{clr|4|f.H}} > {{clr|2|5U}} > {{clr|3|j.M}}
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*Metera's fastest Low
* Metera's fastest Low.
*Off knockdowns you can safe jab 11 frame or slower DP character
Low pushback makes 2L a good tick throw button.
*Low Pushback making a good Tick throw button
*True Blockstring :
{{clr|1|2L}} > {{clr|1|2L}} | {{clr|1|2L}} > {{clr|1|c.L}} | {{clr|1|2L}} > {{clr|1|f.L}} (Crouching Only)
*Hit Confirms
{{clr|1|2L}} > {{clr|1|2L}} | {{clr|1|2L}} > {{clr|1|c.L}} > Auto Combo | {{clr|1|2L}} > Starry Sky (High/Low) | {{clr|1|2L}} > SBA/SSBA
*Counter Hit Confirms
{{clr|1|2L}} > The Great Fall({{clr|4|H}}) (Standing Only)
 
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Great whiff punish button and one of Metera's longest horizontal pokes.
*Metera's farthest horizonal poke
*Great punish button
*True Blockstring
{{clr|3|2M}} > Starry Sky(High/Low) (close range for each version)
*Hit confirms
{{clr|3|2M}} > Starry Sky(Low) | {{clr|3|2M}} > Starry Sky(High) (Close crouching or Standing only) | {{clr|3|2M}} > The Great Fall({{clr|4|H}}) | {{clr|3|2M}} > SBA/SSBA
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* Treated as a projectile.
** Air-blockable, due to being considered a projectile.
* Special and 5U cancelable.
** Cannot cancel on projectile clash.
* {{clr|4|2H}} makes the arrow fly at a 45° angle.
* {{clr|4|1H}} makes the arrow fly at a tighter, 30° angle.
* Actives Aetherial Seal.
Huge hitstun on counter hit, they won't recover until they hit the ground. Allows combos like {{clr|4|2H}} > {{clr|2|5U}} > {{clr|4|j.H}} for big damage against jump-happy opponents. Even though it's air blockable, Metera can still start pressure afterwards using 5U.


* Major anti-air move and combo starter/extender. Is a projectile and can therefore be blocked in the air
1H, in comparison to 2H, is great at hitting people who jump/superjump on top of you.
* Using {{clr|4|2H}} makes the arrow fly in a 45° angle, covers a lot of air space and air stalls
* 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 {{clr|4|2H}}>{{clr|2|5U}}>{{clr|4|j.H}} and impractical links like {{clr|4|2H}}>{{clr|2|2U}}
* Triggers Aetherial Seal and good for shooting charged Aetherial Seals
* No pushback on block which can lead to frametraps like {{clr|4|2H}} > delay The Great Fall({{clr|4|H}}) or {{clr|4|2H}} > delay Starry Sky({{clr|4|H}})
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===<big>{{clr|4|1H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Metera_1H.png | ~10 degrees
</gallery>
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<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Mostly identical with {{clr|4|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 {{clr|4|1H}} > {{clr|4|2H}} > The Great Fall ({{Clr|4|H}}) and impractical links like {{clr|4|2H}}> {{clr|2|2U}}
* Triggers Aetherial Seal
* No pushback on block which can lead to frametraps like {{clr|4|1H}} > delay The Great Fall ({{Clr|4|H}}) or 2H > delay Starry Sky({{Clr|4|H}})
 
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* Cannot special cancel.
*Mid-range slide that shoots Metera forward and hits Low
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.
*Makes a good whiff punish tool for high recovery moves, also can interrupt some moves from reaching you
*Unable to special cancel from this button
*Frame advantage is better on block the further you initiate the slide.
*Knockdowns on hit which gives you time to setup Aetherial Seal.  
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* Metera's crossup button.
*Metera's fastest air attack.
* Untechable until opponent hits the ground on air counterhit.
*Clashes with L Normals
* Special cancelable.
*Lowest blockstun on block which sets up auto tick throws  
Lowest blockstun on block which sets up auto tick throws.
*The frame advantage on block depends on the height. At the highest it's even and at it's lowest it's plus
*Hitbox hits extends behind Metera so can be use as a cross up.
*Can special cancel on hit or block into Air Starry Sky(High/Low).
*On Air counter hit, opponent will not recover until they reach the ground. It's possible to link Air Starry Sky before they land
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*Metera's {{clr|3|j.M}} is solid air poke with good attack level and fast startup for its range.
* Hits twice, useful for high/low mixups.
*{{clr|3|j.M}} is 2-hit move allows Metera to do solid high/low mixups with slightly changing the timing of {{clr|3|j.M}}.
* Special cancelable.
*Both Hits clashes with M Normals
After Zephyr into {{clr|3|j.M}}, the first hit will bring up her hurtbox, hopping over some special moves for a punish.  
*After Zephyr into {{clr|3|j.M}} The first hit will bring up for hurtbox and you can jump over some special moves and punish.
*On hit or block of the 1st hit of {{clr|3|j.M}}, you can special cancel into air starry sky
*On Air counter hit, opponent will not recover until they reach the ground. It's possible to link Air Starry Sky before they land
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* Special cancelable.
*A air-to-ground move useful for safe-jumps or a pressure reset with {{clr|2|5U}}.  
* Metera's deepest-hitting jump-in.
*Metera {{clr|4|j.H}} is her lowest hitting air normal.
* Clashes with M normals.
*Clashes with M Normals
A air-to-ground move useful for safe-jumps or a pressure reset with {{clr|2|5U}}.  
*Can special cancel on hit or block into Air Starry Sky(High/Low).
*On Air counter hit, opponent will not recover until they reach the ground. It's possible to link Air Starry Sky before they land
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Revision as of 00:05, 29 March 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.

 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
  • 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.
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

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, 30° 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 L+6
j.236M 800 All 22 Until L+6
j.236H 350×3 All 22 Until L+6 HKD

  • 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

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 L+6
j.214M 800 All 22 Until L+6
j.214H 350×3 All 22 Until L+6 HKD

  • 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

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

  • 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 versions' upward attack 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

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.
  • Moves that trigger explosion: f.H, 2H, 1H, Universal Overhead, Starry Sky (High and Low), and The Great Fall (Initial Arrow).
  • Does ~1.50% chip damage on Single Explosions with easy input and ~2% chip damage with Technical input.
  • Does ~3% chip damage on double Explosions with easy input and ~4% chip damage with Technical input.

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