Multiversus Frame Data Info

If you are looking for the best place to view this data, MVGC (mvgc.gg) is currently the gold standard.

The Bad: Originally, Multiversus had a fantastic "Hitbox/Hurtbox" visualization mode right in the training lab. This was a massive selling point. However, during the transition to the "Full Release" (Season 1 relaunch), the developers temporarily removed or broke many of these visual indicators.

The Ugly: Because the in-game display can be inconsistent or lack granular details (like specific advantage frames on block), players are forced to rely on external websites. The most prominent is MVGC (mvgc.gg) or the Google Spreadsheet maintained by the community.

The Verdict: While having the data available online is great, the fact that the game doesn't natively display complex frame data in the move list (like Street Fighter 6 does) is a missed opportunity. You have to Alt-Tab out of the game to truly study your main, which hurts the user experience.

Unlike Rivals of Aether or Smash Bros mods, MultiVersus does not have a built-in "Frame Meter" in training mode. However, the community has reverse-engineered the game. Multiversus Frame Data

In fighting games (and MultiVersus is a platform fighter at its core), time is measured in "frames." The game runs at 60 frames per second (FPS). Therefore, one frame equals 1/60th of a second.

Frame data is the statistical measurement of how long every action in the game takes. Every jab, kick, dodge, and aerial move has a specific set of numbers attached to it.

Multiversus has a large input buffer (2-3 frames). This means if you press a button slightly too early, the game saves it. This makes frame data feel faster than it is, but it also locks you into decisions. If you buffer an unsafe move on a shield, you cannot cancel out of it.


Most grounded normals (Jabs, Tilts) can be cancelled into a dodge. This artificially lowers their recovery. If you are looking for the best place

The Meta: At high levels, players rarely let moves fully finish. They "Bait the dodge" by attacking, canceling, and waiting for the opponent to panic.

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.

To understand MultiVersus at its core, one must first deconstruct the three phases of any attack. The start-up frames represent the delay between pressing a button and the hitbox becoming active; a move like Wonder Woman’s shield bash has low start-up, making it a reliable “get-off-me” tool, while Finn’s charged ground slam demands a risky commitment. The active frames are the brief window where an attack can actually deal damage—a period that varies wildly between a jab and a lingering projectile like Velma’s speech bubbles. Finally, recovery frames occur after the hitbox disappears, leaving the character vulnerable. In a game where dodges have limited charges and whiff punishment is brutally efficient, recovery frames are the silent killer. A single poorly timed Batman up-special can leave him suspended mid-air for nearly half a second, an eternity for a Steven Universe or LeBron James to land a fully charged smash attack. Mastery of MultiVersus begins not with learning combos, but with internalizing these three numbers for every move in one’s arsenal.

The practical implications of frame data become most apparent in two critical scenarios: neutral game and whiff punishment. In neutral—the state where neither player has a clear advantage—frame data dictates which character “owns” a given space. Consider the matchup between Harley Quinn and The Iron Giant. Harley’s forward air (fair) boasts a lightning-fast start-up of five frames, allowing her to interrupt slower pokes. The Iron Giant’s normals, while possessing massive range, often require ten to twelve frames to activate. Consequently, at close-to-mid range, Harley can reliably stuff the Giant’s offense before his hitbox even materializes. This is known as a “frame trap,” and it is why high-tier characters consistently share traits: low start-up on key normals and minimal recovery on whiff. Conversely, a character like Black Adam, whose lightning strikes have deceptive start-up but punishing recovery, requires a fundamentally different playstyle based entirely on manipulating these numerical gaps. Most grounded normals (Jabs, Tilts) can be cancelled

Furthermore, frame data directly shapes the game’s unique mechanical ecosystem, particularly the dodge meter and the “wave dash” equivalent (dodge-jumping). Because dodges are a finite resource with a recharge timer, understanding frame advantage is crucial. In traditional fighters, a move that is “plus on block” allows the attacker to act before the defender recovers. In MultiVersus, block is replaced by parry and dodge; thus, frame data dictates whether you can safely pressure an opponent’s dodge or force them to burn their meter. For example, if a move leaves you with a mere two-frame window before the opponent’s jab starts, you might force a dodge. If the opponent has no dodge charges left, that same two-frame advantage guarantees a hit. Top players do not guess—they calculate. They know that Jake’s stretchy punch has eleven frames of recovery on whiff, meaning a well-timed dodge into a neutral air will always punish it. This transforms high-level play into a rhythm game where the beat is measured in sixtieths of a second.

Finally, frame data explains the ever-shifting competitive tier lists and the impact of patches. When Player First Games adjusts a character, they rarely change the animation; instead, they tweak the numbers. A patch that increases Bugs Bunny’s safe recovery from eighteen to twenty-two frames might seem minor, but it turns a once-safe poke into a guaranteed punish for the entire cast. Similarly, the infamous “Taz tornado” nerf was fundamentally a frame data adjustment: the developers increased the start-up and added recovery frames, removing Taz’s ability to spin with impunity. The community’s perception of a character’s strength is often just a collective realization of hidden frame advantages. Arya Stark is considered high-tier not because of her dagger gimmick, but because her up-air has a four-frame start-up and her landing recovery is among the lowest in the game. Numbers do not lie, even when tier lists do.

In conclusion, to ignore frame data in MultiVersus is to fight blindfolded. While the game’s vibrant crossovers and chaotic 2v2 action invite casual fun, the competitive ladder is a cold, precise environment where every millisecond matters. The difference between a ringout and being rung out is often a single frame—a razor’s edge between starting a combo and eating one. As the meta evolves and new characters like The Joker or Samurai Jack enter the fray, the players who will dominate are not those with the fastest thumbs, but those who study the silent arithmetic of animation. In MultiVersus, knowledge is power, and power is measured in frames.