To discourage mindless button-mashing, MultiVersus implements a system called . Many attacks have shorter recovery periods if they successfully hit or are blocked. However, if the attack misses completely (whiffs), the game dynamically adds extra recovery frames, penalizing you heavily for poor spacing. 3. Attack Decay
If you block Shaggy’s Side Special (-20), you have to hit him. Use your fastest starter (e.g., 6f jab) for a guaranteed punish.
MultiVersus features a mechanic where missing an attack (whiffing) penalizes you with extra recovery frames compared to when you actually connect with an opponent or their shield. This means a move might be relatively safe if blocked, but highly punishable if completely missed. Dodge Meter and Dodge Windows Dodges in MultiVersus have invincibility frames (i-frames). Multiversus Frame Data
The "wind-up" before an attack can actually deal damage. During this phase, your character is vulnerable to being "stuffed" by a faster move.
MultiVersus features a robust on-hit cancel system that allows moves to flow into one another if executed within tight frame windows. The game’s many hitstun mechanics and cancel windows are measured in frames, making frame data essential for crafting optimal combos. MultiVersus features a mechanic where missing an attack
Note: Official frame data resources have become harder to maintain due to frequent patches and the game’s evolving development status.
Understanding frame data allows you to dictate the tempo of matches, safely execute devastating loops, and drastically reduce the damage you take. Whether you are looking to climb the ranked ladders or just dominate your friends in casual matches, learning how to read and apply frame data is your key to unlocking the true depth of MultiVersus . The Anatomy of an Attack: Understanding Frame Data Phases safely execute devastating loops
MultiVersus runs at a fixed speed, typically 60 frames per second (FPS). This means every second of gameplay is divided into 60 individual images or "frames." Every attack, dodge, and movement option is measured by how many of these frames it takes to complete. Frame data breaks down a move into three core components:
Note: Values are approximate based on community testing. Patches change frequently—always lab after updates.