Multiversus Frame: Data

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

Frame advantage is the ultimate metric for measuring if a move is "safe." It is the difference in recovery time between the attacker and the defender after a move connects or gets blocked.

Keep in mind that frame data can change with updates and balance patches, so it's essential to stay informed and adapt to the latest changes.

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. Multiversus Frame Data

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

A move is considered "safe" if its minus-value is so low that the opponent does not have an attack fast enough to punish you before you can dodge away. Unique MultiVersus Mechanics That Affect Frame Data

Recovery frames are the "cool-down" period. The attack has ended, and your character is returning to their neutral standing position. During recovery, you cannot move, block, dodge, or counter-attack. The "cool down" after the attack

Multiversus frame data can be overwhelming at first, but once you understand the basics, it becomes an invaluable tool. Here's a breakdown of the key elements:

This report outlines the current status of and its impact on the game's competitive landscape. 1. State of Frame Data Availability

MultiVersus introduces unique variables to standard frame data, primarily through projectiles. Moves like Shaggy’s charged punch or Tom & Jerry’s tennis balls operate on independent timers. A projectile creates a "disjointed" hitbox, meaning the active frames exist separate from the character’s body. If your move finishes its recovery Frame advantage

: Feature fast startup frames and low recovery, allowing for rapid combos, but are lightweight and easily knocked out.

: Sequences where the frame advantage of one move is high enough that the opponent is still in "hitstun" when the next move arrives, making it impossible to escape. Conclusion MultiVersus

In Multiversus , accessing this data has gone through a turbulent evolution. Here is the breakdown of the current state of affairs.

Heavier characters require more damage to be knocked out (Ring Out). Most characters (~3 frames)

You do not need to memorize every single digit for all characters to benefit from frame data. Instead, focus on these actionable concepts: 1. Identify Your Character's "Panic Button"