Multiversus Frame Data

Because MultiVersus receives regular balance updates, characters' frame numbers shift frequently. To stay up to date with the latest frame data tables, hitboxes, and hurtbox visualizations, utilize the following community resources:

As one Steam community discussion put it: "Extreme range, early kill power, and/or great frame data seems to be the name of the game. If you have a move that's really safe due to the range, and really safe due to the lack of endlag, you're probably going to be able to spam the heck out of it and float up the list."

The "cool down" after the attack. During this time, you are vulnerable and cannot move or block. High recovery moves are "unsafe" because they leave you open to easy punishment. 3. Understanding "Frame Advantage" (Plus vs. Minus) You’ve likely heard pros say a move is "plus on block." This is the holy grail of frame data. If your move finishes its recovery

Whether you're climbing the ranked ladder or just trying to beat your friends, frame data is your secret weapon. The numbers don't lie. Learn them, use them, and dominate the multiverse. Multiversus Frame Data

: The duration during which a move can actually hit an opponent. Large hitboxes combined with many active frames can make certain characters feel "braindead" or difficult to trade with.

The Hidden Math of the Multiverse: Why Frame Data is Your Secret Weapon in MultiVersus In the high-speed world of MultiVersus

This standard allows players to measure interactions with surgical precision. When a player presses an attack button, the game initiates a sequence of events measured in these frames. This measurement strips away the visual noise of the game—Bugs Bunny’s carrot swings or Superman’s punches—and reduces them to raw numbers. By quantifying actions in frames, players can determine the "speed" of an attack not by feel, but by fact. During this time, you are vulnerable and cannot

You are now plus . In Multiversus , being plus means you get to play the video game. Being minus means you hold the controller and pray to the Server Gods.

Moves that are only slightly minus (e.g., -1 to -3). While you lose your turn to attack, the opponent cannot strike fast enough to punish you before you can dodge.

Now that you understand the basics of Multiversus frame data, it's time to put this knowledge into practice. Here are some tips to help you improve your gameplay: Understanding "Frame Advantage" (Plus vs

[ BUTTON PRESS ] │ ▼ ┌──────────────┐ ◄── Move is animating, but cannot hit yet. │ Startup │ You are vulnerable to being interrupted. └──────┬───────┘ │ ▼ ┌──────────────┐ ◄── Hitboxes are active. │ Active │ This phase deals damage and knockback. └──────┬───────┘ │ ▼ ┌──────────────┐ ◄── Move is ending. You cannot act or block. │ Recovery │ Highly punishable if the move misses. └──────────────┘ 1. Startup Frames

For example, if you know your opponent's Air Up Attack has 10 frames of whiff recovery, you can dash in and punish with a 5-frame jab before they can act. Without that knowledge, you might respect an attack that's actually extremely unsafe.

The time between pressing the attack button and the move actually hitting. Fewer frames mean a faster attack.