Invincible VS is getting some CRAZY changes
Chapters8
Overview of what was learned from the beta and the public discussion of changes and fixes.
Invincible Versus is getting a major balance pass focused on punishing unsafe moves, boosted meter tuning, and smarter ranked matchmaking ahead of launch.
Summary
Maximilian Dood dives into the post-beta chatter around Invincible Versus, highlighting the developers’ public discussion of a “punishing pass” to fix goofy beta quirks. The team, including John the lead combat designer, admitted that many bounce-heavy and unsafe sequences needed tuning. They plan to make supers, specials, and dash/throw interactions more consistent, with changes to boost meter costs and damage scaling to curb repetitive loops. The stream confirms broad roster tuning based on beta observations and promises patches before launch, plus improvements to HUD clarity and crash fixes. Maximilian notes that players learned to work around rough mechanics, but the devs aim to reduce one-bar-only “heroic strike” abuse and cut back on boom-heavy breaker spam. The open beta also exposed ranked matchmaking bottlenecks, which the team is addressing with backend fixes and penalties for disconnects. Overall, the video shows a candid, developer-driven pivot toward more balanced, lab-friendly gameplay while keeping the crazy mobility and defense that fans enjoy. Maximilian predicts a surge in creative post-patch combos and is curious how the two极 major changes—boost costs and punishable moves—will shape high-level play.
Key Takeaways
- Heroic Strike cost is being increased from one boost bar to discourage spam and balance breaker usage.
- Boost meter recovery and resource management will be rebalanced to prevent tokens being hoarded after a kill with a tag-out.
- A broad set of moves, especially supers and specials, will be adjusted so they are not easily punishable or frame-data wonky.
- Damage scaling updates will affect EX chains and repeat bouncing loops, reducing excessive damage from repetitive input patterns.
- Throws and dash interactions are under review, with feedback suggesting invulnerability on throws and improved throw tech in high-level play.
- Notes from the beta indicate a focus on reducing solo TD (touch of death) routes and tightening dash/throw windows for safer, more readable matchups.
- Ranked matchmaking backend fixes aim to align players with comparable skill, and penalties for disconnects will be enforced to stabilize ladder play.
Who Is This For?
Essential viewing for Invincible Versus players and fighting-game fans who want to understand how beta feedback is shaping the launch patch, especially those curious about balance and ranked matchmaking improvements.
Notable Quotes
"They were going through a punishing pass of like all the supers, all the specials, a lot of stuff that characters can do in the game."
—Describes the focus of the upcoming patch on limiting unsafe or overpowered moves.
"More punishable moves, higher heroic strike cost, no tag after death, damage scaling updates, boosted loops, and ults."
—Rip’s summary of the patch aims.
"Back end for player ranked data was tracking not fast enough and players were not matching according to their approximate skill level."
—Beta matchmaking issue that the team is addressing.
"Level threes can't be doing as much damage as they were either."
—Balance concern leading to nerfs on big damage moves.
"This game isn't out yet. That [__] needed to change."
—Editorial remark on why balancing is necessary for launch.
Questions This Video Answers
- How is Invincible Versus balancing its beta feedback for launch?
- What is the punishing pass in Invincible Versus and which moves are getting nerfed?
- Why is heroic strike getting a higher boost-cost in Invincible Versus patch notes?
- How will ranked matchmaking be improved in Invincible Versus after beta testing?
- What changes are planned for throws and dash interactions in Invincible Versus?
Invincible Versusbeta feedbackpunishing passboost meterHeroic Strikebreaker systemdash and throw","damage scalingEX loopsranked matchmakingHUD improvements
Full Transcript
Let's go. Oh, that's what we got to talk about. Straight up. Like John, the lead combat guy who's been on the stream several times, they were going over what happened in the beta with Invincible, and there was like a legit discussion of how much [ __ ] is changing. Like they straight up acknowledge a ton of things that were goofy in the beta, like all the bouncing combos and a lot of that kind of stuff. There was a lot of nutty stuff that people found in the Invincible Versus beta. They did a new pass on the game.
They're doing a new pass. It's public talk. It's not behind closed doors. They were on a stream talking about it. They're going through the entire roster. Even the characters that we haven't seen very much of, and they're doing a they're calling it a punishing pass where some characters moves, just frame data was a little too wonky for them. And to me it was like not that bad because even if something wasn't punishable, it was heroic strike punishable. So I was like, "Oh, okay." Like I I found out ways around it. It wasn't that bad, but it would still be pretty annoying.
Like you try to punish anything and it's very hard to punish it. So that's what they're saying. They're saying that they're going through a punishing pass of like all the supers, all the specials, a lot of stuff that characters can do in the game. These are all the things that, and I'll give some context about what was happening in high level of the game. Notable change areas. All major changes since beta will be found in the patch notes before launch. But for now, we can confirm tuning is focusing on these things. Make big moves that whiff or are blocked or punishable.
Reducing the number of solo touch of death routes. Resolving the dash m Hey, and general gameplay balance even for characters that are not playable in the open beta. To make the above happen, we're looking at adjusting boost meter costs. Hey, okay, so that makes sense. Heroic Strike was one bar of boost, my dude. You could do it too much. You should choose between breaker and heroic strike at times. I think you could get a little too hammy mixing tags after car. Oh, my tech. I don't think it was mine. Okay, so this was way too powerful.
Chat, you recovered boost gauge really goddamn fast in invincible versus, right? But after you killed the opponent and you spend all your resources killing the opponent, you could literally tag them out so they can get all of it back. So the other character would come in and then be like, "Hey, that makes sense." I think that was leading to a little bit too many breakers. There was like 15 breakers per match, dude, at high level. It was insane. Damage scaling to various situations as well as dash and throw. Oh, okay. This is 100% talking about EX into EX into EX.
That's just my presumption. I think you'll be able to do it, but I'm assuming that this is going to be all the repeating bouncing [ __ ] I don't think it's going to do as much damage. Maybe you'll still be able to do it, but it's going to suck. as well as dash and throw interactions. So, this one is something that a lot of us were saying throws need to be invulnerable. After you throw the opponent, you should not be hit, dude. Assists should get knocked out or something like that. It was very goofy. There's also balance changes with majority of our roster based on the beta observations.
So, what did what did Rip say? More punishable moves, higher heroic strike cost, no tag after death, damage scaling updates, boosted loops, and ults. Yep. Okay. So, now we actually have to come up with creative combos instead of just doing overhead kick three times over. Cuz to be honest, the combos were fun at mid to low level, but they started to get really goddamn boring even in like 3 days of the beta. So that needed to change. And I get it. Like my tech, nah, [ __ ] That needed to change for the for the health of the game moving forward.
This game isn't out yet. That [ __ ] needed to change. Level threes can't be doing as much damage as they were either. Ranked coolown cues for people leaving matches in the Hey, ranked data bottleneck. On day one of the beta, the back end for player ranked data was tracking not fast enough and players were not matching according to their approximate skill level. The delay caused players to not get properly placed. Yeah, I saw this. I'm like, where are my points? I won. Meant for higher skilled players were matching with lower skilled players too often. Even if everyone decided to stick around for their loss, this was not the intended matchmaking experience.
Yeah, the delayed LP loss, lack of disconnect penalty for those not deterred by the LP loss, there was no clear way than to keep reuing. Not enough modes for casual play. The open beta was an opportunity to stress ranked, one of the more important systems to get right. And although the beta was meaningful stress test, it was very little for those to do to demo at their own pace. Yep, we fixed the backend delay for ranked player data. Disconnecting during a ranked match will cost you LP and the match. We're looking at ways to keep frequent levers out of the rank queue.
Cool down penalty targeting the first major post-launch patch. You're reading this and we're guilty of a rage quit or two. We get it. Ranked was uh the system we most needed to stress test. And we also know that players who wanted to explore at their own pace are new to fighting games don't have a good way to do that. We hope that availability of single player and multiplayer modes at launch, story, arcade, local versus casual lobbies progression keep you developing your skills and progress towards competing against players uh at your level. Next time you get caught in a match ending move, you'll feel confident enough to run the set back.
No more Omnim. Hey, we ran into this a couple of times. Omniman's alt would desync and you'd watch the alt again and you couldn't see what was happening. Improve HUD clarity for Wi-Fi and wired. Fixed majority of issues that that caused game crashes. Cool. And focus for launch. Thanks one more time to everyone who played the beta. We're excited by all the hype there was just one weekend. This wasn't even the full roster. It was more time to lab characters, our balance updates, and eight additional at April 30th. We know the mix-ups are going to be unreal.
hammering away at more content for Invincible Versus. Make sure the Universa and the Immortal are a must. Yeah, I'm just talking about redacted two more characters. Those are some good changes, man. I'm very curious to see how heroic strike now works. If it costs like two bars, that makes sense for a from a balance perspective. That makes a lot more sense cuz it was only like one bar in the beta. It should probably cost two. It really should. I think that the problem is is that even if they change some stuff, you're not going to get people on your side with some parts of this game.
plays like an older fighting game, man. And a a lot of people that play like modern day fighting games, things need to directly counter things that make a ton of sense. Like sometimes things just don't make sense in a lot of older games, they just don't make sense and you have to find solutions around things that don't make sense. And that can be frustrating. I think for me it's like there's enough fun crazy [ __ ] in the mobility and uh the combo game. It feels like there's enough cool defensive tools. And I think that's what I like about it.
I like the defensive tools in this game. Most big Marvel vs. Capcom games don't have cool defensive tools. They have big offensive tools. Either way, yeah, that's a lot of good news. Seems like a lot of stuff going to be
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