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 DirectorCombo 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 \ 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 \ 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
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
