Multiversus Frame Data May 2026

In MultiVersus, "frame data" refers to the specific timing of animations for every character's move, usually measured at 60 frames per second. Understanding this data is the "piece" of knowledge players use to determine which moves are "safe" to use and which can be punished by an opponent.

Unlike games with built-in frame meters, MultiVersus data is often compiled by the community. You can find detailed character stats and community-sourced data through resources like the Character Stats & Data Reddit thread or various player-maintained MultiVersus Information Spreadsheets. Core Frame Data Components

Every move in the game is broken down into three main phases: Multiversus Frame Data

Startup: The preparation frames before an attack can actually hit.

Active: The window where the move's "hitbox" is out and can deal damage. In MultiVersus , "frame data" refers to the

Recovery: The "cool down" period after an attack where you are vulnerable and cannot act. Key Move Examples

Developers often adjust these frames in patch notes to balance characters: Fighting Games Essentials: Frame Data True Combos: For a combo to be "true,"

How Frame Data interacts with Dodge:

  • True Combos: For a combo to be "true," the next attack’s startup must be shorter than the opponent’s hitstun plus their ability to dodge. Because dodge is frame 1, your next attack must hit before they recover. If you have a 5-frame gap in your combo, a skilled opponent will dodge out.
  • Whiff Punishing: If you whiff a move with 20 frames of recovery, the opponent can dash in and hit you. But if they dodge into you, they use meter. Optimal play is to walk into range and jab (saving meter).

3. Recovery & Whiff Lag (The Punish Window)

This is the most important stat for a beginner to learn. Whiff Lag is how long you stand still if you miss.

  • Low Whiff Lag (8-15 frames): Safe jabs. You can miss and still dodge.
  • High Whiff Lag (25-40+ frames): Smash attacks. If you miss a fully charged down-smash with Iron Giant, your opponent has time to run from the blast zone, drink a soda, and then punish you.

Part 1: What is Frame Data? (The Basics)

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.

When you press the "Jab" button with Wonder Woman, the game does not simply deal damage instantly. It performs a sequence of actions that last a specific number of frames. Frame data is the numerical breakdown of that sequence.

There are three "phases" to every move:

  1. Startup: The frames between pressing the button and the hitbox appearing. If a move has 10 frames of startup, it takes 0.16 seconds to hit.
  2. Active: The frames where the hitbox is live. If an enemy touches this hitbox, they get hit.
  3. Recovery (Whiff): The frames after the hitbox disappears where you cannot act. You are vulnerable.