Multiversus Frame Data -

Their physical attacks are average, but their projectiles have unique frame structures designed to control space and force opponents to navigate complex recovery traps. How to Check Frame Data

often utilizes moves with low recovery to maintain constant pressure, forcing opponents to remain defensive. Conversely, knowing a move is "minus" allows a defender to confidently counter-attack, knowing their opponent is still locked in a recovery animation. Impact on Character Tier Lists

When an opponent is recovering to the stage, frame data dictates your options. Using a move with long active frames right at the ledge forces the opponent to time their recovery perfectly or face getting bounced back out into the blast zone. General Archetype Frame Dynamics in MultiVersus

If an attack is "+3 on block," it means the attacker recovers 3 frames faster than the defender recovers from blocking. The attacker maintains momentum and can safely attack again.

Do you have a specific character or move you'd like to know more about? Multiversus Frame Data

Is there a website where I can get hitboxes, frame data, and other stuff like this for Multiversus? : r/MultiVersus

The official MultiVersus patch notes archive is available at under the News section, though navigating older patches may require external archival sites.

Based on Patch 1.21 (Post Gizmo Release)

: This is the initialization phase. It counts the frames between your physical button press and the exact moment the attack's hitbox becomes capable of dealing damage. Moves with low startup frames (e.g., 3–6 frames) are ideal for interrupting opponents or "panicking" out of pressure. Their physical attacks are average, but their projectiles

Unlike games with built-in frame meters, MultiVersus data is often compiled by the community. You can find detailed character stats and community-sourced data through resources like the Character Stats & Data Reddit thread or various player-maintained MultiVersus Information Spreadsheets . Core Frame Data Components

Invincibility frames are removed when canceling a dodge into an attack, unless the dodge successfully evades an attack first. This makes dodge-cancel aggression risky — you trade safety for offense.

⚠️ Frame data changes every major patch. An “-8” move may become “-12” overnight. Always check patch notes.

on block, the attacker can move 4 frames before the defender can. This allows the attacker to maintain offensive pressure, as their next attack will come out faster than the defender's fastest option. If an attack is -6negative 6 Impact on Character Tier Lists When an opponent

Frame data, on the other hand, refers to the detailed information about the timing and properties of a character's moves in a fighting game. This data is essential for players to understand the mechanics of the game, optimize their playstyle, and gain a competitive edge.

Startup is the "wind-up" period of an attack. It represents the number of frames that pass between you pressing the button and the attack actually generating a hitbox (the area that can damage an opponent).

After a move with +4 on block, use a 6f jab. The opponent’s fastest move (say, 5f) will still lose because: Your 6f vs Opponent’s 5f + 4 disadvantage = You hit first.

The MultiVersus subreddit (r/MultiVersus) has historically been a hub for community-driven frame data initiatives. Several users have attempted to compile comprehensive data sets, though many of these posts have been deleted or archived over time. Searching for terms like “frame data spreadsheet” or “character + frame data” can yield helpful community resources, though availability varies.

Like most digital fighting games, MultiVersus runs at 60 frames per second (FPS). This means the game updates its logic, inputs, and animations 60 times every second. A single "frame" is the smallest unit of time in the game, lasting roughly 16.67 milliseconds.