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Overview

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.
Metera
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.

Pros
Cons
  • 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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
6
3
8
+2
+6
Total:16
  • 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.
Metera's fastest standing normal. Your goal is to not be here unless it's on your own terms.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0
+8


c.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
Mid
7
3
12
±0
+4
Total:21
  • Fast punish starter.
  • Hitbox extends behind Metera.
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8


c.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000, 200×2
Mid
11
2×3
21
-4
±0
Total:37
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
±0


Triple Attack

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.XX
700
Mid
9
3
15
-3
+1
c.XXX
1000
Mid
12
3
18
-4
±0
c.XX6M
1000
Low
12
3
13
-4
KD +30
c.XX6H
1000
High
18
3
22
-4
+1 [Force Crouch]
c.XX
Total:26
c.XXX
Total:32
c.XX6M
Total:30
c.XX6H
Total:42
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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.XX
2
+5
c.XXX
3
+8
c.XX6M
3
HKD +55
c.XX6H
3
HKD +32


f.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Low
8
6
5
+2
+6
Total:18
  • Plus on block.
  • Hits low.
Great at checking opponent ground movement as well as catching rolls. Can interrupt some far reaching special moves from reaching you due to being slightly disjointed. Its fast recovery means it can also safe jab 9 frame DPs on their wakeups. Chains into itself and can be chained into from 66L as well.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1
+8


f.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
8
9
15
-7
-3
Total:31
  • Frame data assumes contact on frame 10 due to having an extremely unlikely to hit first active.
  • Very big pseudo-anti air and poke.
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 H air normals.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+1
  • Frame data assumes contact on frame 10 due to having an extremely unlikely to hit first active.


f.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
All
15
15
Total 44
-8
-4
Total:44
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
±0


2L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400
Low
6
3
10
-2
+2
Total:18
  • Metera's fastest Low.
Often used as an empty low after 5U but can be beaten by fuzzy mash in many situations.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0
+4
  • Cancellable into itself or c.L on frames 11~19 (or f.L on frames 9~19), even on whiff, once per string.


2M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
8
6
12
-3
+1
Total:25
Great whiff punish button and one of Metera's longest horizontal pokes.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+5


2H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
All
11
24
Total 40
-8
-4
Total:40
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+7


2U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Low
13
15
14
-14
HKD +41
Total:41
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +45
  • Clash level: 1


Dash Normals

66L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
8
3
10 [15]
+2
+6
(Note)Frames in purple denote extra recovery on whiff.
Total:25
A strong Dash Light attack, which converts into combos by chaining into 5L. Metera is able to use Dash Light very effectively because of how good her 5L is, allowing for extended pressure sequences. She also gets some impressive conversions with butterflies by doing sequences like 22M into 66L > 5L > 236M, as the fireball will then detonate the butterfly to allow for a hop into a full combo.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8
  • Frame data in brackets refers to when move whiffs.\Clash Level 1\Metera cannot dash for 4 frames after recovery ends.


66M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
High
26
6
17
-6
Air Tech +20
15-28 High Profile
Total:48
Overhead dash attack, unsafe on block against many characters. Opponent will flip out into an air recovery on hit.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +57
  • Aerial frames 15-28.


66H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1300
Mid
20
4
19
-4
KD +32
Total:42
Big counterhit starter in the corner, causing a wallbounce. This move is -4 at worst on block with a huge amount of pushback to make it safe on block.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
KD +36


Air Normals

j.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
High/Air
5
Until L
1
Total:5
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1


j.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400×2
High/Air, All
8
3(5)3
Until L+1
Total:19
  • Hits twice, but the second hit is a mid.
  • Special cancelable.
After Zephyr into j.M, the first hit will bring up her hurtbox, hopping over some special moves for a punish.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2


j.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
High/Air
13
6
Until L+1
Total:19
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
  • Clash level: 2


Unique Action

Zephyr

5U / j.U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
5U
Total 21
j.U
Total 21
Total:21

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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
5U
j.U

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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Throw
4
3
26
HKD +49
Total:32
Hold 4 for a back throw. Gives Metera a hard knockdown, which lets you get a safe Aetherial Seal setup for extended pressure.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0, 4


Air Throw

j.L+U or j.L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Airthrow
5
5
Until L+6
HKD ≈+45
Total:15
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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0, 4


Raging Strike

M+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500
Guard Crush 45 [52]
28 (1)
1
37
+8 [+15]
+15 (KD +40)
Total:65

Costs 1 Bravery PointClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
+15
  • 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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Mid
13
5
17
+15 (HKD +63)
Total:34

Costs 25% Skybound GaugeClick 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.HGuardMidStartup11Recovery21Advantage-4, regardless of how far the Raging Strike hit from.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
-2500
  • Data in () denotes when used mid-combo.


Brave Counter

M+H during Blockstun or Guard Crush

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
500
Mid
10 [18]
3 [2]
19 [35]
-2
Air Tech +21 [±0]
1-20 All [1-54 All]
M+H(During Blockstun)
Total:31
M+H(During Raging Strike)
Total:54

Costs 1 Bravery PointRequires 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


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +54 [HKD +43]
  • Data in [] denotes to countering a Raging Strike
  • Clash level 50


Special Moves

Starry Sky (High)

236L/M/H or 5S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236L
1000
All
12
Total 43
-5
Air Tech +18
236M
1000
All
12
Total 43
-5
+2
236H
500×3
All
12
Total 43
+5
KD +44
236L
Total:43
236M
Total:43
236H
Total:43
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.
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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L
3
KD +32
236M
3
+4
236H
3
KD +43


Starry Sky (Low)

214L/M/H or 4S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L
1000
All
13
Total 43
-7
Air Tech +19
214M
1000
All
13
Total 43
-7
+1
214H
500×3
All
13
Total 43
+3
KD +43
214L
Total:43
214M
Total:43
214H
Total:43
  • 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.
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. Can be rolled through with Cross Over.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L
3
KD +33
214M
3
KD +33
214H
3
KD +42


Starry Sky (Midair)

j.236L/M/H or j.214L/M/H or j.5 or 4S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.236L
1000
All
19
Until L+6
±0
+4
j.236M
1000
All
22
Until L+6
-3
+1
j.236H
500×3
All
22
Until L+6
+12
KD +52
j.214H
500×3
All
22
Until L+6
+12
KD +52
j.236L
Total:24
j.236M
Total:27
j.236H
Total:27
j.214H
Total:27
  • 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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.236L
3
+6
j.236M
3
KD +37
j.236H
3
KD +51
j.214H
KD +51

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

623L/M/H or 6S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L
600, 100×4
Mid, All
22
8(14)24
Total 48
+28
+38
623M
600, 100×4
Mid, All
18
8(14)23
Total 48
+24
+34
623H
900, 150×4
Mid, All
15
8(14)23
Total 53
-12 [+21]
KD +49 [+31]
623L
Total:48
623M
Total:48
623H
Total:53
  • 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.
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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L
2, 4
+38
623M
2, 4
+34
623H
2, 4
KD +49 [+31]

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

22L/M/H or 2S/S+M/S+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
200×5(×2)
All
21 [16]
[25]
Total 32
22X
Total:32
22X (Detonate)
Total:40
  • 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).
Your setplay tool. Blow a kiss to send out a 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 fizzle out, and 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. They also enable brave counter baits by making an opponent block an air normal and then cancelling into an air arrow that will detonate a butterfly to punish the brave counter.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
  • 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

Ultimate Starry Sky (High)

236U or 5S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2000
All
11
Total 36
+4
HKD +60
Total:36
Fires a cluster of arrows that pierce projectiles and cause a hard knockdown on hit. Often used for blowing through projectiles, as a whiff punish, or linked into as a combo ender. Grounded version causes a wallbounce near the corner, and also causes a wallbounce midscreen on counterhit. The counterhit wallbounce occurs most commonly when piercing projectiles because projectiles have counterhit recovery.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +60
-5000
  • Does not whiff on crouch.


Ultimate Starry Sky (Low)

214U or 4S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2000
All
11
Total 36
+4
HKD +60
Total:36
Fires a cluster of arrows that pierce projectiles and cause a hard knockdown on hit. Often used for blowing through projectiles, as a whiff punish, or linked into as a combo ender. Unlike the non-ultimate versions of this move, Ultimate Starry Sky (Low) will hit Cross Over attempts. Grounded version causes a wallbounce near the corner, and also causes a wallbounce midscreen on counterhit. The counterhit wallbounce occurs most commonly when piercing projectiles because projectiles have counterhit recovery.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +60
-5000


Ultimate Starry Sky (Midair)

j.236U or j.214U or j.5 or j.4S+U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.236U
2000
All
11
Until L+6
+14
HKD +53
j.214U
2000
All
11
Until L+6
+14
HKD +53
Total:16
j.236U fires at a shallow angle, while j.214U fires sharply. You still have air actions after the aerial version, including air normals, air arrows, or hops.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.236U
3
HKD +53
-5000
j.214U
3
HKD +53
-5000

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

623U or 6S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000×2 [500, 1000]
Mid
8
4
25
-24
HKD +54
1-9 All
Total:36

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +54
300F after 3F
-5000
  • Data in [] denotes far version.


Ultimate Aetherial Seal

22U or 2S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500, 500×2
All
12 [12]
[30]
Total 20
22U
Total:20
22U(Detonate)
Total:41

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
-5000
  • Data in [] denotes on Detonate.


Skybound Art

Dense Caress

236236H or 236S or 5S+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500, 1000, 2000 [1500, 1000×2]
Mid
8+5
9(12)6×2
53
-67
HKD +37 [HKD ≈+43]
1-15 All
Total:98

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +37 [HKD ≈+43]
-10000
  • 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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
3600, 1200×2 [200×10, 2000]
All
5+8
43
Total 108
-29
HKD +48 [HKD +34]
1-15 All
Total:108
  • 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +48 [HKD +34]
-10000
  • Data in [] denotes far version.
  • True damage: 240×10,1200,240×5,1200


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
File:GBVSR Metera Color 01.png
File:GBVSR Metera Color 02.png
File:GBVSR Metera Color 03.png
File:GBVSR Metera Color 04.png
File:GBVSR Metera Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
File:GBVSR Metera Color 06.png
File:GBVSR Metera Color 07.png
File:GBVSR Metera Color 08.png
File:GBVSR Metera Color 09.png
File:GBVSR Metera Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
File:GBVSR Metera Color 11.png
File:GBVSR Metera Color 12.png
File:GBVSR Metera Color 13.png
File:GBVSR Metera Color 14.png
File:GBVSR Metera Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
File:GBVSR Metera Color 16.png
File:GBVSR Metera Color 17.png
File:GBVSR Metera Color 18.png
File:GBVSR Metera Color 19.png
File:GBVSR Metera Color 20.png
Color 21
Color 22
EX
File:GBVSR Metera Color 21.png
File:GBVSR Metera Color 22.png
File:GBVSR Metera Color EX.png
Weapons
01
02
03
04
File:GBVSR Metera Weapon 01.png
File:GBVSR Metera Weapon 02.png
File:GBVSR Metera Weapon 03.png
File:GBVSR Metera Weapon 04.png
05
06
07
08
File:GBVSR Metera Weapon 05.png
File:GBVSR Metera Weapon 06.png
File:GBVSR Metera Weapon 07.png
File:GBVSR Metera Weapon 08.png
09
10
File:GBVSR Metera Weapon 09.png
File:GBVSR Metera Weapon 10.png


Navigation

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