If you throw out a massive smash attack that misses or gets blocked, and you are stuck in recovery for 10 frames longer than your opponent's blockstun, you are -10. This means your opponent can freely punish you. Why Frame Data Matters in MultiVersus
In the current state of MultiVersus (2024–2025), frame data has become the most contentious point of discussion following the game's full release and subsequent updates. Developers shifted from the fast, "floaty" movement of the 2022 beta to a slower, more deliberate combat system designed for better readability in 2v2 play. Key Frame Data & Mechanics Review
, where you can view character move lists and experiment with timing. Community Databases : Historically, sites like Kurogane Hammer
The Ultimate Guide to MultiVersus Frame Data: Mastering the Meta
In September 2022, Player First Games implemented a “big overhaul” of the hitbox/hurtbox system to “more tightly tie hitboxes and hurtboxes to character animations”. This ongoing refinement means that understanding your character’s hitbox placements (which vary between moves and directional inputs) is just as important as knowing the frame counts. Multiversus Frame Data
: The "cooldown" phase where your character is vulnerable. Mastering this is key to avoiding "whiff" punishes. A Community-Driven History
In , "frame data" refers to the specific timing of animations for every character's move, usually measured at 60 frames per second . Understanding this data is the "piece" of knowledge players use to determine which moves are "safe" to use and which can be punished by an opponent.
Unlike traditional fighting games, platform fighters often require the community to datamine or manually test exact frame numbers. To stay up to date on the most precise numbers for your main character:
: Characters now have longer startup and recovery frames. This is intended to reward "careful reading and prediction" over the button-mashing meta that dominated the beta. Massive Input Buffer : The game reportedly features an input buffer of up to If you throw out a massive smash attack
Platform fighters handle frame data differently than traditional 2D fighters like Street Fighter or Tekken. MultiVersus features unique systems that actively alter frame calculations mid-match. Attack Decay (Stale Moves)
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).
When reviewing data for a new character, only remember two numbers:
Learn the beat, or learn to lose.
Moves with high recovery. If your opponent blocks this, they have enough time to hit you before you can act again.
A move is considered if the attacker recovers before the defender can land a punish. This depends entirely on frame advantage:
Why?
Arya’s Up Tilt? 6 frames. Blazing fast. Shaggy’s Side Special (barely charged)? 13 frames. Slow. Shaggy’s armored rage mode kick? Starts frame 10, but grants armor on frame 5. Developers shifted from the fast, "floaty" movement of
Find a move that is on hit (like a weak up-air).