A new update for Invincible VS has been released by developer Quarter Up to kick off June. This past week, the first major gameplay update for Invincible VS arrived and made drastic overhauls to the game’s various characters and modes, while also squashing a variety of bugs. Now, in the wake of this update going live, Quarter Up is looking to make further refinements to Invincible VS by way of a new hotfix.
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Downloadable now, the latest patch for Invincible VS is much smaller when compared to last week’s update. That being said, there are still plenty of important tweaks that have been made, with the majority of the changes impacting specific characters on the game’s roster. Most of these tweaks are tied to specific combos that fighters can pull off, with some now resulting in more damage than before.
Outside of this, Quarter Up has made some more minor overhauls to assists and throws and Invincible VS. The update also includes some bug fixes, but the adjustments on this front aren’t very extensive. All in all, this is a vital update for Invincible VS and should continue to alter the game’s core gameplay in some ways that players will want to take notice of.
To get a look at the full patch notes for this new Invincible VS update today, you can find them attached below.
Invincible VS June 1st Update Patch Notes

Core Systems Updates
General
- Throws (forward & back) will now make the attacker invulnerableย
- Pushย block isย now more reliable and should help combatย unblockableย setupsย
Active Assists
- Groundedย Active Assists (Forward Assist during combo)ย have beenย adjusted to visually appear more like overhead attacks where appropriateย
- Groundedย Activeย Assistsย receivedย aย consistency pass on height to hit smaller crouched charactersย
- Groundedย Activeย Assists now have a more consistentย distanceย so that they will notย fullscreenย overhead in cases of large pushback on blockย (except Battle Beast whose bloodlust could not beย contained)ย
Motion Controls
- An overall priority passย has been doneย on special movesย when usingย motionย controlsย soย theyโreย prioritized over macro buttons (dash, taunt,ย throw,ย etc)ย
- Theย DPย > Mediumย inputย should now be more consistentย (This was a bugย with the inputย buffer on motion 2)ย
- The second forward input when doing aย Manual Dashย should now correctly chain into a DP input. (Previously, three forward inputs wereย requiredย 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 priorityย
- Made adjustmentsย so back throws (Light + Special) are more consistentย ย
Active Tags
- You should no longer be able to circumvent the Active Tag interaction withย Jumping Down Heavyย -> Active Tag (Heavy)ย
Fighter Updates
NOTE:ย Any change where weย stateย โno longerย applies multiple instances of damage scalingโ means a combo with this move will now result in more damage than it did before todayโs hotfix.ย
Allen the Alien
- Air Boosted Special no longer applies multiple instances of damage scalingย
- Neutral Special no longer applies multiple instances of damage scalingย
Atom Eve
- Superย 1 Damage scaling has been fixedย in combosย (less damage)ย
Bulletproof
- Boostedย Neutralย Special no longer applies multiple instances of damage scalingย
- Boosted Forward Special no longer applies multiple instances of damage scalingย
Battle Beast
- Jumping Down Special no longer applies multiple instances of damage scalingย
Cecil
- Boosted Down Special (Grounded) no longer applies multiple instances of damage scalingย
Conquest
- Jumping Charged Down Medium no longer applies multiple instances of damage scalingย
- Neutral Special (Grounded & Air, Boosted & Normal) no longer applies multiple instances of damage scaling.ย ย
Dupli-Kate
- Boosted Down Specialย no longer applies multiple instances of damage scalingย ย
- Boosted Neutral Special (Air) no longer applies multiple instances of damage scalingย
- Jumping Charged Down Medium no longer applies multiple instances of damage scalingย
Ella Mental
- Jumping Neutral Special (andย Boosted) follow-up no longer applies multiple instances of damage scalingย
Invincible
- Invincibleโsย Super 2 is now an โenderโ and cannot be Active Tagged (similar toย Lucan Super 2)ย
- Invincibleโsย Back Assist will now perform his Down Special instead of Boosted Down Special, meaning it will no longerย downย hitย and ground bounceย
- Invincibleโsย Super 2 can no longer be looped into itselfย (weโreย ending this!)ย
Monster Girl
- Charged Jumping Down Medium no longer applies multiple instances of damage scalingย
ย
Omni-man
- Neutral Special and itsย Boostedย versionย should now have a startup ofย 20ย frames (previouslyย 18ย andย 17ย respectively)ย
Powerplex
- Jumping Neutral Special (and boosted)ย Justย Framesย no longer applyย multiple instances of damage scalingย
Robot
- Jumping Forward Special andย follow-upย no longer applies multiple instances of damage scalingย ย
- Jumping Down Medium no longer applies multiple instances of damage scalingย
- Robot can once again Boosted Dash Cancel hisย Divekickย on blockย
Thula
- Correctedย all ofย her Specials to no longer apply multiple instances of damage scaling. This should help her combos a lot.ย
Titan
- Boosted Jumping Neutral Special should apply one less hit of scaling.ย
- Jumping Down Charged Medium no longer applies multiple instances of damage scalingย
- 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 quicklyย
- Fixed a crashย regardingย Arcade modeย
- Fixed an issue that prevented SteamOS devices from launching the gameย








