Multiversus Frame Data

The period during which the attack’s hitbox is live and can damage opponents. Longer active frames make moves easier to land, while shorter active frames require better timing.

The "wind-up" frames before an attack becomes active. Faster moves have lower startup numbers.

This is the "safety" metric. You hit their shield (parry or block). How long are you stuck in lag? Multiversus Frame Data

The brief delay before leaving the ground; essential for timing aerials. Archetype Frame Profiles

Keep in mind that this is not an exhaustive list, and frame data may be subject to change with future updates and balance patches. The period during which the attack’s hitbox is

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Shaggy’s kick is an amazing burst movement option. However, if you throw it out and the enemy blocks it, you are stuck in lag for 18 frames longer than they are. A competent Batman will down-tilt (6 frame startup) and start a 60% combo on you. Use it to punish whiffs, not to approach shields. Faster moves have lower startup numbers

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.

MultiVersus features a mechanic where missing an attack (whiffing) penalizes you with extra recovery frames compared to when you actually connect with an opponent or their shield. This means a move might be relatively safe if blocked, but highly punishable if completely missed. Dodge Meter and Dodge Windows Dodges in MultiVersus have invincibility frames (i-frames).

The window of time where the attack's hitbox is live. If this overlaps with an opponent’s hurtbox, the move connects. Moves with long active frames are great for catching dodges or covering space.

Frame advantage determines whose "turn" it is after an interaction.