It’s been just over a month since Season 1 of Invincible VS officially kicked off with the release of The Immortal and Universa, and the game is already receiving some more changes.
Quarter Up just released their mid-season update for Invincible VS today along with the patch notes detailing the system and character changes.
The developers want to open up combos more now, so they’ve adjusted how Boost Dash Cancels work now in the air.
With the update, characters can perform an additional special or boosted special after a Boost Dash Cancel without needing to touch the ground.
There were also more system and fighter changes made as well.
Allen, Bulletproof, Conquest, The Immortal, Lucan, Monster Girl, Omni-Man, Rex Splode, Robot, Titan, Thula and Universa have all received adjustments.
You can check out the full list of patch notes for the new update below or on the official Invincible VS website.
What’s up FGC! We hope you’ve been having a super-powered time with Invincible VS Season One so far. We’ve been keeping a close eye on the developing meta since Universa and The Immortal joined the roster and are back with a fresh gameplay patch right off the heels of an incredible Top 8 showing at VS Fighting XIV (congrats to Jads on bringing home the Conquest Gauntlet!)
Major changes include
• Combo Meter Increase
• Boost Dash Cancel (Air) Buff
• Air Conversion Buff
• Balance changes to a handful of Fighters
• Various Bug Fixes
Get all the details below!
Gameplay Systems
Overall, we wanted to give players more freedom in the combo system, so we’ve loosened up the combo meter to allow for more exploration. Combos will be longer and it will be easier to explore routes with a single character.
We also increased air reaction time so that it’s easier to connect with follow up hits against airborne opponents, and we are now allowing flying characters to perform multiple air specials if they utilize boosted dash cancels.
We also wanted to give more options to the player when recovering so there is no longer an automatic air recovery or air wall splat recovery, both need to be inputted by the player to trigger the recovery.
Lastly, Assist Breakers are very powerful and we wanted to increase their risk a little. Now once they are used, assists will not start health regen for 10 seconds. This will leave them with a lot of red health for longer.
— Dave Hall, Game Director
Combo Meter
• Combo Meter has been increased by 20% for all combos
• Lowered the Combo Meter buildup on various “crowd control” effects (Ground Bounce, Splat, etc)
Assists
• The Fighter used for an Assist Breaker now takes much longer before they begin to regenerate red health
Recovery Options
• Airborne opponents are now in hitstun 10 frames longer before Air Recovery is possible, which should allow more consistent air conversions
• Air Recovery options are now always manual and require a player input
These two changes should make converting a stray hit in the air into a combo more consistent
• Air Wall Splats now have two additional recovery options
• Forward Air recovery allows you to air tech with more height and forward momentum
• Air recovery from wall splat is now manual and you can willingly slide down the wall (especially useful against chain command grabs)
• Fixed a bug where inputting a dash could cause a faster ground recovery than expected on a few different moves
Boost Dash Cancels (Air)
• For characters who can Boost Dash Cancel in the air, performing a BDC will allow you an additional special and/or boosted special move without touching the ground.
Fighter Changes
Allen the Alien
• Fixed an issue where it was not possible to Counter Tag Allen’s Heavy Active Tag on the ground
Bulletproof
• Bulletproof Forward Special now damage scales more quickly
• Bulletproof Forward Special (Air) and its boosted variant can only be used once per combo in the air, to be consistent with all other characters on the roster (see Boost Dash Cancel (Air) change)
• Fixed an issue where one input of Forward Special (QCF) would give two strikes instead of one
• Reduced forward movement on second hit of Rekka to avoid accidental crossups
• Bulletproof’s Divekick [ Air Down Heavy ] now has less forward momentum on the ground after a whiff
Conquest
• Conquest’s Ultimate now provides more blockstun on block
The Immortal
• The Immortal’s Neutral Special now deals less damage
• The Immortal’s Neutral Special now damage scales faster when used consecutively in the same combo
• The Immortal’s Charged Medium now deals 20 less damage on the last hit and scales damage faster
• Fixed an issue where Immortal’s active assist would raise instead of lower the Combo Meter
Lucan
• Heavy Active Tag now correctly reduces Combo Meter
Monster Girl
• Air Charged Heavy now scales damage less
Omni-Man
• Air Charged Medium damage reduced
Rex Splode
• Rex’s Forward Assist no longer has a horizontal projectile, clarifying its intent as an anti-air option
• Rex’s Forward Assist now has a 75 frame recovery after usage, making him easier to punish
• Rex’s Forward Special & Down Special can no longer be cancelled into normals on block
• Rex’s Down Special now has 5 additional recovery frames on the ground
Robot
• Robot’s Divekick [ Air Down Heavy ] now has less forward momentum on the ground after a whiff
• Robot’s Back Assist now has 1 less missile
• Robot’s Jumping Boosted Down Special no longer has an early breakout
• Robot’s active assist now more consistently causes hitstun against all characters
Titan
• Fixed an issue where Forward Throw into Delayed Active Tag would not connect
Thula
• Fixed an exploit where Thula could use Heavy Active Tag to reduce CM twice.
Universa
• Universa’s Air Down Heavy now deals 20 damage per hit (down from 40)
Collection Update
As part of our ongoing Competitive Support Program, we’ve added new Titles and Badges to everyone’s collection (listed below) representing each of our partners. These will be unlocked and instantly available for use.
Head to EXTRAS > COLLECTION > CUSTOMIZATION to find and equip any of these NEW Badges or Titles:
• 4o4 Esports
• Arcade Shock
• CEO
• FGC Meetups
• First Attack
• Iron Grid
• Juicy Game Night
• Paragon
• Space City Beatdown
• UFA (Ultimate Fighting Arena)
• VS Fighting
Bug Fixes
Lobby
• Fixed an issue that would cause match performance to degrade the longer a lobby existed
Gameplay
• Fixed an issue that allowed a kara cancel out of a projectile, creating an active tag and super to come out at the same time
• Fixed an issue where some assists could continue their hitbox after an ultimate has been triggered
• Fixed an issue that could cause back assist to come out when trying to quickly use forward assist while moving backwards
• Fixed a few camera issues during matches with consistent rollback
Ranked Mode
• Fixed several issues with handling LP gains for players that disconnect due to sudden latency changes
• Fixed an issue with disconnects at the very end of a match not granting LP consistently
General
• Fixed an issue with Subtitles during introductions between Immortal and Cecil
• Fixed a repeating error message when playing offline

