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Steam News12 June 20262mo ago

Invincible VS Hotfix Patch Notes May 26 & June 1

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.

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

51 fixes10 additions45 changes30 removals
  • Gameplay
  • Balance
  • Performance
  • Store
  • UI and audio
  • Server
changedMajor changes include:Assists used in combos will now scale accordingly to how many times they’ve been used (Forward and Back Assist will scale independently)
changedMajor changes include:Improved motion inputs as well as a slight increase to the damage buffer
changedCORE SYSTEMSAssists used in combos will now scale according to how many times they’ve been used (Forward and Back Assist will scale independently)
fixedCORE SYSTEMSAlongside 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.
changedCORE SYSTEMSAssists now regenerate Boost meter and Red Health slower during the match
removedCORE SYSTEMSAssists no longer regenerate Red Health during Ultimate animations
Damage buff for Motion Input users5%8%Damage buff for Motion Input users increased, buff

Invincible VS changes

changedAssists used in combos will now scale accordingly to how many times they’ve been used (Forward and Back Assist will scale independently)
changedImproved motion inputs as well as a slight increase to the damage buffer
changedAssists used in combos will now scale according to how many times they’ve been used (Forward and Back Assist will scale independently)
fixedAlongside 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.
changedAssists now regenerate Boost meter and Red Health slower during the match

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 appear more 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

Steam News / 12 June 2026

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