Multiversus Frame Data

"The patch notes," the Giant boomed, his voice a low-frequency rumble. "They’re coming. They’re tweaking the Whiff Punishment The arena went silent. In the world of MultiVersus

Note: Values are approximate based on community testing. Patches change frequently—always lab after updates. Multiversus Frame Data

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. "The patch notes," the Giant boomed, his voice

Frame data is the statistical measurement of how long every action in the game takes. Every jab, kick, dodge, and aerial move has a specific set of numbers attached to it. In the world of MultiVersus Note: Values are

Harley Quinn (6f jab, -4 on block dair) Opponent: Shaggy (20f side special, -20 on block)