The next time you get hit by a Shaggy kick, don't get angry. Open the wiki. Look at the recovery frames. Realize that you missed your 12-frame punish window. Then, go back to the lab and practice.
To understand MultiVersus at its core, one must first deconstruct the three phases of any attack. The frames represent the delay between pressing a button and the hitbox becoming active; a move like Wonder Woman’s shield bash has low start-up, making it a reliable “get-off-me” tool, while Finn’s charged ground slam demands a risky commitment. The active frames are the brief window where an attack can actually deal damage—a period that varies wildly between a jab and a lingering projectile like Velma’s speech bubbles. Finally, recovery frames occur after the hitbox disappears, leaving the character vulnerable. In a game where dodges have limited charges and whiff punishment is brutally efficient, recovery frames are the silent killer. A single poorly timed Batman up-special can leave him suspended mid-air for nearly half a second, an eternity for a Steven Universe or LeBron James to land a fully charged smash attack. Mastery of MultiVersus begins not with learning combos, but with internalizing these three numbers for every move in one’s arsenal. Multiversus Frame Data
drifted over, her needle-thin sword humming. She was the queen of Active Frames The next time you get hit by a Shaggy kick, don't get angry
: Players often record gameplay in Training Mode at 60 FPS and use video editing software to count frames between an input and its first active hitbox. Realize that you missed your 12-frame punish window
This is a "frame trap" machine. Because she recovers 15 frames before the enemy recovers from the hitstun, she can jump and Up-Air (7 frame startup) for a true kill confirm. If you are playing against Arya, you must respect her Up-Tilt range. If she gets underneath you at 80%, you are dead.