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Multiversus Frame Data May 2026
Multiversus is a live-service game. Frame data changes every patch.
You cannot rely on a guide written six months ago. You need current resources:
Since PFG (Player First Games) doesn’t provide official numbers, the best sources are: Multiversus Frame Data
⚠️ Warning: Frame data changes every major patch. An “-8” move may become “-12” overnight. Always check patch notes.
| Term | What It Means | Example | |------|---------------|---------| | Startup | 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 | Multiversus is a live-service game
Understanding the frame data in Multiversus reveals the game’s unique design philosophy.
Unlike Smash Bros., Multiversus does not have a traditional spot dodge with invincibility frames (IFrames) that degrade. Instead, it uses a Dodge Meter. You cannot rely on a guide written six months ago
A standard dodge in Multiversus has invincibility starting on Frame 1. This is massive. It means that no move in the game is truly "unblockable" if the player has dodge meter.
Most grounded normals (Jabs, Tilts) can be cancelled into a dodge. This artificially lowers their recovery.
The Meta: At high levels, players rarely let moves fully finish. They "Bait the dodge" by attacking, canceling, and waiting for the opponent to panic.