Game Updates

Invincible VS Day 1 Patch Notes

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Get ready for Day 1 with Invincible VS Patch Notes!

Invincible VS launches tomorrow and we’re back to share Day 1 Patch Notes so you can study up and prepare for the fight ahead. As we mentioned in our Open Beta Recap article, the big themes for this patch were making big moves more punishable, reducing solo Touch-of-Death combo routes, general gameplay balance, and fixing bugs. Get the details on everything below! 

Core Systems Changes

Damage Scaling
  • We’ve done an overall pass on damage scaling to reduce the number of solo Touch of Death routes utilizing easy to perform/repeatable combos 
Heroic Stike 
  • Heroic Strike now costs 1.5 bars of meter (previously 1 bar of meter) 
Tagging 
  • You can no longer tag in a new Fighter immediately after killing an opponent 
Wake Up 
  • Reduced window to breakout of recovery to address concerns with quick getup occurring too often. 
Punishable Pass 
  • We’ve done a pass on every Fighter’s Special, Boosted Special, and Super moves that will, for the most part, make them unsafe on block and more open to punish 
Throws 
  • Adjusted interactions on throws, so that being interrupted should now reset to neutral  
    • (i.e. If you throw an opponent who then has a Robot assist rocket hit you, the opponent will not be able to combo you immediately but will instead fall/spin and reset to neutral) 
Dash 
  • You can now cancel grounded forward and back dash 5 frames earlier 
Aerial Jump Cancels 
  • Can no longer jump cancel aerial attacks on block, only on hit 

Fighter Changes

The main focus for Fighter changes in the Day 1 Patch is making sure we have more punish windows on special and super moves, and to scale our damage in order to reduce Touch-of-Death opportunities with a solo character. 

Note: Every Fighter in the base roster received tuning/changes, but we’re only listing specifics for Fighters that were playable in the Open Beta, since those changes will be “felt” based on previous play experience. 

Allen the Alien 
  • General 
    • We’ve done a pass and labeled several of Allen the Alien’s Specials as “Linkers” so they will damage scale 
  • Urath Shaker (Special 1) 
    • Tuned the window in which this move can be cancelled to be more strict 
  • Urath Shaker (Special 1) [Boosted] 
    • We’ve made minor tuning to this move’s hitbox and timing 
  • Aerial Charged Medium 
    • This attack can no longer be jump canceled  
Battle Beast 
  • Pounce (Special 2) [Boosted] 
    • Reduced knockback of the final hit on block. 
  • Headhunter (Special 3) 
    • This move is now punishable on block 
Atom Eve 
  • Hover (Special 3) [Normal and Boosted]  
    • This move is now negative on block 
Omni-Man 
  • Pinball (Super 1) 
    • This move is now punishable on block 
  • Rising Uppercut (Special 3) 
    • Pushback on block has been added to this move to avoid cross-up on punish. 
  • Rising Uppercut (Special 3) [ Boosted] 
    • This move is now punishable on block 
Rex Splode 
  • Heads Up (Special 2) 
    • This move can no longer be cancelled on block 
    • Slightly delayed the window in which Rex Splode can follow up with an aerial attack after this move 
  • Rexsplosive Barrage (Super 1) 
    • This move is now punishable on block at point blank range 
Robot 
  • General 
    • We’ve made minor damage adjustments to Robot’s Standing Medium, Standing Heavy, Aerial Medium, and Aerial Down Medium 
  • Blasters (Special 2) 
    • The 2nd hit of this move is now punishable on block at close and mid-range 
  • Disruptor (Special 3) [Boosted] 
    • This move is now punishable on block at close range 
Thula 
  • First Strike (Special 2) 
    • This move is now punishable on block 
  • Whiplash (Special 3) [Boosted] 
    • Changed the full invulnerability for first 8 frames of this move to be just Upperbody invulnerability 
  • Blade Flurry (Super 1) 
    • This move is now punishable on block 
  • Viltrumite Pinata (Super 2) 
    • This move is now punishable on block 

Bug Fixes

  • Fixed ‘ghost’ players in matchmaking (finding players with grey wifi icons that would wait the timer out) 
  • Fixed upwards of 80% of crashes seen from the open beta 
  • Improved HUD clarity for Wi-Fi vs Wired players when Show Ping is enabled 
  • Fixed rare issue where Omni-Man’s Ultimate would play twice in online matches 
  • Added a partial fix for issue where players who disconnected from a Ranked match would not immediately see League Points lost 
  • As listed in our Known Issues, LP will update on their next match found OR their next boot of the game (whichever comes first) but returning to main menu will still show old LP. We plan to address this further in an upcoming hotfix. 
  • Fixed an issue where LP would be assigned incorrectly for 3rd match of a ranked set 
  • General improvement pass on gameplay performance 
  • Fix Dash input issues with L+M and M+H with directional inputs. 
  • Added a missing input check for Snapback on heavy attack kara cancel window for motion inputs. 

Known Issues

  • The team is currently working on implementing a cooldown penalty for players that leave Ranked Matches early, targeting the first major post-launch patch. 
  • We’re working to fully address issues with delayed LP updating immediately after a disconnect 
  • Working to resolve Various issues across Lobby mode and Spectator  
  • Players using Motion Controls will experience a “soft lock” when attempting to input the password for a private lobby and will be unable to bypass the screen. If you encounter this state, you’ll need to fully close and reopen the game 
    • To work around until we ship a hotfix, you can either avoid password protected lobbies or directly invite a player using motion controls to the lobby 
Isiah Turner
Community & Creator Manager