Multiversus Frame Data [extra Quality] -
Frame advantage determines who gets to act first after an attack connects with a shielding, dodging, or hit opponent. It is expressed as a positive (+) or negative (-) number. Plus on Block/Hit (+)
Multiversus has a large input buffer (2-3 frames). This means if you press a button slightly too early, the game saves it. This makes frame data feel faster than it is, but it also locks you into decisions. If you buffer an unsafe move on a shield, you cannot cancel out of it.
Active frames represent the window of time where the attack can actually hit the opponent. During these frames, the game generates a "hitbox" around your character's weapon or limb. Multiversus Frame Data
Whether you are trying to punish a whifffed attack, escape an opponent's pressure, or extend your own combos, mastering frame data is essential. This guide breaks down how frame data works in MultiVersus and how you can apply it to win more matches. Anatomy of a Move: The Three Phases
In the fast-paced world of , understanding frame data is the difference between a casual player and a competitive professional. Every punch, kick, and special move in the game is built from a sequence of static images— frames —that play back at 60 frames per second (FPS) . Knowing the exact timing of these frames allows you to optimize your combos, punish reckless opponents, and master the "turns" of combat. Core Concepts of MultiVersus Frame Data Frame advantage determines who gets to act first
Next time you lose a stock, don't blame the "janky hitbox." Ask yourself: Was that move safe? Did I respect their fastest jab? Was my dodge on cooldown?
They excel at "whiff punishing." If you miss an attack against an Assassin, their frame data allows them to cross the stage and hit you before your recovery frames end. Bruisers (e.g., Shaggy, Batman) This means if you press a button slightly
Different character archetypes in MultiVersus have varying frame properties that define their playstyle: Leader Examples (Approximate Units) Why It Matters Batman , Taz (2300) Faster movement helps close gaps or escape bad situations. Max Jump Height Superman (1100), Shaggy (925)
Parry has and 10 active frames . This means parry is a reaction tool, not a prediction tool. If an attack has 15 frames of startup, you can parry it on reaction if you have 0 lag.
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 .
While individual patch notes continuously tweak character numbers, MultiVersus characters generally fit into specific frame data archetypes based on their class: Assassins (e.g., Arya Stark, Harley Quinn)