, where the frame data was so tight that once the first hit landed, the rest were destiny.
Because competitive fighting games traditionally run at , a single frame is equal to exactly 1/60th of a second (roughly 16.67 milliseconds). Mastering these tiny windows of time dictates who wins an exchange, how to punish a whiffed move, and how to execute seamless, inescapable combos. The Three Phases of an Attack
When your attack connects with an opponent who is blocking (or parrying/shielding, depending on specific patch mechanics) or when it hits them directly, both characters enter a state of temporary immobility known as or blockstun .
To move beyond button-mashing, competitive players focus on two primary metrics: The Iron Giant | MultiVersus Wiki | Fandom
Shaggy’s kick is an amazing burst movement option. However, if you throw it out and the enemy blocks it, you are stuck in lag for 18 frames longer than they are. A competent Batman will down-tilt (6 frame startup) and start a 60% combo on you. Use it to punish whiffs, not to approach shields. Multiversus Frame Data
The Chronicler didn't look up from their holographic scrolls. "It’s not just speed, Shaggy. It’s the data. Bugs’ side-air has a startup of only 6 frames, while your neutral attack takes 12. By the time you’ve wound up your punch, he’s already hit you twice and is halfway across the stage."
Decreased hitstun means a move that was once safe or combo-ready might become highly unsafe, allowing opponents to break out of your strings and punish you. Whiff Lag Mechanics
In the chaotic, two-versus-two mayhem of MultiVersus , it is easy to assume that victory belongs to the player with the sharpest reactions or the most crowd-pleasing combo. However, beneath every ringout, every charged punch from Shaggy, and every aerial dance of Arya Stark lies an invisible skeleton of numbers: frame data. While casual players may rely on instinct, competitive success in Player First Games’ platform fighter is fundamentally a mathematical discipline. Frame data—the precise measurement of start-up, active, and recovery frames—is not merely a technical footnote; it is the definitive language of advantage, risk, and punishment that separates elite competitors from the rest of the roster.
Startup is the ignition phase of an attack. It counts the number of frames between your button press and the exact moment the attack’s hitbox becomes active. , where the frame data was so tight
Every attack in MultiVersus can be broken down into three distinct phases, forming the "timeline" of a move.
Sometimes the best frame data resource is the Training Mode itself. With patience and recording software, you can:
| Category | Startup Frames | Speed Tier | Examples | | :--- | :--- | :--- | :--- | | | 5 - 8 frames | Very Fast | Arya, Finn, Stripe | | Jab 2 | 8 - 12 frames | Medium | Batman, Wonder Woman | | Grounded Neutral | 10 - 15 frames | Medium-Slow | Projectiles | | Tilt / Side Attack | 9 - 14 frames | Medium | Shaggy Kick | | Smash/Charged Attack | 20+ frames | Slow | LeBron F-Smash | | Grab/Command Grab | 15 - 25 frames | Very Slow | Superman Side Special | | Aerial Neutral | 6 - 12 frames | Fast | Bugs Bunny Nair |
: Rely on projectiles that often have long recovery times, making them vulnerable if approached closely. The Three Phases of an Attack When your
Perks like "I Dodge You Dodge We Dodge" (increased dodge window) or "Fancy Footwork" (increased dodge distance) alter the risk/reward calculation of frame data. A move that is safe in a vacuum might be a death sentence against an opponent running speed-based perks.
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 differs from traditional fighting games in several ways—team-based 2v2 combat, unique perks, and a greater emphasis on mobility—but at its core, the same frame-data principles apply.