Multiversus Frame Data
To understand frame data, one must first understand the "frame." In fighting games, time does not flow continuously but in discrete increments. MultiVersus runs at 60 frames per second (FPS), meaning every second of gameplay is composed of 60 still images displayed in rapid succession.
Is there a website where I can get hitboxes, frame data, and other stuff like this for Multiversus? : r/MultiVersus 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. To understand frame data, one must first understand
For those who may not know, MultiVersus is a free-to-play fighting game developed by Player First Games, featuring characters from various Warner Bros. franchises, such as Looney Tunes, DC Comics, and more. : r/MultiVersus The "wind-up" before an attack can
Frame data, on the other hand, refers to the detailed information about the timing and properties of a character's moves in a fighting game. This data is essential for players to understand the mechanics of the game, optimize their playstyle, and gain a competitive edge.
In fighting games like MultiVersus, "frames" are the smallest unit of time, with the game running at (1 frame = 1/60th of a second). Frame data breaks every move into three distinct phases:
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.