Multiversus Frame Data -

In many platform fighters, an attack is active for 2 to 5 frames. However, Multiversus has "lingering" hitboxes on moves like Shaggy’s Side Special (Kick) or Finn’s Backpack. Knowing the active frames tells you when a move is "janky."

If a hitbox is active for 10 frames, it is much easier to "drag" opponents into it.

Tools needed: Two controllers, Training Mode, slow-motion 1/4x speed.


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

, victory isn't just about who has the biggest hammer or the strongest lasers. It’s about

. Whether you’re a Shaggy main looking to optimize your sandwiches or a Batman expert seeking the perfect Batarang setup, understanding frame data is what separates casual brawlers from the masters of the arena.

Here is a deep dive into the invisible clockwork that runs every match in MultiVersus 1. The Basics: What Exactly is a "Frame"? Like most modern fighting games, MultiVersus runs at 60 frames per second (FPS)

[15]. This means every single second of gameplay is divided into 60 individual slices of time. When we talk about "frame data," we are measuring how many of these tiny slices an action takes to complete. 2. The Three Phases of an Attack

Every move in the game—from Bugs Bunny’s mallet to Arya’s blade—is broken down into three critical phases: Startup Frames: Multiversus Frame Data

The "wind-up" before the hit happens. If your startup is too slow, your opponent can "stuff" your move with a faster one [5]. Active Frames:

The "sweet spot" where your attack actually has a hitbox. This is the moment your move can deal damage and knockback. Recovery Frames:

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

your opponent recovers from being hit or blocking, you have the advantage. You can move or attack again before they can. Minus (-):

If you are still in recovery while your opponent is free to move, you are at a disadvantage. This is when you get punished. 4. Why Frame Data Changed in the Re-Launch

When MultiVersus transitioned to its new engine, many characters underwent significant balance passes. Developers noted that attack speeds, hitboxes, and frame data

were adjusted to prevent "zero-to-death" loops—like those previously possible with Marceline—and to increase the overall "time to kill" for a more tactical experience [12, 13]. 5. Character Spotlight: Finding the "Fastest" Moves

While specific numbers shift with every patch, certain archetypes generally follow these rules: Assassins (e.g., Arya Stark, Harley Quinn): In many platform fighters, an attack is active

Typically have the lowest startup frames, allowing them to "out-poke" heavier characters. Bruisers (e.g., Shaggy, Superman):

Often have more recovery frames but make up for it with armor or massive active hitboxes. Projectiles:

Characters like Reindog rely on "disjointed" hitboxes where the active frames happen far away from their body, making them safe even if the frame data is technically "minus." Pro Tip: How to Use This in Training Don't just mash buttons! Head into

and turn on the hitboxes and frame visualizations if available. Test your "Jab": Find your fastest move to use as a "get off me" tool. Learn the "Whiff":

Practice your strongest kill move and see how long you are stuck in recovery if you miss. If the recovery is too long, only use it when you're sure it will land.

Which character do you think has the most "broken" frame data right now? Let us know in the comments! frame-by-frame breakdown for a particular character like Batman or Shaggy?

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

The full release overhaul fundamentally changed how attacks and movement "feel" by altering their frame timing: Slower Attack Animations The Hidden Math of the Multiverse: Why Frame

: 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

. This high window allows for easier execution but has led to widespread complaints about "sluggish" or "unresponsive" controls where characters perform actions the player no longer intends. New Dodge Meter System : Dodging is now governed by a six-pip meter. Invincibility Frames

: Standard dodges grant invincibility but consume significant meter. Burnout State

: Using the full meter puts you in burnout, where dodges still move your character but lose all invincibility, leaving you vulnerable to every hit. Parry Mechanic

: A successful neutral dodge timed perfectly against an incoming attack triggers a parry, granting a massive frame advantage to the defender and freezing the attacker briefly. Hitstop and Stun

: "Hitstop" (the brief screen freeze when a hit connects) was increased to improve visual clarity, though many players find it currently "exaggerated," which can disrupt the flow of combos. Where to Find Data

Official frame data remains absent from the in-game menus, forcing players to rely on community-driven resources: Training Mode : The best way to test data yourself is in the Training Mode

, where you can view character move lists and experiment with timing. Community Databases : Historically, sites like Kurogane Hammer

have hosted frame data for platform fighters, though current MultiVersus stats are often found in community spreadsheets on the MultiVersus Subreddit Multiversus Review | Bytesized

This is where casual players lose to veterans. Two numbers matter more than any other in Multiversus: Advantage on Hit and Advantage on Shield.