Multiversus Frame Data ((install)) Access
MultiVersus Frame Data: The Definitive Guide to Winning the Neutral
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
MultiVersus is a game of inches and milliseconds. While you don't need to memorize every single number for all 20+ characters, having a foundational grasp of MultiVersus frame data will sharpen your decision-making, refine your combos, and ultimately lead to more wins on the leaderboard. Reach for the lab, turn on the hitboxes, and start counting your frames. MultiVersus Frame Data: The Definitive Guide to Winning
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 Why Character Weight and Size Matter MultiVersus is
To apply this knowledge, start by focusing on your main character’s "fastest" out-of-hitstun option. This is usually a neutral air or a jab. When you are being pressured, knowing your fastest move allows you to find gaps in the opponent's offense.
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.
Active Frames: These are the frames where the move can actually deal damage and knockback. Attacks with many active frames are great for "meatying" opponents as they get up from a ledge.