


{"id":122632,"date":"2026-06-01T09:58:09","date_gmt":"2026-06-01T16:58:09","guid":{"rendered":"https:\/\/invinciblevs.com\/?p=122632"},"modified":"2026-06-01T09:58:10","modified_gmt":"2026-06-01T16:58:10","slug":"invincible-vs-hotfix-patch-notes-06-01-2026","status":"publish","type":"post","link":"https:\/\/invinciblevs.com\/pt\/game-updates\/invincible-vs-hotfix-patch-notes-06-01-2026","title":{"rendered":"Invincible VS\u00a0Hotfix\u00a0Patch Notes\u00a006.01.2026\u00a0"},"content":{"rendered":"<p class=\"wp-block-paragraph\">Thank you to everyone that&nbsp;left&nbsp;feedback and bug reports for the team after our most recent&nbsp;<a href=\"https:\/\/invinciblevs.com\/pt\/game-updates\/gameplay-patch-notes-05-26-2026\/\" target=\"_blank\" rel=\"noreferrer noopener\">gameplay patch<\/a>&nbsp;last week. Today&nbsp;we\u2019re&nbsp;shipping a hotfix to address some of the biggest issues introduced in that&nbsp;patch,&nbsp;alongside some core systems changes based on play we saw at Combo Breaker.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>NOTE<\/strong>:&nbsp;This will be the last patch before Evo, so hit the lab and prep your tech for the big event!<\/p>\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>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Throws (forward &amp; back) will now make the attacker invulnerable&nbsp;<\/li>\n\n\n\n<li>Push&nbsp;block is&nbsp;now more reliable and should help combat&nbsp;unblockable&nbsp;setups&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Active Assists<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Grounded&nbsp;Active Assists (Forward Assist during combo)&nbsp;have been&nbsp;adjusted to visually appear more like overhead attacks where appropriate&nbsp;<\/li>\n\n\n\n<li>Grounded&nbsp;Active&nbsp;Assists&nbsp;received&nbsp;a&nbsp;consistency pass on height to hit smaller crouched characters&nbsp;<\/li>\n\n\n\n<li>Grounded&nbsp;Active&nbsp;Assists now have a more consistent&nbsp;distance&nbsp;so that they will not&nbsp;fullscreen&nbsp;overhead in cases of large pushback on block&nbsp;(except Battle Beast whose bloodlust could not be&nbsp;contained)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Motion Controls<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>An overall priority pass&nbsp;has been done&nbsp;on special moves&nbsp;when using&nbsp;motion&nbsp;controls&nbsp;so&nbsp;they\u2019re&nbsp;prioritized over macro buttons (dash, taunt,&nbsp;throw,&nbsp;etc)&nbsp;<\/li>\n\n\n\n<li>The&nbsp;DP&nbsp;&gt; Medium&nbsp;input&nbsp;should now be more consistent&nbsp;(This was a bug&nbsp;with the input&nbsp;buffer on motion 2)&nbsp;<\/li>\n\n\n\n<li>The second forward input when doing a&nbsp;Manual Dash&nbsp;should now correctly chain into a DP input. (Previously, three forward inputs were&nbsp;required&nbsp;to Manual Dash + DP; Thanks: Chewie89)&nbsp;\n<ul class=\"wp-block-list\">\n<li>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&nbsp;<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Made adjustments&nbsp;so back throws (Light + Special) are more consistent&nbsp;&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Active Tags<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You should no longer be able to circumvent the Active Tag interaction with&nbsp;Jumping Down Heavy&nbsp;-&gt; Active Tag (Heavy)&nbsp;<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Fighter Updates<\/h2>\n\n\n\n<h6 class=\"wp-block-heading\"><strong>NOTE:<\/strong>\u00a0Any change where we\u00a0state\u00a0\u201cno longer\u00a0applies multiple instances of damage scaling\u201d means a combo with this move will now result in more damage than it did before today&#8217;s hotfix.\u00a0<\/h6>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Allen the Alien<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Air Boosted Special no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Neutral Special no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>EVE AT\u00d4MICA<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Super&nbsp;1 Damage scaling has been fixed&nbsp;in combos&nbsp;(less damage)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u00c0 Prova de Balas<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Boosted&nbsp;Neutral&nbsp;Special no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Boosted Forward Special no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Fera de Batalha&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Down Special no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cecil<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Boosted Down Special (Grounded) no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Conquest<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Charged Down Medium no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Neutral Special (Grounded &amp; Air, Boosted &amp; Normal) no longer applies multiple instances of damage scaling.&nbsp;&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dupli-Kate<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Boosted Down Special<strong>&nbsp;<\/strong>no longer applies multiple instances of damage scaling<strong>&nbsp;<\/strong>&nbsp;<\/li>\n\n\n\n<li>Boosted Neutral Special (Air) no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Jumping Charged Down Medium no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ella Mental<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Neutral Special (and&nbsp;Boosted) follow-up no longer applies multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INVENC\u00cdVEL<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Invincible\u2019s&nbsp;Super 2 is now an &#8216;ender&#8217; and cannot be Active Tagged (similar to&nbsp;Lucan Super 2)&nbsp;<\/li>\n\n\n\n<li>Invincible\u2019s&nbsp;Back Assist will now perform his Down Special instead of Boosted Down Special, meaning it will no longer&nbsp;down&nbsp;hit&nbsp;and ground bounce&nbsp;<\/li>\n\n\n\n<li>Invincible\u2019s&nbsp;Super 2 can no longer be looped into itself&nbsp;(we\u2019re&nbsp;ending this!)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Menina Monstro<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Charged Jumping Down Medium no longer applies multiple instances of damage scaling&nbsp;<br>&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Omni-man<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Neutral Special and its&nbsp;Boosted&nbsp;version&nbsp;should now have a startup of&nbsp;20&nbsp;frames (previously&nbsp;18&nbsp;and&nbsp;17&nbsp;respectively)&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Powerplex<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Neutral Special (and boosted)&nbsp;Just&nbsp;Frames&nbsp;no longer apply&nbsp;multiple instances of damage scaling&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Rob\u00f4<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Jumping Forward Special and&nbsp;follow-up&nbsp;no longer applies multiple instances of damage scaling&nbsp;&nbsp;<\/li>\n\n\n\n<li>Jumping Down Medium no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Robot can once again Boosted Dash Cancel his&nbsp;Divekick&nbsp;on block&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Thula<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Corrected&nbsp;all of&nbsp;her Specials to no longer apply multiple instances of damage scaling. This should help her combos a lot.&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Titan<\/strong>&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Boosted Jumping Neutral Special should apply one less hit of scaling.&nbsp;<\/li>\n\n\n\n<li>Jumping Down Charged Medium no longer applies multiple instances of damage scaling&nbsp;<\/li>\n\n\n\n<li>Boosted Down Special no longer applies multiple instances of damage scaling<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Bug Fixes<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed several bugs with multi-hit projectile attacks applying damage scaling too quickly&nbsp;<\/li>\n\n\n\n<li>Fixed a crash&nbsp;regarding&nbsp;Arcade mode&nbsp;<\/li>\n\n\n\n<li>Fixed an issue that prevented SteamOS devices from launching the game&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>","protected":false},"excerpt":{"rendered":"<p>Incoming fixes for Motion Controls and an end to Invincible Super Loops<\/p>","protected":false},"author":9,"featured_media":122637,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[77,12,65,10,9,8,59],"class_list":["post-122632","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-updates","tag-bug-fixes","tag-gameplay","tag-hotfix","tag-invincible","tag-invincible-game","tag-invincible-vs","tag-patch-notes"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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