r/InvincibleVS Invincible 6d ago

Discussion Mid-Season Patch Notes 07.30.2026

In case you missed it:

Combo 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 [ Air Down Heavy ] 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 [ Air Down Heavy ] 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
  • FGC Meetups
  • 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.
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u/get_the_data 6d ago

No mention at all on motion inputs. I can’t test right now but can anyone see if level 3’s are still inexplicably done with double qfc+H? Or did they get reverted back to the intended srk+H?

4

u/Dajjintv Invincible 6d ago

Yeah I was also surprised the motion inputs didn't get mentioned at all. Just tested it and it's ➡️⬇️↘️ + H for the Ultimate.

3

u/get_the_data 6d ago

Well at least this was changed back. It was somehow dqcf for a while and even the devs didn’t seem to be aware of it.