Frame Data | Multiversus
The most current, lab-tested frame data often lives in specialized Discord servers. The MultiVersus Retreat Discord server contributed significant information to the Master Document. Joining these communities gives you access to lab monsters who test frame data daily.
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.
Startup is the "wind-up" or preparation phase of an attack. It counts the number of frames between the moment you press the button and the exact frame the attack's hitbox becomes capable of dealing damage.
You now understand the skeleton of Multiversus . Whether you play Wonder Woman, Velma, or The Joker, the game ultimately runs on a frame-by-frame conversation.
You see a projectile coming. You know your dodge invincibility starts on frame 2. You press the button. The buffer eats your input because you were still in the lag of your previous whiffed Smash attack. Multiversus Frame Data
Go into The Lab (Training Mode). Turn on "Show Stun" and "Show Lag" (visual cues).
: The window where the hitbox can actually connect with an opponent.
The Chronicler knew that in this world, a single frame could be the difference between a triumphant victory and a crushing defeat. They spent their days in the Training Room, a stark white void where time could be slowed to a crawl. Here, they meticulously recorded the —the brief moments of preparation before an attack connects—and the active frames , the window of time an attack remains a threat.
Turn on advanced hitboxes and frame visualizations in the training mode settings to test interactions firsthand. The most current, lab-tested frame data often lives
Frame data refers to the detailed information about the startup, active, and recovery frames of a character's moves. In essence, it reveals how long a move takes to start, how long it's active, and how long it takes to recover. This data is essential for players to optimize their gameplay, identify safe and punishable moves, and develop effective strategies.
: The cooldown period. During recovery, the attack animation is winding down, and the player is completely vulnerable and unable to block, jump, or input another attack. High recovery frames leave a character heavily exposed to being "whiff-punished". Frame Advantage: Plus vs. Minus on Hit and Block
One evening, a young Bruiser named Shaggy approached The Chronicler . "Like, man, I keep getting beaten by that Bugs Bunny! He’s just too fast!"
"All characters now incur a 15‑frame repeat‑move lockout on their ground side attack combo" After a move with +4 on block, use a 6f jab
– Use recording software (OBS, ShadowPlay, or console capture) to capture your gameplay at a true 60 frames per second.
Suddenly, the sky glitched. The Iron Giant landed with a thud that shook the very code of the arena. He was a titan of Super Armor
You don't need to memorize 200 numbers to get better. You need a training method.
Slower startup on physicals, heavily reliant on zoning and projectile setups. (e.g., Superman, Iron Giant)
Multiversus has a large input buffer (2-3 frames). This means if you press a button slightly too early, the game saves it. This makes frame data feel faster than it is, but it also locks you into decisions. If you buffer an unsafe move on a shield, you cannot cancel out of it.