Multiversus Frame Data Jun 2026
The "wind-up" animation before the attack can actually hit. During these frames, your character is moving, but no hitbox is active. Lower startup numbers mean faster moves.
Before we dive into Multiversus specifics, we need to understand the clock. Fighting games run at 60 frames per second (FPS). One frame is 1/60th of a second. Multiversus Frame Data
Whiffing (missing) a move with high recovery frames leaves you completely vulnerable to a counter-attack. Frame Advantage: Plus vs. Minus on Block/Hit The "wind-up" animation before the attack can actually hit
When you hit an opponent, they are locked in a "hitstun" animation. The difference between the hitstun duration and your move's recovery frames dictates whether a combo is "true." A means the opponent has 0 frames of freedom to dodge or jump out. If there is even a 1-frame gap, an opponent with a fast dodge can escape. Archetypal Frame Data Breakdown Before we dive into Multiversus specifics, we need
When an attack connects with an opponent, it triggers a brief period of freeze or hitstun. Frame advantage determines who can act first once that interaction concludes. This concept is typically divided into two categories: 1. Frame Advantage on Hit
Active frames are the golden window where the attack’s hitboxes are live. If an opponent touches your character's weapon or fist during these frames, they take damage and knockback.