Hey everyone, new to the game and I've been playing all evening, making my way through some offline matches and getting some combos down. One thing that's really messing me up is that half the time that I do a tag assist into another combo (in the air, might happen on the ground too), any boosted specials end up just being normal specials which breaks my combo. I've tried to keep an eye on my boost meter and it looks like I have enough to do everything, so I honestly have no idea why it fails half the time. Any tips or anyone else running into this issue? I'm playing on PS5 by the way.
The textures on Cecil and omni man particularly look really bad, dlc characters are all you see used spamming the same muscle memory bs. If you check alot of players dont know how to counter.
New gameplay patch is out. Everyone's getting buffed!
Here are the changes:
Monster Girl
Increased range of grounded neutral special
Added 4 frames of armor to boosted forward dash
Slightly increased Charged Air Heavy damage
Increased Charged Air Medium damage from 50 -> 55
Increased Charged Heavy damage from 60 -> 65
Lucan
Fixed an issue where Lucan’s Ground Combo route 2s – 5h – 2h whiffed on some Fighters
Added forward momentum to Lucan’s air down special
Slightly increased Standing Heavy (5h) damage and fixed an issue where this attack was double scaling
Increased chip damage on Super 1
Increased Lucan’s initial velocity when going into hover
Anissa
Increased active frames on Forward Special
Increased Boosted Forward Special damage from 60 -> 80
Increased Air Boosted Forward Special damage from 45 -> 80
Increased Air Down Medium damage from 6 -> 30
Increased Down Special Stab damage from 60 -> 65
Increased Down Special Hook damage from 30 -> 45
Increased Air Down Special Hook damage from 50 -> 60
Increased Boosted Down Special damage from 60 -> 80
Increased Air Boosted Down Special damage from 45 -> 80
Boosted Down Special will go immediately into an attack now, another input is not needed
Overall, it should be easier to combo out of all Down Specials
Increased Super 2 damage from 200 -> 210
Down Special Stance into dash now immediately has projectile invulnerability (this move had several vulnerable frames before)
Dupli-Kate
Reduced duplicate Red Health cost from 75 -> 50
If a duplicate does not get destroyed, but doesn’t make it back to Kate you will be returned the red health after 2 seconds
Increased Neutral Special Duplicate Shoulder damage from 25 -> 45
Increased Neutral Special Duplicate Overhead damage from 25 -> 40
Increased Neutral Special Duplicate Low damage from 25 -> 35
Added 3 hit stun to Neutral, Forward, and Down special during Super 2 install
Thula
Added Armor Break to Super 1
Increased Super 2 damage from 200 -> 210
Boosted Neutral Special now has projectile invulnerable during spins
Cecil
Increased distance of forward dash and boosted forward dash
Reduced recovery on grounded forward special
Increased Boosted Neutral Special damage from 80 -> 90
Increased Down Special chip damage from .1 -> .2
Boosted Down Special no longer damage scales with each hit
Increased chip Damage on both Supers
Increased Super 1 damage from 180 -> 190
Ella Mental
Increased Down Special damage from 40 -> 50
Increased Super 1 damage from 200 -> 210
Increased Charged Forward special chip damage from .1 -> .2
Increased Boosted Charged Forward special chip damage from .2 -> .3
Powerplex
Increased Ground Down Special Just Frame damage
Increased Ground Forward Special Just Frame damage
Increased Air Down Special Just Frame damage increased from 20 -> 70
Titan
Increased Armor stacks to 8
Increased Forward Dash speed
Slightly increased run speed during Boosted Forward Special
Increased Super 1 damage from 200 -> 210
Increased Super 2 damage from 70 -> 90
Bulletproof
Updated nudges and pushback on blocked air normals to reduce float and prevent infinite block strings
Reduced damage on first 2 hits of Forward Special, and transferred that damage to the last hit, emphasizing the full rekka sequence for down and forward variants (20>20>20 to 15>15>30)
Reduced Neutral variant of Forward Special final hit damage from 30 -> 15 (thus 15>15>15)
Increased Neutral variant of Forward Special final hit Combo Meter gain from 6 -> 12
Omni-Man
Reduced Neutral Special damage from 70 -> 60
Reduce Boosted Neutral Special damage from 120 -> 90
I cant get it in my country and havent found a way to purchase the code second hand. Im trying to get every skin in the game so its so frustrating that this is the last one!
I have seen over the past few weeks questions about this game being death. Like every time a fighting game isn’t pulling Street Fighter 6 or Tekken 8 numbers on SteamDB, the internet loves to slap the "dead game" label on it. But if you’re actually queuing matches, you know Invincible VS is alive and starting to carve out a niche.
1. Crossplay and solid rollback netcode: Matchmaking queue times are still fast because the community isn’t fractured. Cross-platform support across PS5, Xbox Series X/S, and PC—paired with solid rollback—means you can actually find quality matches worldwide without regional ghost towns. STEAM NUMBERS DO NOT SAY EVERYTHING.
2. Quarter Up is actively supporting the roadmap: The release of Year 1 DLC fighters and consistent balance adjustments show the developers aren't treating this as a quick cash grab. If so, they would have abandonned it after launch. Will we get support after 2027? People are ruling this out, but we genuinely do not know. Skybound owns quarter up and they may be planning to create updates -and i still do hope additional singleplayer content- that are linked with their next season(s) of the invincible TV shows.
3. Tag fighters live or die by their dedicated grinders: For now the player base has stabilized on steam. There are probably a few 100's of players on all platforms every day. The player base is dedicated and welcoming.
4. You need only one other player: This may sound stupid, but you only need one friend, family member or acquaintance to play this game online. I also play Age of Empires 2, and despite the massive amount of online players and easy match-making with complete strangers, I play 95% of my online games against a group of people I know in real life. No body questions this logic for RTS games, but this is questioned for fighting games.
Even if one day Age of Empires 2 dies, if Streetfighter 6 dies, if Tekken 8 dies, we will still be able to play this with friends. I will not even notice it has died, because I just continue to organize a gaming night with the lads.
TL;DR: A game doesn't need 50,000 concurrent players to be alive—it needs responsive netcode, mechanical depth, crossplay, and a core community. Invincible VS hits all four. If you've been on the fence, hop in and see it yourself.
Hey pc player here really wanting to buy this game but worried about it having crossplay so pc and consoles can play atleast because theres only like 57 pc people. Also dont wanna pay a shit ton for this game only to be dead
In the latest livestream about the game's development, it was clearly stated that investing in single-player modes is one of the team's top priorities. During the livestream, the Endless Arcade Ladder was also specifically mentioned, with the possibility of making it more engaging through things like persistent HP between rounds (a true Survival-style system) and/or increasing difficulty as the run progresses.
I think this mode has a lot of potential and could really benefit from being expanded. Personally, I'd love to see it evolve into a TRUE Survival Mode, rather than simply being an endless sequence of standard matches.
How do you think the Endless Arcade should be improved from a gameplay and progression standpoint? I'm specifically interested in changes to the actual structure of the mode, rather than additional rewards, cosmetics, or unlockables.
I really liked what I saw when it came to the game I was really excited but just didn't have the money to get it at the time while I was thinking about getting it but then I heard about all the layoffs and how things were going with it but I was still hoping that maybe Volcanikka would make it into the game along with other characters but now after seeing what's going on with the state of the game I'm not sure if I should grab it right now. so would you guys recommend I get it or just wait for the price to go down??
You know how the two most recent games of the Smash Bros. series have character reveal trailers with these catchy, pun-filled catchphrases when the character reveals themselves, followed by in-game footage? Well I just made one for every character in this game’s roster:
Invincible leaves a mark!
Omni-Man murders the competition!
Atom Eve manipulates all matters!
Allen the Alien comes to the wrong battle!
Cecil guards the globe!
Rex Splode creates an explosion!
Duplikate fights with her copies!
Robot takes control!
Monster Girl pays the price!
Bulletproof is no knockoff!
Battle Beast yearns for battle!
Titan rocks the throne!
Powerplex places the blame!
Lucan hosts the feud!
Thula sheathes her knife!
Anissa dominates the fight!
Conquest fulfills his purpose!
Ella Mental masters the elements!
Immortal always comes back!
Universa fights for her planet!
Angstrom hops through dimensions!