Slower startup and higher recovery frames. However, they compensate with hyper-armor (the ability to take a hit without interrupting their attack) and massive active hitboxes.
In the chaotic, 2v2-focused arena of MultiVersus , it’s easy to assume that success is solely determined by teamwork or landing a lucky Batman Batarang. However, beneath the cartoon chaos and voice actor cameos lies a rigid mathematical backbone. That backbone is .
Here's a general outline of the frame data for MultiVersus:
When the meter is full, your dodges have maximum I-frames and low recovery.
Every Morty knows that his grenade pull is slow (22 frames), but the grenade throw recovery is only 6 frames. Multiversus Frame Data
Every character has a fastest move. Usually, this is a Neutral Dodge, a Jab (Neutral Attack), or a Down-Tilt. Find out which move has the fewest startup frames. When an opponent is pressuring you tightly, this is the move you use to interrupt them. 2. Spot and Punish High-Recovery Moves
Unlike Rivals of Aether or Smash Bros mods, MultiVersus does not have a built-in "Frame Meter" in training mode. However, the community has reverse-engineered the game.
Official frame data remains absent from the in-game menus, forcing players to rely on community-driven resources: Training Mode : The best way to test data yourself is in the Training Mode
Recovery frames are the "cool-down" period. The attack has ended, and your character is returning to their neutral standing position. During recovery, you cannot move, block, dodge, or counter-attack. Slower startup and higher recovery frames
MultiVersus introduces unique variables to standard frame data, primarily through projectiles. Moves like Shaggy’s charged punch or Tom & Jerry’s tennis balls operate on independent timers. A projectile creates a "disjointed" hitbox, meaning the active frames exist separate from the character’s body.
When you strike an opponent, they are put into a state of hitstun or shieldstun. Frame advantage calculates who can move first after the interaction ends.
The "wind-up" animation before the attack can actually hit. During these frames, your character is moving, but no hitbox is active. Lower startup numbers mean faster moves.
If an attack is "-10 on block," the defender recovers 10 frames faster than the attacker. This makes the attacker highly vulnerable to a guaranteed counter-attack, known as a punish . However, beneath the cartoon chaos and voice actor
Go to the training room and learn the startup frames of your fastest move (usually Neutral Ground or Neutral Air).
Every attack in MultiVersus is divided into three distinct chronological phases. Understanding these phases is crucial for timing your offenses and defenses.
You do not need to memorize every single digit for all 20+ characters to benefit from frame data. Instead, focus on these actionable concepts: Find Your Character's "Panic Button"
have hosted frame data for platform fighters, though current MultiVersus stats are often found in community spreadsheets on the MultiVersus Subreddit Multiversus Review | Bytesized