Multiversus Frame Data Link -

In fighting games and platform fighters like MultiVersus , victory is decided in milliseconds. While casual players focus on flashy combos and special moves, competitive players look under the hood at the numbers that govern the game: .

The "cool-down" animation after the attack finishes but before you can move, block, dodge, or attack again. If you miss (whiff) an attack with high recovery frames, you are highly vulnerable to being punished. Understanding "On Block" and "On Hit" Advantage

This system encourages players to learn "True Combos"—sequences where the attacker remains at frame advantage throughout, leaving the victim with zero opportunity to escape. Data miners and competitive players spend hours labbing these sequences to ensure that specific attacks always lead into others. Multiversus Frame Data

Heavier characters require more damage to be knocked out (Ring Out). Most characters (~3 frames)

: The period after an attack where the character is stuck in an animation and cannot move or block. In MultiVersus In fighting games and platform fighters like MultiVersus

Let’s look at three hypothetical (but realistic based on patch 1.0+) scenarios to understand why frame data wins matches.

Since official resources are incomplete, being able to test frame data yourself is a valuable skill: If you miss (whiff) an attack with high

: After the global whiff recovery patch, characters like Finn had increased whiff recovery on Ground Side Attack 1 . If you see Finn whiff his jab, you know you have a larger-than-before window to dash in and punish with your fastest start-up move.

Set the training dummy to jump, then punish it with a high-startup, high-reward move.

Their moves are fast enough to contest space effectively, and their frame advantage on hit allows for reliable, high-damage bread-and-butter combos. Tanks (e.g., Iron Giant, Wonder Woman)