Multiversus Frame Data
The next morning, the gates opened. Wonder Woman stood across the stage. She was the master of Frame Perfect execution. The countdown hit zero.
If Jab 1 has 15 frames of hitstun and your follow-up attack starts up in 8 frames, you have a 7-frame buffer—plenty of time to connect before your opponent can act. Multiversus Frame Data
A combo is "true" if the hitstun frames of your first attack last longer than the startup frames of your second attack. If an attack inflicts 15 frames of hitstun, you can safely follow up with any move that has 14 or fewer frames of startup. 3. Space Your Unsafe Moves The next morning, the gates opened
If you know an opponent’s signature move has high recovery frames (like Superman’s signature sniper punch), you can intentionally position yourself just out of its range. The moment the move misses, you can use the opponent's recovery window to execute a high-damage combo starter without fear of being interrupted. 3. True Combos vs. Strings The countdown hit zero
If your dodge meter is depleted, your dodge loses its i-frames and incurs heavy recovery penalties, making you a sitting duck. Hit Cancel / Jump Cancel
Generally, any move that is -1 to -5 on block is considered "safe" because most characters do not have an attack fast enough to punish it before the attacker can dodge. Moves that are -6 or worse are increasingly "unsafe." How to Apply Frame Data in MultiVersus Gameplay
Active Frames: These are the frames where the move can actually deal damage and knockback. Attacks with many active frames are great for "meatying" opponents as they get up from a ledge.