In this update10
Full notes
Full Invincible VS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Store
- UI and audio
- Server
Invincible VS changes
Thank you to everyone playing Invincible VS! The team has been reading all your bug reports and feedback. Below are details on our last two hotfixes.
May 26th
Major changes include:
Magic chain and light attacks are now true block strings
Assists used in combos will now scale accordingly to how many times they’ve been used (Forward and Back Assist will scale independently)
Sudden Death rework
Improved motion inputs as well as a slight increase to the damage buffer
Take a look, hop into a few games, and tell us what you think.
CORE SYSTEMS
Assists
Assists used in combos will now scale according to how many times they’ve been used (Forward and Back Assist will scale independently)
Forward Assist will scale in 3 second intervals up to 12 seconds (3 -> 6 -> 9 -> 12)
Back Assist will scale in 2 second intervals up to 12 seconds (6 -> 8 -> 10 -> 12)
Alongside this, we fixed a bug where Back Assists would sometimes receive a 3 second cooldown rather than the intended 6 seconds during aerial combos. This bug saw significant usage in online tournaments via Invincible’s Back Assist.
Assists now regenerate Boost meter and Red Health slower during the match
Assists no longer regenerate Red Health during Ultimate animations
Block Strings
Magic Chain is now a true block string (5L -> 5M -> 5H)
Crouching mediums are not always true block strings (both into and out of during a combo)
Projectile normals still do not create true block strings at longer ranges (Cecil players beware!)
All light attacks are true block strings (5L -> 2L -> 5L)
The defender now gains Boost Meter slightly faster while in Block Stun
Sudden Death
Fighters not in the point position at the start of Sudden Death, now remain alive during Sudden Death (until killed)
Fighters cannot regenerate red health by any means
Point fighters always have increased boost regeneration
Removed Round Resets/Punch-Ins during Sudden Death
Point fighters will slowly lose health when not in an active combo or block string (same as before)
Motion Controls
Damage buff for Motion Input users increased from 5% -> 8%
Loosened DP inputs (→ ↓ ↘) to make them more reliable
Atom Eve can cancel her hover by doing the same motion input again
Conquest’s DP (→ ↓ ↘) should now be more consistent, especially the follow-up hit
Reliability of forward walk into QCF (↓ ↘ →) should be improved
FIGHTER CHANGES
All Characters
Adjusted Active Tag windows on several Supers across the roster for consistency
Allen the Alien
Neutral Special no longer corrects direction between follow-up strikes
Atom Eve
Reduced Dash Distance (back dash ground, forward dash ground, forward dash air)
Back Assist now starts further forward and has a slightly longer recovery
Super1 now has more damage, higher hitstun, and wider spread of projectiles
Super2 now has slower startup on super armor, more recovery on block, and less pushback on final hit
Battle Beast
You can now active tag out of Super2
Cecil
Dash distance reduced (all)
Back Assist now has slightly longer recovery
Super2 now deals the same amount of damage whether used grounded or in air
Conquest
Down Special now has more recovery between attacks, should be more punishable
Dupli-Kate
Adjusted jumping Neutral Special to more consistently connect with smaller characters
Forward Special follow-up no longer auto-corrects facing direction (Boosted and Normal)
Ella Mental
Super2 now deals the same amount of damage whether used grounded or while in the air
Invincible
Neutral Special now has less pushback on block and slower recovery, it should be more punishable
Forward Special now moves less distance forward and causes less pushback on block
Down Heavy now has less pushback on block
Active Assist out of Super2 should now reliably connect
Boosted Forward Special can no longer be active tagged until the end of it (this was an unintended punish on assist breaker)
Monster Girl
Monster Girl will now retain velocity on her forward dash during normal attacks
Back Assist is now further forward, starts higher, and has a longer active hitbox (you shouldn’t be able crouch under it anymore on small fighters)
Powerplex
Back Assist now starts further forward and has slightly longer recovery
Forward Assist no longer causes flip, allowing defender to recover faster
Super 1 and Super 2 startup increased to match other characters
Super1 gravity reduced during fall to prevent early recovery
Rex
Forward Special projectile angle changed to be aimed further down
Forward Assist now starts further forward and has slightly longer recovery
Robot
Increased Damage to Forward Special (Boosted and Normal)
Jumping Down Medium has an increased projectile speed but shorter active hitbox
Combo Meter gains slightly for repeated hits, and increased recovery
Charged Medium tuned for easier input and follow through
Air Down Heavy can no longer cancel into special or super on block
Air Down Heavy has slightly less block stun and can be punished a little easier
Air Down Heavy can no longer cancel into special or super on block
Air Down Heavy has slightly less block stun and can be punished a little easier
QUALITY OF LIFE
Save Data
We've had reports of save data loss, particularly on PS5, and have put in several safeguards to try and address this issue. However, we are still investigating and appreciate your detailed reports as we continue to look for the root cause of this issue.
Creator Mode
Rex’s Ultimate will now be slightly less offensive with Creator Mode enabled
Replays
Stepping backwards through replays should now be smoother
Watching a Replay will no longer change your control scheme to that of the Replay’s Match Host
Settings
Minimum input delay is now 1 frame, previously 0.
VFX
Improved the braid physics in Fighter Select screen for Battle Beast’s Invincible Universe skin
General
Updated the Move Lists for Eve, Ella, and Thula for clarity
Addressed several crashes
MODES
Tutorial
Added a button legend to tutorials that shows button mappings for each glyph (L, M, H)
Ranked
You will now return to match queue immediately after an opponent disconnects from a match
If you were queued from Practice Mode, you will also be returned there with the same character selections
The total “Wins” stat will now increase when opponents disconnect from a match in Casual or Ranked
Leaderboards will now more rapidly update your LP
More changes to make the frontend show LP values from disconnects
appearmore quickly (Will continue to iterate on this)
Lobby
Steam-level friends now correctly appear in the Social Hub
Host migration should now be handled faster and more reliably, particularly for console players
ARENA UPDATES
Improved lighting and shadows on the following arenas: Hometown Invasion (Day), Hometown Invasion (Night), Himalayas, Himalayas (Blizzard), Training Room, Nuclear Missile Silo
[PC Only] pressing Numpad 0 during a fight on Hometown Invasion (Day) no longer shifts you into the Shadowverse
BUG FIXES
All Characters
Fixed several combo paths that would prevent a charged attack input (Atom Eve, Battle Beast, Allen, Conquest, Monster Girl, Omni-man, Ella Mental, Powerplex)
Fixed pushback on block for multiple DPs against cornered opponents
Anissa
Fixed a bug where Super1 would double cross-up the opponent during their wakeup
Allen the Alien
Fixed a rare bug with his Boosted Neutral Special that could cause a desync
Battle Beast
Fixed a bug with jumping Back Assist so that Battle Beast aligns properly with the opponent
Bulletproof
Fixed a rare bug that would cause Bulletproof’s Jumping Neutral Special to whiff the third hit on 2 specific combos
Super1 should no longer warp the opposing Point Character in when hitting an Assist
Fixed an issue where you could Boost Dash Cancel without meter cost out of Jump Down Special
Conquest
Fixed an issue where Jumping Neutral Heavy could not be Boosted Dash Canceled
Fixed an issue where a combo blowout during Conquest’s Jumping Charged Down Medium would launch both players across the entire arena
Dupli-Kate
Fixed an issue where Charged Down Medium could cause a misalignment for clones and assists
Ella Mental
Fixed an issue where Ella Mental’s Neutral Special follow-up attack would not connect with very close opponents
Fixed an issue where Ella Mental’s Boosted Down Special into Launcher could cause her to cross herself up
Invincible
Fixed several bugs with Invincible’s Super2 and how it interacted with assists
Fixed a bug where Super1 would not always overkill
Monster Girl
3rd hit of Forward Special can now be pushblocked by opponent properly
Omni-Man
Omni-mans jumping Charged Medium now scales correctly (the 1st hit was not handling damage scaling properly)
Powerplex
Fixed a bug where Powerplex could not chain 2 light attacks outside of auto-combos (by delaying input by 1 frame)
Robot
Ultimate will now overkill even if your opponent has Creator Mode Enabled
Titan
Fixed an issue where Titan’s Super1 would whiff 1 hit on cornered opponents
Core Systems + Modes + Arenas
Fixed a bug where the Match Client would sometimes see the wrong control scheme of the opponent in-game
Fixed an issue where lingering VFX would cover Super animations
Fixed a very rare issue where an Assist Breaker wouldn't come out (Thanks, WhatDanielDo)
Fixed several character down-specials with corner pushblock pushing you too high
Fixed an issue where with a specific timing with Active Tag (Heavy) you could cancel even if the opponent successfully Counter Tagged.
Fixed an issue where trying to call an assist directly after blocking an Ultimate would fail
Fixed a Motion Input bug related to L+M giving a light attack instead of a Dash
Fixed a Ranked Mode bug where the “You Won!” notification could remain on your screen sometimes
Fixed a Lobby bug where a Spectator would see their latency to the Match Host instead of the latency between the two players who were in the match
Fixed a crash that could occur in lobbies with many players leaving / joining a lobby (noticed mostly in online tournaments)
Fixed a bug where reflections would not appear on Training Room when being arena shifted into it
Fixed a bug where the Moon would be brighter when taken there via Arena Shift
KNOWN ISSUES
Online Winstreak in the Player Profile is not accurate. This is purely a cosmetic issue.
Sometimes disconnecting from a Ranked Match will cause the winner to gain double LP, while the disconnected player will lose double LP
We are still working on ensuring LP is displayed properly in the frontend after match disconnects. As mentioned before, the backend is saving all results correctly.
Dash Macro: Lucan will cancel his dash with an attack when using a 2-button macro to Dash (such as with default Motion Controls)
During Sudden Death, if your point character dies while you have an assist on cooldown, the point character frame will have a ‘cooldown’ when swapped even if they are dead and cannot be called for assist
On first boot the game will revert to “Single Player” after a moment during the main menu flow
If the game is booted without an internet connection it may need to be rebooted to gain network functionality once your connection is restored
June 1st
NOTE: This will be the last patch before Evo, so hit the lab and prep your tech for the big event!
General
Throws (forward & back) will now make the attacker invulnerable
Push block is now more reliable and should help combat unblockable setups
Active Assists
Grounded Active Assists (Forward Assist during combo) have been adjusted to visually appear more like overhead attacks where appropriate
Grounded Active Assists received a consistency pass on height to hit smaller crouched characters
Grounded Active Assists now have a more consistent distance so that they will not fullscreen overhead in cases of large pushback on block (except Battle Beast whose bloodlust could not be contained)
Motion Controls
An overall priority pass has been done on special moves when using motion controls so they’re prioritized over macro buttons (dash, taunt, throw, etc)
The DP > Medium input should now be more consistent (This was a bug with the input buffer on motion 2)
The second forward input when doing a Manual Dash should now correctly chain into a DP input. (Previously, three forward inputs were required to Manual Dash + DP; Thanks: Chewie89)
Note that DP motions are prioritized over QCF after a Dash, as with other fighting games performing a full half circle can override this priority
Made adjustments so back throws (Light + Special) are more consistent
Active Tags
You should no longer be able to circumvent the Active Tag interaction with Jumping Down Heavy -> Active Tag (Heavy)
Character Changes
NOTE: Any bug that we state “no longer applies multiple instances of damage scaling” means a combo with this move will now result in more damage than it did before the patch.
Allen the Alien
Air Boosted Special no longer applies multiple instances of damage scaling
Neutral Special no longer applies multiple instances of damage scaling
Atom Eve
Super 1 Damage scaling has been fixed in combos (less damage)
Bulletproof
Boosted Neutral Special no longer applies multiple instances of damage scaling
Boosted Forward Special no longer applies multiple instances of damage scaling
Battle Beast
Jumping Down Special no longer applies multiple instances of damage scaling
Cecil
Boosted Down Special (Grounded) no longer applies multiple instances of damage scaling
Conquest
Jumping Charged Down Medium no longer applies multiple instances of damage scaling
Neutral Special (Grounded & Air, Boosted & Normal) no longer applies multiple instances of damage scaling.
Dupli-Kate
Boosted Down Specialno longer applies multiple instances of damage scaling
Boosted Neutral Special (Air) no longer applies multiple instances of damage scaling
Jumping Charged Down Medium no longer applies multiple instances of damage scaling
Ella Mental
Jumping Neutral Special (and Boosted) follow-up no longer applies multiple instances of damage scaling
Invincible
Invincible’s Super 2 is now an 'ender' and cannot be Active Tagged (similar to Lucan Super 2)
Invincible’s Back Assist will now perform his Down Special instead of Boosted Down Special, meaning it will no longer down hit and ground bounce
Invincible’s Super 2 can no longer be looped into itself (we’re ending this!)
Monster Girl
Charged Jumping Down Medium no longer applies multiple instances of damage scaling
Omni-man
Neutral Special and its Boosted version should now have a startup of 20 frames (previously 18 and 17 respectively)
Powerplex
Jumping Neutral Special (and boosted) Just Frames no longer apply multiple instances of damage scaling
Robot
Jumping Forward Special and follow-up no longer applies multiple instances of damage scaling
Jumping Down Medium no longer applies multiple instances of damage scaling
Robot can once again Boosted Dash Cancel his Divekick on block
Thula
Corrected all of her Specials to no longer apply multiple instances of damage scaling. This should help her combos a lot.
Titan
Boosted Jumping Neutral Special should apply one less hit of scaling.
Jumping Down Charged Medium no longer applies multiple instances of damage scaling
Boosted Down Special no longer applies multiple instances of damage scaling
Bug Fixes
Fixed several bugs with multi-hit projectile attacks applying damage scaling too quickly
Fixed a crash regarding Arcade mode
Fixed an issue that prevented SteamOS devices from launching the game
Source
Changelog.gg summarizes and formats this update. How we read updates.
