Overview
Metera is a keep-away character whose playstyle is to chip away at the opponent, keeping opponents at bay with her Starry Sky and The Great Fall.
Uniquely however, Metera boasts a floaty jump and Zephyr, a short hop that can be used as a double jump. Combined with Aetherial Seal, Metera is also capable of attacking the opponent directly when prompted.
This interesting set of tools is kept in check by a lower health total and poor defense, meaning that Metera suffers greatly from being cornered.
If you seek a projectile zoner who can set up her own aerial offense with great flexibility, Metera may catch your eye.![]() |
Health |
15000 |
Prejump |
4F |
Backdash |
18F |
Walk Speed |
60.7%Raw Value: 5.1 |
Backwalk Speed |
116.1%Raw Value: 7.2 |
Dash Initial Speed |
46.3%Raw Value: 5 |
Dash Acceleration Speed |
155.6%Raw Value: 0.840 |
Unique Movement Options |
Zephyr |
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.
- Mobile Zoner: Metera employs a variety of projectiles such as 5H, 2H, and her Starry Sky specials, which she uses in concert with her Aetherial Seal butterflies to control space well against some members of the cast, such as those lacking in mobility. She can also be very slippery in neutral with air movement options including her Zephyr hops.
- Strong Pressure: Metera's patented "infinite pressure" sequence (using her 66L along with her far-reaching low 5L to put opponents into long blockstrings) makes her pressure much stronger than expected for a zoner. You can combine this array of plus frames with strong strike-throw options because of her TK Starry Sky and Zephyr allowing her to easily bait throws into large rewards.
- Aetherial Seal: Not only are her butterflies useful in zoning, but they play a key role in her corner oki game, allowing for multiple layers to her offense, including Brave Counter baits.
- Slower/Weaker Defensive Tools: Many of Metera's normals are slower than the average character's (such as 5L, cL, and cH). This hurts her ability to interrupt loose pressure or punish moves compared to other characters. Her 623U DP also has a relatively small hitbox up-close and requires meter.
- Common Anti-Projectile Options: Being a projectile zoner is hard work in a game where many characters can spend meter to use an Ultimate Skill that will punish fireballs for a huge reward, and some characters in the cast even have strong anti-projectile options without meter. Because so many of her moves are projectiles (such as 5H, 2H, and 623U), this can cause difficulties in dealing with certain moves.
- Resource-Hungry: Metera often needs to RS RC to get meaningful confirms mid-screen, but she also needs her BP because of her weaker defensive tools and to engage in BC wars. She has many demands on her resources throughout a match and that can limit her opportunities to cash out or put her in dangerous positions if her resources are not managed carefully.
Normal Moves
Ground Normals
c.L
- 6 frame startup, slower than average.
- Gatlings into 2L, itself, and her Autocombo.
- One of three c.Ls in the game to not be +4 on block.
c.M
- Fast punish starter.
- Hitbox extends behind Metera.
- Links into itself and 2M on CH.
c.H
- Hits 3 times.
- Metera's strongest punish tool.
- Situational anti-air thanks to its tall hitbox.
Triple Attack
- c.XX
Second hit of a Triple Attack.
- c.XX
Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos.
- c.XX6M
Low Triple Attack ender.
- Not cancellable into other moves.
- Hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
- c.XX6H
Overhead Triple Attack ender.
- Not cancellable into other moves.
- 3f gap after c.XX, meaning it is a autotimed frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own..
- Hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
f.L
- Plus on block.
- Hits low.
f.M
- Frame data assumes contact on frame 10 due to having an extremely unlikely to hit first active.
- Very big pseudo-anti air and poke.
- Frame data assumes contact on frame 10 due to having an extremely unlikely to hit first active.
f.H
- Treated as a projectile.
- Special and 5U cancelable.
- Cannot cancel on projectile clash.
- Actives Aetherial Seal.
2L
- Metera's fastest Low.
- Cancellable into itself or c.L on frames 11~19 (or f.L on frames 9~19), even on whiff, once per string.
2M
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, 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
- Cannot special cancel.
- Clash level: 1
Dash Normals
66L
- Frame data in brackets refers to when move whiffs.\Clash Level 1\Metera cannot dash for 4 frames after recovery ends.
66M
- Aerial frames 15-28.
66H
Air Normals
j.L
- Metera's crossup button.
- Untechable until opponent hits the ground on air counterhit.
- Special cancelable.
j.M
- Hits twice, but the second hit is a mid.
- Special cancelable.
j.H
- Special cancelable.
- Metera's deepest-hitting jump-in.
- Clashes with M normals.
- Clash level: 2
Unique Action
Zephyr
5U / j.U
Metera's 5U can be canceled into from any normal except dash attacks and 2U.
Despite having the same function, j.U cannot be canceled from air normals.
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.5U
- Can press 4U to retreat instead.
j.U
- Can press j.4U to retreat instead.
- Metera can only use one Zephyr per jump, though she may perform any air normal or special instead.
Universal Mechanics
Ground Throw
L+U or L+M
Air Throw
j.L+U or j.L+M
Raging Strike
M+H
Costs 1 Bravery Point • ⓘClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun
- Data in [] denotes to the advantage when opponent has no Bravery Points left
- Data in () denotes to when move is used mid-combo
Raging Chain
M+H after successful Raging Strike
Costs 25% Skybound Gauge • ⓘClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.MGuardMidStartup7Recovery12Advantage±0 to link
It automatically moves forward enough to be in range of c.H

- Data in () denotes when used mid-combo.
Brave Counter
M+H during Blockstun or Guard Crush
Costs 1 Bravery Point • Requires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. • ⓘClick for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Metera's c.MGuardMidStartup7Recovery12Advantage±0 animation
- Data in [] denotes to countering a Raging Strike
- Clash level 50
Special Moves
Starry Sky (High)
- Ground Versions
- L version is slower and forces an air tech on close hits, M version is faster.
- H version hits 3 times and gives a knockdown.
- Activates Aethereal Seal.
Starry Sky (Low)
- L version is slower and forces an air tech on close hits, M version is faster.
- H version hits 3 times and gives a knockdown.
- Activates Aetherial Seal.
Starry Sky (Midair)
j.236L/M/H or j.214L/M/H or j.5 or 4S/S+M/S+H
- L version cancels momentum.
- M version cancels momentum and causes a Knockdown on counterhit.
- H version hits 3 times and gives a knockdown.
- 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.
- j.214H fires at the j.236M angle for added mixup potential.
- Metera can input j.214X or j.4S to use the Starry Sky (Low) cooldown instead.
j.236L
- Advantages assume input was does IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
j.236M
- Advantages assume input was does IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
j.236H
- Advantages assume input was does IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
j.214H
- Advantages assume input was does IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
The Great Fall
- 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 soft knockdown. In corner juggles, you can link SBA/SSBA or ultimate arrows afterward.
- L and M versions' upward shot does not hit grounded opponents, H version's does not hit crouching opponents and some of the shorter characters.
- Initial arrow activates Aetherial Seal.
623L
- Rising hitbox cannot hit grounded opponents.
- Data assumes contacting with the falling shots, not the rising shot.
623M
- Rising hitbox cannot hit grounded opponents.
- Data assumes contacting with the falling shots, not the rising shot.
623H
- Data in [] denotes when only the falling shots land.
Aetherial Seal
- Hold down the button to make L & M butterflies to fly ~45° upward or downward.
- 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, Starry Sky (High and Low), The Great Fall (Initial Arrow) and Rapid Pulverize (Far Ender).
- Data in () denotes H version.
- Data in [] denotes on Detonate.
- Detonate can be triggered by any of Metera's arrow moves: f.H,2H/1H,236X,214X,j.236X,j.214X,623X,and236236U.
- H Version: Both explosions count as separate hits for scaling.
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623U
GuardMidStartup8Recovery25Advantage-24, which never refunds gauge).
Ultimate Starry Sky (High)
- Does not whiff on crouch.
Ultimate Starry Sky (Low)
Ultimate Starry Sky (Midair)
j.236U or j.214U or j.5 or j.4S+U
j.236U
- Advantages assume input was done IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
j.214U
- Advantages assume input was done IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
Ultimate The Great Fall
Metera's only true reversal outside of her supers. Fires an arrow upwards that on hit transitions to a cinematic snipe for a hard knockdown.
Because this is a projectile, it does not work against projectile-invulnerable moves. However, this also means that it detonates butterflies. Can be plus on block if you end up with butterflies next to you on defense, and it can also be used during butterfly oki setups as a Brave Counter bait.- Data in [] denotes far version.
Ultimate Aetherial Seal
A version of Aetherial Seal with special properties. On block, triggering the seal's explosion will result in a shorter explosion than other versions of the move, but it deals a large amount of chip damage. On hit, the seal explodes into a higher-damage version of the regular explosion.
The seal created does not follow a set angle, instead homing in on an opponent.- Data in [] denotes on Detonate.
Skybound Art
Dense Caress
236236H or 236S or 5S+Throw
A powerful somersault kick with invulnerable startup. If it hits at close range, Metera zooms away to loose a fire arrow for a damage-increasing cinematic ender.
As it's air unblockable (unlike Metera's projectile 2HGuardAllStartup11RecoveryTotal 40Advantage-8), this move can be a rewarding anti-air option against opponents forward empty jumping in neutral. However, despite the animation the move only hits in front of Metera as she rises meaning it can whiff on opponents directly above or behind her.
Having invulnerable startup means it can be used as an expensive and rewarding Dragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.-esque reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun., but its slow startup makes it vulnerable to safe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s, safe jabs, and safe frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s. Metera has access to a cheaper and faster invulnerable reversal in 623UGuardMidStartup8Recovery25Advantage-24, so carefully evaluate both the match situation and the opponent's offensive habits before attempting to use her Skybound Art in this way.
- Recovers 1 Bravery Point for Metera during superflash.
- Removes 1 Bravery Point from the opponent on close hit only.
- Data in [] denotes far version.
- Transitions to cinematic when hitting on frames 13~21.
Super Skybound Art
Rapid Pulverize
236236U or 236S+U or 5S+U+Throw
- Metera's Fullscreen 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. They can roll if they are close enough to swap sides, however.
- 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.
- Data in [] denotes far version.
- True damage: 240×10,1200,240×5,1200
Colors

69% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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15/20 |
Combos |
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5/10 |
Strategy |
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19/20 |
Matchups |
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0/20 |
Frame Data |
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30/30 |
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