Multiversus Frame Data _hot_
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!"
Are you looking for the specific frame data for a particular character? Post your request in the comments below, and we will update the community spreadsheet! Multiversus Frame Data
: 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 One evening, a young Bruiser named Shaggy approached
The frames where the attack has a "hitbox" and can actually deal damage. Post your request in the comments below, and
: 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
For a more comprehensive and up-to-date list of frame data, I recommend checking out the MultiVersus wiki or community-driven resources, such as:
Furthermore, frame data directly shapes the game’s unique mechanical ecosystem, particularly the dodge meter and the “wave dash” equivalent (dodge-jumping). Because dodges are a finite resource with a recharge timer, understanding frame advantage is crucial. In traditional fighters, a move that is “plus on block” allows the attacker to act before the defender recovers. In MultiVersus , block is replaced by parry and dodge; thus, frame data dictates whether you can safely pressure an opponent’s dodge or force them to burn their meter. For example, if a move leaves you with a mere two-frame window before the opponent’s jab starts, you might force a dodge. If the opponent has no dodge charges left, that same two-frame advantage guarantees a hit. Top players do not guess—they calculate. They know that Jake’s stretchy punch has eleven frames of recovery on whiff, meaning a well-timed dodge into a neutral air will always punish it. This transforms high-level play into a rhythm game where the beat is measured in sixtieths of a second.