Multiversus Frame Data Guide

In the pantheon of fighting games, frame data is usually a spreadsheet—cold, sterile, and intimidating. But in Multiversus , frame data is a living creature. It’s the difference between Batman’s grapple hook feeling like a surgical scalpel or a wet noodle. It’s the reason you screamed, “THAT HIT?!” when Shaggy’s side kick connected from two zip codes away.

When you are under heavy pressure from an aggressive opponent, you need to know your character's fastest move. For example, many characters have a Neutral Air (Nair) or Down Tilt that starts up in 4 to 6 frames. Knowing your fastest frame-startup move allows you to find small gaps in the opponent's offense and break their pressure. 2. Whiff Punishing

Frame data summary for Multiversus (platform fighting game). Focus: typical frame-data fields (startup, active, recovery, total, advantage on hit/blocked), common punish windows, and notes on hitbox/hurtbox interactions and universal mechanics (tech windows, wavedash, dodge frames). Assumed current baseline mechanics (no specific patch referenced).

If an opponent hits you during your startup frames, your attack is interrupted, resulting in a "counter-hit." Multiversus Frame Data

When an attack successfully hits an opponent, it inflicts . The defender cannot act during hitstun.

. When she swung, her hitbox lingered like a bad memory, catching anyone who dared to breathe. "Like, totally,"

(Invoking related search suggestions now.) In the pantheon of fighting games, frame data

When a move is , its frame data often changes drastically.

Furthermore, frame data directly shapes the game’s unique mechanical ecosystem, particularly the dodge meter and the “wave dash” equivalent (dodge-jumping). Because dodges are a finite resource with a recharge timer, understanding frame advantage is crucial. In traditional fighters, a move that is “plus on block” allows the attacker to act before the defender recovers. In MultiVersus , block is replaced by parry and dodge; thus, frame data dictates whether you can safely pressure an opponent’s dodge or force them to burn their meter. For example, if a move leaves you with a mere two-frame window before the opponent’s jab starts, you might force a dodge. If the opponent has no dodge charges left, that same two-frame advantage guarantees a hit. Top players do not guess—they calculate. They know that Jake’s stretchy punch has eleven frames of recovery on whiff, meaning a well-timed dodge into a neutral air will always punish it. This transforms high-level play into a rhythm game where the beat is measured in sixtieths of a second.

A move is considered if the attacker recovers before the defender can land a punish. This depends entirely on frame advantage: It’s the reason you screamed, “THAT HIT

Recovery is the "cool-down" phase after the active frames end. During this time, your character is finishing their weapon swing or pulling back their fist. You cannot move, block, dodge, or jump during recovery frames.

The "story" of MultiVersus Frame Data is a saga of community-led discovery and constant evolution through patch cycles

, "Whiff Punishment" was the ultimate ghost story. It meant that if you swung and missed, your Ending Lag