


{"id":122609,"date":"2026-05-26T13:06:51","date_gmt":"2026-05-26T20:06:51","guid":{"rendered":"https:\/\/invinciblevs.com\/?p=122609"},"modified":"2026-05-26T14:27:33","modified_gmt":"2026-05-26T21:27:33","slug":"gameplay-patch-notes-05-26-2026","status":"publish","type":"post","link":"https:\/\/invinciblevs.com\/es\/game-updates\/gameplay-patch-notes-05-26-2026","title":{"rendered":"Invincible VS Gameplay Patch Notes 05.26.2026"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Fresh off our <a href=\"https:\/\/youtu.be\/v9Q50nToKyw?si=5sfhG318kd0RQT6Y\" target=\"_blank\" rel=\"noreferrer noopener\">showdown at Combo Breaker<\/a>, our first major gameplay patch update has landed. Thanks to all your feedback and bug reports since launch that has helped us get to the next stage of Invincible VS\u2014just in time for Evo 2026!&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Major changes include:&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Magic chain and light attacks are now <strong>true block strings<\/strong>&nbsp;<\/li>\n\n\n\n<li><strong>Assists <\/strong>used in combos will now scale accordingly to how many times they\u2019ve been used (Forward and Back Assist will scale independently)&nbsp;<\/li>\n\n\n\n<li><strong>Sudden Death<\/strong> rework&nbsp;<\/li>\n\n\n\n<li>Improved <strong>motion inputs<\/strong> as well as a slight increase to the damage buffer&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Take a look below, hop into a few games, and tell us what you think.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"473\" src=\"https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-1024x473.png\" alt=\"\" class=\"wp-image-122613\" srcset=\"https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-1024x473.png 1024w, https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-300x139.png 300w, https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-768x355.png 768w, https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-1536x710.png 1536w, https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26-18x8.png 18w, https:\/\/invinciblevs.com\/wp-content\/uploads\/2026\/05\/InvVS_PatchNotes_May26.png 1920w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">CORE SYSTEMS UPDATES<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>General<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Successful Counter Tags now put the attacker\u2019s assist characters on a 5-second cooldown\u00a0<\/li>\n\n\n\n<li>Happy Birthdays are quite a bit Happier; they now damage scale correctly and assists take 100% damage on every hit.\u00a0<\/li>\n\n\n\n<li>Damage scaling has been adjusted to make repeated light and medium attacks in a combo get individually scaled more\u00a0<\/li>\n\n\n\n<li>Forward Throw now chains into Active Tag more consistently\u00a0<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Assists<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Assists used in combos will now scale according to how many times they\u2019ve been used (Forward and Back Assist will scale independently)&nbsp;\n<ul class=\"wp-block-list\">\n<li>Forward Assist will scale in 3 second intervals up to 12 seconds (3 -&gt; 6 -&gt; 9 -&gt; 12)&nbsp;<\/li>\n\n\n\n<li>Back Assist will scale in 2 second intervals up to 12 seconds (6 -&gt; 8 -&gt; 10 -&gt; 12)&nbsp;<\/li>\n\n\n\n<li>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\u2019s Back Assist.&nbsp;&nbsp;<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Assists no longer regenerate Red Health during Ultimate animations&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Block Strings<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Magic Chain is now a true block string (5L -&gt; 5M -&gt; 5H)&nbsp;\n<ul class=\"wp-block-list\">\n<li>Crouching mediums are not always true block strings (both into and out of during a combo)&nbsp;<\/li>\n\n\n\n<li>Projectile normals still do not create true block strings at longer ranges (Cecil players beware!)&nbsp;<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>All light attacks are true block strings (5L -&gt; 2L -&gt; 5L)&nbsp;<\/li>\n\n\n\n<li>The defender now gains Boost Meter slightly faster while in Block Stuns <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sudden Death<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fighters not in the point position at the start of Sudden Death, now remain alive during Sudden Death (until killed)&nbsp;<\/li>\n\n\n\n<li>Fighters cannot regenerate red health by any means&nbsp;<\/li>\n\n\n\n<li>Point fighters always have increased boost regeneration&nbsp;<\/li>\n\n\n\n<li>Removed Round Resets\/Punch-Ins during Sudden Death&nbsp;<\/li>\n\n\n\n<li>Point fighters will slowly lose health when not in an active combo or block string (same as before)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Motion Inputs<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Damage buff for Motion Input users&nbsp;increased from 5% -&gt; 8%&nbsp;<\/li>\n\n\n\n<li>Loosened DP inputs to make them more reliable&nbsp;<\/li>\n\n\n\n<li>Atom Eve can cancel her hover by doing the same motion input again&nbsp;<\/li>\n\n\n\n<li>Conquest\u2019s DP&nbsp;should now be more consistent, especially the follow-up hit&nbsp;<\/li>\n\n\n\n<li>Reliability of forward walk into QCF (Quarter Circle Forward)&nbsp;should be improved&nbsp;<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">FIGHTER UPDATES<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>All Fighters<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Adjusted Active Tag windows on several Supers across the roster for consistency&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Allen the Alien<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Neutral Special no longer corrects direction between follow-up strikes<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Atom Eve<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Reduced Dash Distance (back dash ground, forward dash ground, forward dash air)&nbsp;<\/li>\n\n\n\n<li>Back Assist now starts further forward and has a slightly longer recovery&nbsp;<\/li>\n\n\n\n<li>Super1 now has more damage, higher hitstun, and wider spread of projectiles&nbsp;<\/li>\n\n\n\n<li>Super2 now has slower startup on super armor, more recovery on block, and less pushback on final hit&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Battle Beast<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You can now active tag out of Super2<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cecil<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Dash distance reduced (all)&nbsp;<\/li>\n\n\n\n<li>Back Assist now has slightly longer recovery&nbsp;<\/li>\n\n\n\n<li>Super2 now deals the same amount of damage whether used grounded or in air&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Conquest<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Down Special now has more recovery between attacks, should be more punishable&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dupli-Kate<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Adjusted jumping Neutral Special to more consistently connect with smaller characters&nbsp;<\/li>\n\n\n\n<li>Forward Special follow-up no longer auto-corrects facing direction (Boosted and Normal)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ella Mental<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Super2 now deals the same amount of damage whether used grounded or while in the air&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Invincible<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Neutral Special now has less pushback on block and slower recovery, it should be more punishable&nbsp;<\/li>\n\n\n\n<li>Forward Special now moves less distance forward and causes less pushback on block&nbsp;<\/li>\n\n\n\n<li>Down Heavy now has less pushback on block&nbsp;<\/li>\n\n\n\n<li>Active Assist out of Super2 should now reliably connect&nbsp;<\/li>\n\n\n\n<li>Boosted Forward Special can no longer be active tagged until the end of it (this was an unintended punish on assist breaker)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Monster Girl<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Monster Girl will now retain velocity on her forward dash during normal attacks&nbsp;<\/li>\n\n\n\n<li>Back Assist is now further forward, starts higher, and has a longer active hitbox (you shouldn\u2019t be able crouch under it anymore on small fighters)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Powerplex<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Back Assist now starts further forward and has slightly longer recovery&nbsp;<\/li>\n\n\n\n<li>Forward Assist no longer causes flip, allowing defender to recover faster&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Rexsplode<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Forward Special projectile angle changed to be aimed further down&nbsp;<\/li>\n\n\n\n<li>Forward Assist now starts further forward and has slightly longer recovery&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Robot<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Increased Damage to Forward Special (Boosted and Normal)&nbsp;<\/li>\n\n\n\n<li>Jumping Down Medium has an increased projectile speed but shorter active hitbox&nbsp;<\/li>\n\n\n\n<li>Combo Meter gains slightly for repeated hits, and increased recovery&nbsp;<\/li>\n\n\n\n<li>Charged Medium tuned for easier input and follow through&nbsp;<\/li>\n\n\n\n<li>Air Down Heavy can no longer cancel into special or super on block<\/li>\n\n\n\n<li>Air Down Heavy has slightly less block stun and can be punished a little easier<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">QUALITY OF LIFE<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Save Data<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>We&#8217;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.&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Creator Mode<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Rex\u2019s Ultimate will now be slightly less offensive with Creator Mode enabled&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Replays<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Stepping backwards through replays should now be smoother&nbsp;<\/li>\n\n\n\n<li>Watching a Replay will no longer change your control scheme to that of the Replay\u2019s Match Host&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Settings<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Minimum input delay is now 1 frame, previously 0<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>VFX<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Improved the braid physics in Fighter Select screen for Battle Beast\u2019s Invincible Universe skin&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>General<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Updated the Move Lists for Eve, Ella, and Thula for clarity&nbsp;<\/li>\n\n\n\n<li>Addressed several crashes&nbsp;<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">MODES<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tutorial<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added a button legend to tutorials that shows button mappings for each glyph (L, M, H)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ranked<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You will now return to match queue immediately after an opponent disconnects from a match&nbsp;<\/li>\n\n\n\n<li>If you were queued from Practice Mode, you will also be returned there with the same character selections&nbsp;<\/li>\n\n\n\n<li>The total \u201cWins\u201d stat will now increase when opponents disconnect from a match in Casual or Ranked&nbsp;<\/li>\n\n\n\n<li>Leaderboards will now more rapidly update your LP&nbsp;<\/li>\n\n\n\n<li>More changes to make the frontend show LP values from disconnects <s>appear<\/s> more quickly (Will continue to iterate on this)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Lobby<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Steam-level friends now correctly appear in the Social Hub&nbsp;<\/li>\n\n\n\n<li>Host migration should now be handled faster and more reliably, particularly for console players&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Arenas<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Improved lighting and&nbsp;shadows on the following arenas: Hometown Invasion (Day), Hometown Invasion (Night), Himalayas, Himalayas (Blizzard), Training Room, Nuclear Missile Silo&nbsp;<\/li>\n\n\n\n<li>[PC Only] pressing Numpad 0 during a fight on Hometown Invasion (Day) no longer shifts you into the Shadowverse&nbsp;<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">BUG FIXES<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>All Characters<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed several combo paths that would prevent a charged attack input (Atom Eve, Battle Beast, Allen, Conquest, Monster Girl, Omni-man, Ella Mental, Powerplex)&nbsp;<\/li>\n\n\n\n<li>Fixed pushback on block for multiple DPs against cornered opponents&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Anissa<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a bug where Super1 would double cross-up the opponent during their wakeup&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Allen the Alien<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a rare bug with his Boosted Neutral Special that could cause a desync&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Battle Beast<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a bug with jumping Back Assist so that Battle Beast aligns properly with the opponent&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Bulletproof<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a rare bug that would cause Bulletproof\u2019s Jumping Neutral Special to whiff the third hit on 2 specific combos&nbsp;<\/li>\n\n\n\n<li>Super1 should no longer warp the opposing Point Character in when hitting an Assist&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where you could Boost Dash Cancel without meter cost out of Jump Down Special&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Conquest<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Jumping Neutral Heavy could not be Boosted Dash Canceled&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where a combo blowout during Conquest\u2019s Jumping Charged Down Medium would launch both players across the entire arena&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dupli-Kate<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Charged Down Medium could cause a misalignment for clones and assists&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ella Mental<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Ella Mental\u2019s Neutral Special follow-up attack would not connect with very close opponents&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where Ella Mental\u2019s Boosted Down Special into Launcher could cause her to cross herself up&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Invincible<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed several bugs with Invincible\u2019s Super2 and how it interacted with assists&nbsp;<\/li>\n\n\n\n<li>Fixed a bug where Super1 would not always overkill&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Monster Girl<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Third hit of Forward Special can now be pushblocked by opponent properly&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Omni-Man<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Charged Medium now scales correctly (the 1<sup>st<\/sup> hit was not handling damage scaling properly)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Powerplex<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a bug where Powerplex could not chain 2 light attacks outside of auto-combos (by delaying input by 1 frame)&nbsp;\\<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Robot<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Ultimate will now overkill even if your opponent has Creator Mode Enabled&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Titan<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Titan\u2019s Super1 would whiff 1 hit on cornered opponents&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Core Systems + Modes + Arenas + Motion Inputs<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a bug where the Match Client would sometimes see the wrong control scheme of the opponent in-game&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where lingering VFX would cover Super animations&nbsp;<\/li>\n\n\n\n<li>Fixed a very rare issue where an Assist Breaker wouldn&#8217;t come out (Thanks, WhatDanielDo)&nbsp;<\/li>\n\n\n\n<li>Fixed several character down-specials with corner pushblock pushing you too high&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where with a specific timing with Active Tag (Heavy) you could cancel even if the opponent successfully Counter Tagged.&nbsp;<\/li>\n\n\n\n<li>Fixed an issue where trying to call an assist directly after blocking an Ultimate would fail&nbsp;<\/li>\n\n\n\n<li>Fixed a <strong>Motion Input<\/strong> bug related to L+M giving a light attack instead of a Dash&nbsp;<\/li>\n\n\n\n<li>Fixed a <strong>Ranked Mode<\/strong> bug where the \u201cYou Won!\u201d notification could remain on your screen sometimes&nbsp;<\/li>\n\n\n\n<li>Fixed a <strong>Lobby <\/strong>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&nbsp;<\/li>\n\n\n\n<li>Fixed a crash that could occur in <strong>lobbies <\/strong>with many players leaving \/ joining a lobby (noticed mostly in online tournaments)&nbsp;<\/li>\n\n\n\n<li>Fixed a bug where reflections would not appear on <strong>Training Room<\/strong> when being arena shifted into it&nbsp;<\/li>\n\n\n\n<li>Fixed a bug where the <strong>Moon <\/strong>would be brighter when taken there via Arena Shift&nbsp;<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">KNOWN ISSUES<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Online win streak in the Player Profile is not accurate. This is purely a cosmetic issue.&nbsp;<\/li>\n\n\n\n<li>Sometimes disconnecting from a Ranked Match will cause the winner to gain double LP, while the disconnected player will lose double LP&nbsp;<\/li>\n\n\n\n<li>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.&nbsp;<\/li>\n\n\n\n<li>Dash Macro: <strong>Lucan <\/strong>will cancel his dash with an attack when using a 2-button macro to Dash (such as with default Motion Controls)&nbsp;<\/li>\n\n\n\n<li>During Sudden Death, if your point character dies while you have an assist on cooldown, the point character frame will have a \u2018cooldown\u2019 when swapped even if they are dead and cannot be called for assist&nbsp;<\/li>\n\n\n\n<li>On first boot the game will revert to \u201cSingle Player\u201d after a moment during the main menu flow&nbsp;<\/li>\n\n\n\n<li>If the game is booted without an internet connection it may need to be rebooted to gain network functionality once your connection is restored&nbsp;<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Log out and update your game!<\/p>","protected":false},"author":2,"featured_media":122617,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[10,8,59],"class_list":["post-122609","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-updates","tag-invincible","tag-invincible-vs","tag-patch-notes"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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