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.
- 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.
Health | |
9500 | |
Prejump | |
4f | |
Backdash | |
22f | |
Backshift | |
Low Recovery (20f) | |
Unique Movement Options | |
Zephyr |
Normal Moves
c.L
- 6 frame startup, slower than average.
- 0 on block, less than average.
- 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.
c.M
- Fast punish starter.
- Hitbox extends behind Metera.
- -4 on block: safe but barely.
- 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 1H instead. Connecting this normal usually means finishing her autocombo to try and push opponents out.
c.H
- Hits 3 times.
- Metera's strongest punish tool.
- 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.
Auto Combo
- 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 4U after auto combo is a simple way to retreat and reset neutral.
f.L
- Plus on block.
- 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.
f.M
- 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 M air normals.
f.H
- Treated as a projectile.
- Special and 5U cancelable.
- Cannot cancel on projectile clash.
- 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.
2L
- Metera's fastest Low.
Low pushback makes 2L a good tick throw button.
2M
Great whiff punish button and one of Metera's longest horizontal pokes.
2H
- 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
- 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.
j.L
- Metera's crossup button.
- Untechable until opponent hits the ground on air counterhit.
- Special cancelable.
Lowest blockstun on block which sets up auto tick throws.
j.M
- Hits twice, useful for high/low mixups.
- Special cancelable.
After Zephyr into j.M, the first hit will bring up her hurtbox, hopping over some special moves for a punish.
j.H
- Special cancelable.
- Metera's deepest-hitting jump-in.
- Clashes with M normals.
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 the advantage timing depends on how high you are when throwing your opponent.
Overhead Attack
- Moves backwards and shoots high.
- On counter hit in most ranges you can only get UOH > 2M > Starry Sky (Low), With your back in the corner you can get UOH > c.H > Supers
- Activates Aetherial Seal, making it a highly damaging starter. It is also much easier to confirm than the counter hit route.
Special Moves
Starry Sky (High)
- GBVS Metera StarrySkyHigh.png
Shades of Sagat
- GBVS Metera StarrySkyHighAir.png
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 Metera StarrySkyLow.png
- GBVS Metera StarrySkyHighAir.png
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 Metera TheGreatFall.png
Cloudy with a chance of ARROWS.
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 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).
- 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
- GBVS Metera DenseCaress2.png
FLASH KICK! Your lifeline.
- GBVS Metera DenseCaress.png
NUKE your opponent.
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
- GBVS Metera RapidPulverizeStart.png
- GBVS Metera RapidPulverize2.png
- GBVS Metera RapidPulverize.png
The move where she steps on you.
- 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
External References
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •