'link': Multiversus Frame Data
: The cooldown period. During recovery, the attack animation is winding down, and the player is completely vulnerable and unable to block, jump, or input another attack. High recovery frames leave a character heavily exposed to being "whiff-punished". Frame Advantage: Plus vs. Minus on Hit and Block
Active frames represent the duration that the attack's hitbox is "live" and capable of striking an opponent. Multiversus Frame Data
: 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. : The cooldown period
| Term | Definition | |:---|:---| | | Frames before a hitbox appears | | Active frames | Frames where the move can hit | | Recovery / End lag | Frames after active frames before you can act | | Hitstun | Frames opponent cannot act after being hit | | Cancel window | Specific frames where you can interrupt into another action | | Whiff recovery | Recovery frames specifically after a miss | | Frame advantage | Difference in recovery time between you and your opponent | | Repeat-move lockout | Delay before you can use the same move again | | On‑hit branch window | Cancel window that activates when you land a hit | Frame Advantage: Plus vs