Multiversus Frame Data

A move is "safe" if you have time to dodge or jump away before your opponent hits you during your recovery frames. For example, if a move has 15 frames of recovery, and the opponent has a move that starts up in 10 frames, you will get hit unless you cancel the recovery.

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

MultiVersus categorizes its roster into explicit fighter classes. These classes feature radically altered structural frame data to match their intended playstyles: Character Class Average Startup Average Recovery Frame Playstyle Strategy (e.g., Arya, Finn) Extremely Low (Fast)

A sequence of attacks where the hitstun of the first move is longer than the startup of the second move. The defender has 0 frames to react; they cannot jump, dodge, or counter. Multiversus Frame Data

The brief delay before leaving the ground; essential for timing aerials. Archetype Frame Profiles

often utilizes moves with low recovery to maintain constant pressure, forcing opponents to remain defensive. Conversely, knowing a move is "minus" allows a defender to confidently counter-attack, knowing their opponent is still locked in a recovery animation. Impact on Character Tier Lists

If you want to dive deeper into a specific matchup, let me know and which opponent gives you the most trouble . I can break down the exact startup speeds and safety gaps for that specific matchup! Share public link A move is "safe" if you have time

A is created when you leave a small gap in your pressure that's too short for the opponent to attack through but long enough to catch their panic option.

As one Steam community discussion put it: "Extreme range, early kill power, and/or great frame data seems to be the name of the game. If you have a move that's really safe due to the range, and really safe due to the lack of endlag, you're probably going to be able to spam the heck out of it and float up the list."

on block, the attacker can move 4 frames before the defender can. This allows the attacker to maintain offensive pressure, as their next attack will come out faster than the defender's fastest option. If an attack is -6negative 6 They "Bait the dodge" by attacking, canceling, and

Despite community efforts, MultiVersus frame data remains less complete than traditional fighting games. Here's what's still missing:

Moves with long active windows are excellent for "meatys" (attacking an opponent right as they get up from the ground) or for catching opponents who are trying to dodge. 3. Recovery Frames

Understanding MultiVersus frame data is the dividing line between a casual player and a tournament competitor. Whether you are playing in 2026's competitive landscape or just trying to climb Ranked, knowing which moves are safe, which are fast, and which can be punished is essential. What is Frame Data in MultiVersus?

High startup and high recovery frames, but heavily compensated with Armor .