Multiversus Frame Data !!exclusive!! Here
When you repeatedly use the same attack, it enters a state of "Attack Decay."
To end this piece, here is the secret that separates the Bronze Shaggys from the Diamond LeBrons:
Moves that are only slightly minus (e.g., -1 to -3). While you lose your turn to attack, the opponent cannot strike fast enough to punish you before you can dodge.
Unlike traditional traditional 2D fighters (like Street Fighter ), MultiVersus is a platform fighter with unique mobility and physics mechanics that heavily alter frame data dynamics. Attack Decoupling and Whiff Recovery Multiversus Frame Data
: Generally have average startup times but high active frames and "armor" frames that ignore incoming hits.
Moves with high recovery. If your opponent blocks this, they have enough time to hit you before you can act again.
Every attack in MultiVersus can be broken down into three distinct phases, forming the "timeline" of a move. When you repeatedly use the same attack, it
Tanks often lose the "frame war." If a Tank and an Assassin press a button at the same exact time, the Assassin will almost always hit first. However, Tanks use armor frames to absorb the hit and strike back with massive hitboxes. How to Use Frame Data to Win Matches
The duration during which the move’s hitbox is active and can deal damage.
Parry has and 10 active frames . This means parry is a reaction tool, not a prediction tool. If an attack has 15 frames of startup, you can parry it on reaction if you have 0 lag. Attack Decoupling and Whiff Recovery : Generally have
Find a move that is on hit (like a weak up-air).
Frame data for projectiles must account for travel time. A projectile might be slow to start up but once active, it controls space while the character is free to move. This allows for "set play," where a character (like Gizmo or Tom) throws a projectile and then follows it in, using the projectile's active frames to cover their own approach. This effectively gives them infinite frame advantage while the projectile is threatening the opponent.
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.
Forget tier lists based on damage. Let’s talk about the :