About the Game
Invincible VS is a brutal superhero 3v3 tag fighting game set in the Invincible universe, where you can battle to the death as a team of fan-favorite characters in iconic locations. Unleash bone-breaking combos through fast combat and smart defensive tactics to leave a trail of blood and destruction. Land vicious Super moves and Ultimates to leave your opponents in a mess of blood.
Invincible VS features a variety of game modes including a captivating cinematic story mode with an original narrative from a writer of the animated series. Jump into Arcade and battle with your team, hone your combos in Training mode, and test your skills against the world in competitive and casual multiplayer. Show, comic fans, and fighting game lovers will experience unparalleled heroic brutality, where every earth-shattering blow will leave you feeling... Invincible.
This is the debut title from the newly formed Quarter Up™—the first in-house studio at Skybound—led by former members of the core Killer Instinct (2013) dev team.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Hey Invincible VS fans! We’re back with another hotfix to address some more issues from our Season One update, as well as a couple of changes pointed at some of the play we saw at Evo.
NOTE: We know prep for VS Fighting is in full swing, so this will be the last patch before that event. We’ll be back with a gameplay patch that will include balance changes after the event, but with ample time for you all to get ready for CEO.
Bug Fixes
The Immortal
Fixed an issue with The Immortal’s revive animation so that it cannot be hit with a meaty on wakeup
Added hitpause for The Immortal’s Ultimate when blocked
Bulletproof
Fixed a bug with Bulletproof's Forward Special which was causing reduced hitstun on hits 2 and 3
Network
Multiple network performance fixes for degrading quality with repeated rematches, especially in long sets or lobbies.
Note: Please let us know if things feel better after these changes, as this is part of an ongoing effort
Gameplay
Put a fix in place so that countertags are more consistent against late active tags (seen at EVO). Will keep an eye on this to ensure our fix was effective.
Former point characters can no longer kara cancel into Ultimate or Super after an Active Tag (Thanks: DeAdLyxReBeL)
Character Skins
Fixed Powerplex's Cosmic skin color 2 icon to match his new orange color scheme
Save Data - \[Xbox on PC only]
Fixed an issue where the title was loading/saving incorrectly (introduced with the June 30th update)
Note that this fix means any local playtime on "Xbox on PC" between June 30th and this patch going live will be reverted to the June 30th state
This does not apply to any players who have been progressing on Xbox Series X in the meantime, cross-progression will now track correctly
Small update for you all!
Steam Cloud Save support has now been enabled. Thanks for your patience while we ironed out some initial issues with the feature.
Hi everyone! We hope you all are having a blast with Universa & The Immortal. We're releasing a hotfix today with fixes to a few immediate issues. The team is currently going through Season One bug reports and assessing fixes to go out in another hotfix soon. We'll share more when we have an ETA for release.
Bug Fixes
We have fixed an issue where Zero Suit Mark skin was unavailable in the UI
We have made several minor fixes to the models of new skins / characters
Fixed Ultimates on Anissa, Titan, and Universa that could mistakenly hit an Assist in specific interactions
With our first Evo Champion crowned (congrats to Akuri__ and all the competitors), it's time for Universa and The Immortal to kick off Season One. Today's gameplay patch also introduces new progression unlocks, a reworked Rank distribution to ease the grind at the highest levels, and much more.
Major changes include:
New fighters: Universa and The Immortal
Rank distribution band adjustments
Major sweep of Fighter-specific bug fixes
Save Data changes, including Steam Cloud save support
Endless Ladder added (Arcade Mode)
New progression rewards (Ranked, Story Mode, Ladder)
[img src="{STEAM_CLAN_IMAGE}/45651866/cda6d2eb26d9269a083679498dfa5a9634aa3238.png"]
FIGHTER UPDATES
New Fighters
Universa and The Immortal join the Invincible VS roster!
You can sample both fighters for free in Practice Mode
Gameplay Bug Fixes
Fixed an issue where some “Air Boosted Dash Cancel” Fighters could perform a grounded Boost Dash Cancel in certain situations
Fixed an issue where Heroic Strike could consume all Boost Meter if used against an active tag during freeze frame
Fixed an issue where a ‘Jump Dash Cancel’ after a ‘Boosted Dash Cancelled Normal’ would force a ‘Boosted Dash’ out instead
Fixed the following Supers so that they no longer teleport the point fighter when striking the assist:
Battle Beast Super1
Conquest Super1
Anissa Super2
Monster Girl Super2
Dupli-Kate Super1
Anissa (Bug Fixes)
Anissa’s Neutral Heavy now moves forward correctly after a Neutral Medium (the neutral Heavy should no longer whiff)
Fixed an issue where Anissa's Forward Special would sometimes not have forward momentum during block strings in the corner
Anissa now has lip sync during her Air Super2
Ella Mental (Bug Fix)
Ella Mental no longer continues to AutoCombo 2 if AutoCombo 1 is blocked and Heroic Strike’d
Invincible (Bug Fixes)
Fixed an issue with Invincible Super2 when connecting with an assist character
Fixed an issue with Invincible Super1 when interrupted by Robot Assist
Lucan (Bug Fixes)
Fixed an issue where Lucan would perform a Light or Medium attack instead of Floating with dash macro (normally Light + Medium)
Lucan's Super2 now overkills
Omni-Man (Bug Fixes)
Omni-Man's Jumping Charged Down Medium has received a consistency pass on both hits
Omni-man's Super 2 has improved alignment against multiple characters
Monster Girl
Monster Girl can now more easily cancel her Jumping Forward Special on hit, leading to better combo conversion
Monster Girl can now Boosted Dash Cancel her Jumping Forward Special on block.
Rex Splode (Bug Fixes)
Rex Jumping Down Heavy no longer teleports the opponent if it strikes on the same frame as Robot assist
RANKED UPDATES
Season 1 Ranked Update
With the data we’ve gathered from Season 0 and the Open Beta, we’re now ready to roll out a new bracket system for your hard-earned LP that will compress the ranks together and make finding matches easier at all skill levels, while also keeping enough distance between ranks to ensure you always have players of similar skill to match with and new heights to reach.
Due to this change, you’ll also notice that when the season 1 reset rolls through it may congratulate you on reaching a higher rank than you thought you did—this is because we are still preserving all of your actual LP values. So, when looking at how our Seasonal Reset will affect you, keep in mind your actual LP value to determine where you will land in Season 1.
[p align="right"]— Alexander Stokes, Project QA LeadKey Changes
Many of the higher ranks which previously had 600 or 800 LP Divisions have been compressed to 400 LP brackets (Superhero IV – Superhero III required 800 LP to climb previously)
New Blood IV – Silver I are all now 200 LP divisions
Gold IV – Guardians of the Globe I have been compressed to 400 LP divisions
Key breakpoints
Diamond IV now begins at 6,400 LP (previously 9,600 LP)
Guardians of the Globe IV now begins at 9,600 LP (previously 16,200 LP)
Season 1 Ranked LP Adjustments
With the above in mind, it’s important to know what your actual LP is to understand where the system will think you Ranked and place you accordingly, as it’s based off of the actual LP value.
Players below Platinum I or lower will not lose any LP (0 – 6,399 LP)
Players between Diamond IV and Superhero I will lose 800 LP or be placed at 6,400 LP, whichever is a lesser drop (6,400 LP – 9,599 LP)
Example 1: If you had 6,500 LP, you would have 6,400 LP with the seasonal reset Example 2: If you had 8,800 LP you would now have 8,000 LP
Players at or above 9,600 LP will be reset to exactly 9,600 LP
Example: If you had 14,000 LP you would be set to 9,600 LP
MODES
Arcade Mode
NEW: Endless Ladder is now available for Arcade players! Challenge limitless opponents to reach a new winstreak
Invincible Ladder now restores more health between fights, two weeks to live!
Lobbies
There is now an Arena Select option in LOADOUT which will determine the arena for Lobbies (P1 in the lane will always decide the arena)
You can now spectate and be in queue to fight in the same lane
Tutorial
Added 5 New Tutorials:
Beginner: Launcher Follow
Intermediate: Offense: High-Low Strings
Intermediate: Offense: When to Active Tag
Intermediate: Offense: Boost Dash Cancelling
Intermediate: Offense: Combo Meter Manipulation
New Progression Rewards
Invincicast (Invincible skin) is unlocked for completing 10 Ranked matches in Season 1
Rex Sloan (Rex Splode skin) is unlocked for completing an Invincible Ladder during Season 1 or later
Mark Grayson (Invincible skin) is unlocked for completing Story Mode on Viltrumite Difficulty during Season 1 or later
Practice Mode
Universa and Immortal are now available in Practice Mode, try before you buy!
Damage Scaling is now available under Damage Data (as a percentage)
Several revisions to options labelling for better clarity
You can now reset to any character by pressing the corresponding assist button and reset buttons at the same time
QUALITY OF LIFE
Save Data
NEW: We have introduced a new and improved rolling Save System that should prevent data loss on all platforms
NEW: Steam Cloud Save is now supported
Online
Winstreaks now show up in each game mode for both players on various screens
Note that winstreaks are unique to each game mode (so your winstreak may be different in casual, ranked, or a lobby)
Made several optimizations to performance so that online matches should feel better. We are still looking into more improvements for the future.
BUG FIXES
Practice Mode
Practice Mode now has input delay options from 2 frames to 0 frames
Dupli-Kate's Low Attacks are now correctly labelled in Practice Mode when Damage Data is turned on
Matchmaking
Match Found pop-up is now responsive earlier after appearing
Ranked Mode
Ranked Mode now has a new FTUE that shows all Ranked Leagues and their associated icons
It should now be easier to read your placement match completion status on Cecil's Victory Screen
Fixed multiple issues so that LP gain/loss is now more immediate on the frontend (is always correct in the backend)
Replays
Improvements to backstep function during replays
Replays no longer loop on themselves and instead prompt you to quit or replay
Replays now show Ping data correctly when played back
Social Hub
Sort now works for Recent Players and Blocked Players in the Social Hub
Tutorial
Tutorial now shows the Dash macro for players
Lobby Mode / Spectator
Added 1 second delay for Spectators to better account for rollback
Multiple fixes to Host Migration
General
The highlight cursor no longer snaps back up to Single Player on first boot of the Main Menu
Fixed several lip sync issues with character intros
Fixed several death SFX during slowdown animations on kill
Fixed multiple crashes on consoles
Overkill gibs should no longer float when killed on the P2 side
Visual and physics pass on Viltrumite loincloths for less clipping
Subtitles now appear correctly during Story Mode on Xbox Series X
All Story mode progression unlocks have a notification when first unlocked
Player Profile should show Online Stats correctly now
KNOWN ISSUES
PRIORITY - We are looking into an issue with match quality degrading after several rematches and are actively working on it
Season One may cause your LP to appear as 0 until your first MATCH FOUND
Season One new season message will show your LP and Rank as 0 if you are in placement matches
Sometimes disconnecting from a Ranked Match will cause the winner to gain double LP, while the disconnected player will lose double LP
For Replays where your opponent disconnected the label may indicate the wrong winner (this does not affect actual results and is only a UI issue on the Replay screen).
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
appearmore 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 Special no 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
Thanks to everyone that hopped into Invincible VS during our launch weekend! The team has been reading all your bug reports and feedback and have details on our first hotfix going live today below.
Quarter Up is racing to both digest your feedback since launch and resolve the biggest issues—all while planning the next balance patch. That means the most urgent changes are going out in today's hotfix patch. We're targeting our more comprehensive gameplay patch at a later date.
Summary:
No more Conquest Infinite (it was causing a little too much happy chaos)
Some general Quality of Life updates
Improvements for Ranked when dealing with disconnects (still more to come on this!)
Lots of bug fixes!
ICYMI - For those of you on Steam who experienced issues receiving your Deluxe Edition Cosmetics, Pre-order bonus items, and DLC Cosmetic purchases in-game, we read all your frustrations and apologize for the headache.
Last week, we released a patch that should fix the issue and include all the missing items to your game. If you haven’t already, you'll need to fully close Invincible VS and let the update download for the fix to take effect. Thanks for sticking with us while we got this sorted!
Read through all the changes below for a full list of everything in the patch.
Quality of Life
The tutorial feed now shows the Motion Input correctly
Descriptive text still references Standard Inputs
Default input for Taunt on Motion Inputs is updated to L+H (previously L+A1)
You can now skip match intros
Improved mouse focus/navigation when alt-tabbing on PC
Bug Fixes
CHARACTERS
Conquest can no longer chain Jump Charged Medium into itself
Conquest jumping charged Medium now scales correctly when repeated in the same combo
GAMEPLAY
Fixed how Rollback handles VFX
This should remove unintended strobe FX or lingering VFX when playing online, especially during Ultimate and Super animations.
RANKED MODE
Please note, as mentioned in the Known Issues section, the League Points (LP) update fixes are guaranteed in the backend, but you will still only see visual LP updates in the Main Menu on your next Match Found or after a reboot.
When an opponent disconnects during a match, the in-game messaging will now clearly state, “"Opponent disconnected. You win!"
Reminder that you will always gain LP when an opponent disconnects.
Players will always lose LP when disconnecting from a match
Leaving a Ranked Match using the “Return to Main Menu” path now has clearer messaging indicating that you're conceding the match and will lose LP
LOBBY
Fixed an issue where players couldn’t join crossplay-disabled lobbies in some situations
Several fixes related to Spectate
MOTION INPUTS
Improved Motion Controls handling of Boosted Dash inputs (previously, if you plinked it would have unintentionally cost a full bar of Boost Meter when you were off by one frame with the input)
Rebinding Taunt while using motion inputs now functions as expected
Fixed bug that prevented motion input players from entering passwords for lobbies
PRACTICE MODE
Setting Dummy in training mode to Jump should do a full jump instead of short hop now
STORY MODE
Fixed a bug where AI in Story Mode would get a 5% damage increase if Player 2 was set to motion controls in Local Versus
REPLAYS
Added messaging during the First Time User Experience to make it clear that replays from older versions of the game will be deleted
Replays will now be sorted from new-to-old by default
GENERAL
Fixed issues that caused multiple crashes
Fixed several uncommon soft lock states
Several localization fixes/updates
Opening your Player Profile from Leaderboards now functions as expected
Updated description of Active Tag Feint in the tutorial
Known Issues
RANKED
LP can sometimes take up to 30 seconds to verify on the backend after a disconnect (you should still always see it update on your next Match Found or reboot)
PS5: Rarely, you will get no error message when an opponent disconnects
Ranked LP is still gained/lost correctly when this happens
REPLAYS
Watching a full Replay will change your control scheme to the P1 control scheme from the replay
TUTORIAL
Pop-up windows explaining moves in Tutorial don’t always adapt to Motion Inputs (left sidebar is always correct)
STORY + ARCADE MODE
Missing notification when unlocking Viltrumite Omni-Man when completing the Story Mode on Hard difficulty
Current Release
Build 24098344
Uploaded Jul 20, 2026
System Requirements
How to Install
InvincibleVS.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
9.9 GB
24098344
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