Multiversus Frame Data Review

| Term | What It Means | Example | |------|---------------|---------| | | Frames before hitbox appears | 6-frame jab = hits on frame 6 | | Active | Frames attack can hit | Multi-hit moves have longer active windows | | Recovery | Frames after whiff before you act | High recovery = easily punished | | On-Hit | Advantage after hitting enemy | +12 means you act 12 frames before opponent | | On-Block | Advantage when enemy blocks | -5 or worse = opponent can punish | | Jab | Grounded neutral attack | Universal 5-8f startup for most | | Dodge Cancel Window | Earliest frame you can dodge out of an attack | Critical for combos & safety |

Bugs' bat whistled through empty air. For twenty glorious frames, the trickster rabbit was frozen in recovery. Shaggy didn't hesitate. With a perfectly timed "Zoinks!" he unleashed a powered-up punch that sent Bugs spiraling into the blast zone. Multiversus Frame Data

Keep in mind that frame data can change with updates and balance patches, so it's essential to stay informed and adapt to the latest changes. | Term | What It Means | Example

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

He let the kick fly. 16 frames of startup. 4 frames of active hitbox.

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