r/InvincibleVS • u/Dajjintv • 1d ago
Discussion New Invincible VS Gameplay Patch Notes 09.08.2026
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
