Skip to content
Patch NotesInvincible VS07.30.2026

Invincible VS Mid-Season Patch Notes 07.30.2026 (30th July 2026)

The mid-season patch loosens the combo system significantly while tightening assist breaker risk, marking the first major balance sweep since Universa and The Immortal joined the roster.

Nathan Lees8 min read
Invincible VS fighting game screenshot showing two characters mid-combo with visual effects.
Share:

Invincible VS's mid-season patch lands just over a month into Season One, and it swings decisively toward player expression. The 20% combo meter increase is the headline, but what matters is what it actually enables: longer combos become the baseline, and single-character routing becomes far more viable. This directly addresses the game's early meta, where assist-heavy teams dominated because solo damage routes ran out of meter too quickly. By lowering combo meter buildup on crowd control effects like ground bounces and splats, the patch makes those situations less punishing to extend through. You're not burning meter just to keep momentum.

The recovery system overhaul cuts deeper than the notes suggest. Removing automatic air recovery and air wall splat recovery forces every player to input their recovery consciously. This sounds like a quality-of-life downgrade until you realise what it actually does: it gives defensive players agency they didn't have before. Wall splat recovery now offers two options. Forward air recovery for height and momentum, or a manual slide down the wall. That second option is explicitly called out as useful against chain command grabs, which means the patch is directly answering a specific defensive problem that emerged during Season One. Simultaneously, airborne opponents stay in hitstun 10 frames longer before air recovery becomes available, making air conversions more consistent. These aren't contradictions; they're precision adjustments that reward both offensive and defensive execution.

Boost Dash Cancel changes in the air reshape how flying characters function. Performing a BDC now grants an additional special or boosted special without touching the ground. This is a significant freedom increase for characters like Robot and The Immortal, but the patch immediately constrains it elsewhere: Bulletproof's Forward Special (Air) can only be used once per combo now, and Robot's Jumping Boosted Down Special no longer has an early breakout. The game is saying flying characters get more tools, but not infinite tools. Assist Breakers take a hit too. The fighter used for an Assist Breaker now waits much longer before red health regeneration begins, leaving assists vulnerable for extended periods. This raises the cost of breaker usage without removing the mechanic entirely.

The Immortal and Universa, the two newest characters, both receive nerfs. The Immortal's Neutral Special deals less damage and scales faster when used repeatedly, directly targeting spam patterns. Universa's Air Down Heavy drops from 40 to 20 damage per hit, a 50% cut that changes how that move functions in combos. These aren't overreactions; they're targeted responses to characters who arrived mid-season and immediately influenced the competitive meta. The patch notes mention VS Fighting XIV's Top 8 as context, suggesting these changes are informed by actual tournament data. Other characters receive smaller adjustments: Rex Splode's Forward Assist loses its horizontal projectile and gains 75 frames of recovery, making him significantly more punishable; Robot's Back Assist has one fewer missile; Conquest gains blockstun on Ultimate. The patch is granular rather than sweeping, which suggests the meta is sound but needed tuning around its edges and newest additions.

Full Patch Notes

Buff Nerf Fix Tweak

What’s up FGC! We hope you’ve been having a super-powered time with Invincible VS Season One so far. We’ve been keeping a close eye on the developing meta since Universa and The Immortal joined the roster and are back with a fresh gameplay patch right off the heels of an incredible Top 8 showing at VS Fighting XIV (congrats to Jads on bringing home the Conquest Gauntlet!)

Major changes include:

  • Combo Meter Increase
  • Boost Dash Cancel (Air) Buff
  • Air Conversion Buff
  • Balance changes to a handful of Fighters
  • Various Bug Fixes

Get all the details below!

Gameplay Systems

Overall, we wanted to give players more freedom in the combo system, so we’ve loosened up the combo meter to allow for more exploration. Combos will be longer and it will be easier to explore routes with a single character.

We also increased air reaction time so that it’s easier to connect with follow up hits against airborne opponents, and we are now allowing flying characters to perform multiple air specials if they utilize boosted dash cancels.

We also wanted to give more options to the player when recovering so there is no longer an automatic air recovery or air wall splat recovery, both need to be inputted by the player to trigger the recovery.

Lastly, Assist Breakers are very powerful and we wanted to increase their risk a little. Now once they are used, assists will not start health regen for 10 seconds. This will leave them with a lot of red health for longer.

— Dave Hall, Game Director

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
  • 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
Share:

Stay on top of every update — find all the latest patch notes and gaming news at XP Gained. Join our Discord for live patch note alerts and discussion.

Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

Related Posts