You cannot parry on reaction if the move has fewer than 12 frames of startup. You have to predict.
MultiVersus runs at , meaning one frame represents exactly 1/60th of a second. Frame data measures three distinct phases of an attack's animation:
Here is the interesting lie the game tells you: Speed wins. It doesn't. wins.
While some spreadsheets are older, they often provide links to the most up-to-date community-driven data.
Unlike Smash Bros. , Multiversus does not have a traditional spot dodge with invincibility frames (IFrames) that degrade. Instead, it uses a . Multiversus Frame Data
These values, compiled by the community, often differentiate the top-tier "fast" characters from the heavier "slow" tanks. Jump Velocity Arya Stark Wonder Woman Bugs Bunny Iron Giant
This tells you who can move first after an attack connects.
: The time between pressing a button and the attack becoming active. Moves like Finn’s High Five are noted for high startup, making them easily punishable if not timed correctly.
| Action | Startup | Active | Total | |--------|---------|--------|-------| | Dodge (air/ground) | 1f (invuln) | 14f invuln | 25f total | | Parry | 4f (invuln) | 6f parry window | 30f recovery | | Dodge cancel after hit | 0f | – | – | | Parry cancel on success | 0f (immediate action) | – | – | You cannot parry on reaction if the move
So next time you play, don't watch the health bars. Watch the animations. Count the hiccups. The moment you see a Superman whiff his laser eyes (recovery: eternity ), you don't just punish. You a Smash attack. You have 35 frames. That's an eternity in Multiversus time.
Unlike games with built-in frame meters, MultiVersus data is often compiled by the community. You can find detailed character stats and community-sourced data through resources like the Character Stats & Data Reddit thread or various player-maintained MultiVersus Information Spreadsheets . Core Frame Data Components
Knowing which moves have low startup frames allows you to string attacks together faster.
A standard dodge in Multiversus has . This is massive. It means that no move in the game is truly "unblockable" if the player has dodge meter. Frame data measures three distinct phases of an
To read and analyze Multiversus frame data, you'll need to familiarize yourself with the game's data presentation. Typically, frame data is displayed in a table or chart, listing each move's startup, active, and recovery frames. Here's a simplified example:
Let's look at specific examples to understand how this plays out in a real match between two players.
Different character archetypes in MultiVersus have varying frame properties that define their playstyle: Leader Examples (Approximate Units) Why It Matters Batman , Taz (2300) Faster movement helps close gaps or escape bad situations. Max Jump Height Superman (1100), Shaggy (925)