Invincible VS Day 1 patch notes aim to eliminate solo Touch of Death combos

Other notable changes include removing the ability to tag a character in after a kill, making Heroic Strikes more costly, and making moves more punishable.

by · Shacknews

Invincible VS is set to release this week, and with it comes a Day 1 patch with the latest balancing and adjustments, most of which came out of the recent betas. Eliminating solo routes for “Touch of Death” combos (TOD: A single lengthy combo that can kill a full health character) was the top-line priority of this update, but other changes will also shuffle up a few key segments in how the game plays.

Invincible VS Day 1 patch notes

Quarter UP launched the details of the Day 1 patch for Invincible VS in a post on the game’s website, just ahead of its launch at the end of this week. There are mechanics to beat team ToD combos, but Quarter UP never intended for solo characters to be able to kill a character outright. Additionally, Heroic Strikes will cost 1.5 bars of meter instead of one. Maybe one of the most consequential besides the ToD balance is that you can no longer tag in characters after a kill, which will make it harder for winning players to safely set up their next move. You can find the full details 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

That covers the Invincible VS Day 1 patch notes. The game launches this week, so stay tuned to the Invincible VS topic for coverage and updates.

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