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Multiversus Frame Data

Frame Data - Multiversus

In the neon-drenched digital sprawl of the Serververse, life wasn't measured in years or days, but in

. For a fighter like Shaggy, the world moved at a crisp 60 frames per second—a rhythmic heartbeat that dictated who ate a sandwich and who ate a fist.

Shaggy sat on the edge of a floating platform in the Trophy's Edge, staring at his glowing hands. He was a "top tier" legend, but he felt the heavy weight of the

. Whenever he wound up for his signature side-special kick, there was a agonizing 16-frame window where he was just... floating. A sitting duck. He called it the "Pre-Flight Prayer." "You're thinking about the numbers again, aren't you?" Arya Stark

drifted over, her needle-thin sword humming. She was the queen of Active Frames

. When she swung, her hitbox lingered like a bad memory, catching anyone who dared to breathe. "Like, totally,"

sighed, adjusted his green shirt. "I feel slow, Arya. I tried to challenge Batman’s Batarang today. I thought I had the

is so low he was already throwing a second one before I could even finish my 'Zoinks!'"

Arya leaned against a digital pillar. "Batman is carried by his Frame Advantage

. He hits your shield, and even though you blocked it, he recovers faster than you can react. It’s not a fight, . It’s math." Multiversus Frame Data

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

, a walking tank that didn't care about frame data because he could simply soak up the hits. But even he looked worried.

"The patch notes," the Giant boomed, his voice a low-frequency rumble. "They’re coming. They’re tweaking the Whiff Punishment The arena went silent. In the world of MultiVersus

, "Whiff Punishment" was the ultimate ghost story. It meant that if you swung and missed, your Ending Lag

would be extended. You’d be stuck in a frozen animation, a statue of your own failure, waiting for the opponent to delete your stocks. "We have to practice the Frame Trap

," Arya said, her eyes narrowing. "Shaggy, if you jab twice and pause for exactly three frames, you'll bait Bugs Bunny into thinking it's his turn. When he tries to swing, your third hit will come out before his Startup finishes. It’s a guaranteed Counter-Hit

stood up, his knees shaking. "Three frames? Arya, that’s less than a blink of an eye!"

"In here," she said, pointing to the shimmering code beneath their feet, "three frames is an eternity."

They spent the "night"—a cycle of 216,000 frames—training. Shaggy learned to respect the In the neon-drenched digital sprawl of the Serververse,

, the precious seconds where his opponent was rattled and unable to move. He learned the art of the True Combo

, where the frame data was so tight that once the first hit landed, the rest were destiny.

The next morning, the gates opened. Wonder Woman stood across the stage. She was the master of Frame Perfect execution. The countdown hit zero.

Shaggy didn't rush in. He waited. He watched her shoulders. He saw the first frame of her shield bash—the Startup. He didn't block; he backdashed, letting the hit "whiff." For a split second, Wonder Woman was stuck. Her Recovery Frames were ticking down like a death clock. "Like, sorry man," Shaggy whispered.

He let the kick fly. 16 frames of startup. 4 frames of active hitbox.

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

As of late 2025, MultiVersus does not have an official, in-game frame data viewer. The community primarily relies on manual frame-by-frame analysis and data mining.

Manual Testing: Players often record gameplay in Training Mode at 60 FPS and use video editing software to count frames between an input and its first active hitbox.

Community Projects: Dedicated groups are working on compiling startup, active, and recovery data for every character to compare the current build with previous versions (e.g., "MultiVersus Infinite"). Pick your main

Data Mining Barriers: Recent updates (v1.05 and later) reportedly removed or encrypted certain files that previously allowed PC players to view hitboxes and frame data directly, making community-sourced data harder to verify. 2. Core Concepts in MultiVersus

Understanding the game’s "speed" requires breaking down three key animation phases:

Startup Frames: The time between pressing a button and the attack becoming active. Moves like Finn’s High Five are noted for high startup, making them easily punishable if not timed correctly.

Active Frames: The duration during which a move can actually hit an opponent. Large hitboxes combined with many active frames can make certain characters feel "braindead" or difficult to trade with.

Recovery Frames: The "end lag" where a character cannot perform another action. High-level play focuses on punishing opponents who miss moves and are stuck in recovery. 3. The "Beta vs. Relaunch" Speed Debate

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

Step 1: Identify Your "Unsafe" Habit

Go into The Lab (Training Mode). Turn on "Show Stun" and "Show Lag" (visual cues).

  • Pick your main.
  • Use a heavy Smash attack on the AI’s shield.
  • Watch the red lag bar. That red bar is a "Punish Me" sign.
  • Drill: Attack the shield, then immediately hold "Dodge" away. If you get hit, the move is unsafe. Stop using it raw.

Case 3: Superman’s Grab (Side Special)

  • Startup: 16 frames
  • Active: 2 frames (Grab box)
  • Recovery (Whiff): 40 frames (Massive)
  • On Shield: N/A (Grab beats shield)

The Takeaway: Grabs ignore shields. However, 16 frames of startup is slow. You cannot react to a jab with a grab; you must predict a block. Furthermore, if you miss this grab, you are standing still for almost a full second (40 frames). Any character with a projectile (Tom & Jerry, Rick) will fill you with holes. High risk, high reward.


Part 4: The Dodge Mechanic – The Frame 1 Get-Out-Of-Jail Card

Unlike Smash Bros., Multiversus does not have a traditional spot dodge with invincibility frames (IFrames) that degrade. Instead, it uses a Dodge Meter.

A standard dodge in Multiversus has invincibility starting on Frame 1. This is massive. It means that no move in the game is truly "unblockable" if the player has dodge meter.

3. Safe Pokes

Moves with -4 or better on block are generally safe.
Example: Batman’s Up Air (0) → you can block or dodge before opponent can jab.

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