Multiversus Frame Data -

A significant point of contention in the community is the shift in game speed between the Open Beta and the full relaunch. Using Frame Data - Dustloop Wiki

These values, compiled by the community, often differentiate the top-tier "fast" characters from the heavier "slow" tanks. Jump Velocity Arya Stark Wonder Woman Bugs Bunny Iron Giant

: Community members have maintained Google Sheets documents that track updates to move speeds and frame cancels. Top-Tier Characters by Frame Efficiency

If you notice a character using a massive, high-impact move (like Shaggy’s charged Side-Special knee or Superman’s flying grab) and they miss, do not hesitate. Those moves have massive recovery frame penalties. Recognize the visual animation of their recovery and unleash your optimal combo starter. 3. Learn "True" vs. "Fake" Strings

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 Multiversus Frame Data

Recovery is the wind-down animation after the active frames end. Your character is putting their weapon away or returning to their neutral fighting stance.

Finally, frame data explains the ever-shifting competitive tier lists and the impact of patches. When Player First Games adjusts a character, they rarely change the animation; instead, they tweak the numbers. A patch that increases Bugs Bunny’s safe recovery from eighteen to twenty-two frames might seem minor, but it turns a once-safe poke into a guaranteed punish for the entire cast. Similarly, the infamous “Taz tornado” nerf was fundamentally a frame data adjustment: the developers increased the start-up and added recovery frames, removing Taz’s ability to spin with impunity. The community’s perception of a character’s strength is often just a collective realization of hidden frame advantages. Arya Stark is considered high-tier not because of her dagger gimmick, but because her up-air has a four-frame start-up and her landing recovery is among the lowest in the game. Numbers do not lie, even when tier lists do.

Every single attack in MultiVersus —from Shaggy’s iconic sandwich toss to Wonder Woman’s sword slashes—is divided into three distinct chronological phases. 1. Startup Frames

Like most digital fighting games, MultiVersus runs at 60 frames per second (FPS). This means the game updates its logic, inputs, and animations 60 times every second. A single "frame" is the smallest unit of time in the game, lasting roughly 16.67 milliseconds. A significant point of contention in the community

In this example, the Jab has a startup frame of 5, is active for 2 frames, and has a recovery frame of 10. The hit advantage is +2, indicating that the character has a 2-frame advantage when hitting the opponent.

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.

Understanding MultiVersus Frame Data: The Ultimate Competitive Guide

The Chronicler watched from the shadows, a faint smile on their face. The story of the MultiVerse wasn't just about heroes and villains; it was a symphony of frames, and they were the conductor. Top-Tier Characters by Frame Efficiency If you notice

"Startup window increased by 2 frames, active window decreased by 2 frames"

Frame advantage dictates whose turn it is to act after an attack connects with a blocking or dodging opponent, or hits them into "hitstun." It is expressed mathematically as being either "plus" or "minus." Plus on Hit / Block (+ Frames)

Frame data breaks down every attack into three distinct stages:

Frame data is the mathematical blueprint of every attack, movement, and defensive option. It tells you exactly how fast a move starts, how long it can hit the opponent, and how long you are stuck waiting for the animation to finish. The Three Phases of an Attack

Game data and patch notes referenced from official MultiVersus sources and community documentation. Frame data is subject to change with future game updates. Always refer to the latest patch notes for current values.