The preparation frames before an attack can actually hit.
During recovery, you cannot move, block, dodge, or initiate another attack.
Moves with on block are generally safe. Example: Batman’s Up Air (0) → you can block or dodge before opponent can jab.
When an opponent misses an attack, you have a window equal to their recovery frames to land your own hit. The larger their recovery, the bigger your punish opportunity. Multiversus Frame Data
Unlike Smash Ultimate (Ultimate Frame Data) or Street Fighter (FAT Online), MultiVersus lacks a dedicated, fully-populated frame data website. Most information must be cobbled together from patch notes or manually labbed.
Fighting games run at a fixed number of frames per second, and in MultiVersus, the game logic is locked to (FPS). A single frame represents 1/60th of a second—roughly 16.67 milliseconds. Frame data is the raw information about how many frames a character's moves take to perform, measured in these tiny increments.
Mastering frame data bridges the gap between playing on instinct and playing with mathematical precision. By learning when it is "your turn" to attack and when you must respect your opponent's frame advantage, you will rapidly climb the MultiVersus ranked ladders. The preparation frames before an attack can actually hit
If a move is "+4 on block," it means your character recovers 4 frames faster than your opponent. You retain the initiative, and if you both press a fast button next, your attack will win.
When a move is , its frame data often changes drastically.
This is where casual players lose to veterans. Two numbers matter more than any other in Multiversus : and Advantage on Shield . Example: Batman’s Up Air (0) → you can
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When the meter is full, your dodges have maximum I-frames and low recovery.