Multiversus Frame Data !new! -

MultiVersus runs at 60 frames per second (FPS). Every punch, kick, and dodge is an animation composed of these individual frames. Frame data is the measurement of how long these actions take to start, stay active, and recover. By understanding these numbers, you can determine which of your moves are "safe" and which can be punished by an opponent. The Three Phases of an Attack

Whiff Recovery: A mechanic specific to MultiVersus where missing an attack results in more recovery frames than hitting one. This encourages precision and punishes "button mashing."Cancel Windows: Some moves allow you to cancel the recovery frames into a jump or a dodge. Knowing which moves are "jump-cancelable" is essential for advanced movement.Frame Traps: This occurs when you use a move that leaves you slightly minus, baiting the opponent to attack, only to hit them with an even faster move before their attack comes out. Why Character Weight and Size Matter Multiversus Frame Data

While MultiVersus uses a dodge-heavy system rather than a traditional shield, the concept of being "plus" or "minus" still applies to hitstun and trade scenarios. MultiVersus runs at 60 frames per second (FPS)

Frame data doesn’t exist in a vacuum. A "fast" move on a massive character like Iron Giant might still be slower than a "slow" move on a tiny character like Gizmo. Larger characters often have more active frames and larger hitboxes but suffer from significantly higher recovery frames. Conversely, Assassins like Harley Quinn boast the best startup frame data in the game, allowing them to win most "scrambles" where both players press a button at the same time. How to Use Frame Data to Improve By understanding these numbers, you can determine which

Startup Frames: These are the frames at the beginning of an animation before the hitbox becomes active. If Shaggy’s side-special has a long startup, a faster character like Arya Stark can "stuff" the move with a quicker jab.