A move is if its recovery is short enough that the opponent cannot hit you before you can dodge or block again. Conversely, a move with high recovery frames is "unsafe," leaving you wide open if the opponent blocks it. 2. Punishing Your Opponent

Typically have the lowest startup frames, allowing them to "out-poke" heavier characters. Bruisers (e.g., Shaggy, Superman):

| 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 |

Before we dive into Multiversus specifics, we need to understand the clock. Fighting games run at 60 frames per second (FPS). One frame is 1/60th of a second.

The window where the move's "hitbox" is out and can deal damage.

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Multiversus Frame Data

A move is if its recovery is short enough that the opponent cannot hit you before you can dodge or block again. Conversely, a move with high recovery frames is "unsafe," leaving you wide open if the opponent blocks it. 2. Punishing Your Opponent

Typically have the lowest startup frames, allowing them to "out-poke" heavier characters. Bruisers (e.g., Shaggy, Superman): Multiversus Frame Data

| 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 | A move is if its recovery is short

Before we dive into Multiversus specifics, we need to understand the clock. Fighting games run at 60 frames per second (FPS). One frame is 1/60th of a second. Punishing Your Opponent Typically have the lowest startup

The window where the move's "hitbox" is out and can deal damage.