Because MultiVersus is a live-service game, frame data can change with every patch. Relying on day-one spreadsheets is dangerous.
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Frame data for projectiles must account for travel time. A projectile might be slow to start up but once active, it controls space while the character is free to move. This allows for "set play," where a character (like Gizmo or Tom) throws a projectile and then follows it in, using the projectile's active frames to cover their own approach. This effectively gives them infinite frame advantage while the projectile is threatening the opponent. Multiversus Frame Data
When you press a button, your character executes an attack that unfolds over a timeline of these individual frames. "Frame data" is the mathematical breakdown of that timeline. It tells you exactly how long an attack takes to hit, how long it stays active, and how long you are stuck waiting for it to finish. The Three Pillars of an Attack
Mastering MultiVersus Frame Data: The Secret to High-Level Play Because MultiVersus is a live-service game, frame data
Here's a general outline of the frame data for MultiVersus:
While individual character data shifts with balance patches, characters generally fall into specific frame data archetypes based on their class: Class Archetype Common Startup Common Recovery Playstyle Application (e.g., Arya, Harley) Ultra-Fast (3–6f) Low to Medium Excellent frame data; wins up-close scrambles easily. Bruiser (e.g., Shaggy, LeBron) Balanced (6–10f) Frame data for projectiles must account for travel time
If you hit an opponent with a move and you recover 5 frames faster than they recover from the hitstun, you are +5 on hit. You can immediately act again before your opponent can.
Characters like Reindog rely on "disjointed" hitboxes where the active frames happen far away from their body, making them safe even if the frame data is technically "minus." Pro Tip: How to Use This in Training Don't just mash buttons! Head into
Many characters in MultiVersus (like Shaggy's sandwich throw or Bugs Bunny's safe) have moves tied to a cooldown resource.