Make Your INVINCIBLE VS. Combos HUGE

Maximilian Dood| 00:10:42|Apr 12, 2026
Chapters7
Introduces traditional versus extended combos and the role of tagging to control the combo gauge.

Learn how to push invincible-level combos with tagging, aerial boost dash cancels, and smart use of assists in Maximilian Dood’s beta guide.

Summary

Maximilian Dood dives into making longer, more reliable combos in the current beta, showing that traditional chaining isn’t the only path. He explains that the game treats mechanics like a sandbox, encouraging creative linking of attacks, assists, and specials. A key focus is managing the combo gauge: tagging helps reset a chunk of it, but tagging itself comes with risk. Max demonstrates that you don’t need a fixed light-medium-heavy sequence; you can weave in EX moves, aerial specials, and boost dash cancels to extend damage windows. Assists on hit or block add small but meaningful extensions, while boost dash cancels are a powerful tool for cashing out damage, especially with aerial flyers. He cautions that some repeating EX moves in the beta may be patched out, but the core idea—mixing meter management with timing and team synergy—remains central. Finally, Max shares a few high-damage setups with Omniman and notes that more combo opportunities will emerge as patches roll in. This video is a practical, hands-on look at turning standard strings into brutal, resource-efficient bursts.

Key Takeaways

  • Tagging the combo gauge reduces it by roughly one-third, helping extend the total damage window.
  • EX moves provide reliable damage when you’re trying to salvage a combo that’s about to drop.
  • Aerial boost dash cancels let you cancel mid-air sequences and stretch your meter usage for big payoff.
  • Assists, when used on hit or block, offer additional, quick damage windows without heavily draining the gauge.
  • Boost dash cancellations become a core tool for “cash out” moments and are especially potent with characters who can fly or dash in the air.
  • There’s no mandatory light-medium-heavy chain; players can mix and match inputs to fit the situation.
  • Beta-era repeating EX moves may be nerfed later, but the underlying strategy of meter and tool usage remains valid and scalable by patch changes.

Who Is This For?

This is essential viewing for fighting game players who want to push longer, more resource-efficient combos in beta builds, especially those experimenting with assist systems, tagging, and boost dash mechanics.

Notable Quotes

""Tag the combo gauge on the right goes down. So now, did you see what happened? If you tag the combo gauge on the right goes down... Brings it down like a good chunk. Like a third of the bar goes down if you tag.""
Explains how tagging reduces the combo gauge and helps extend the combo.
""If I go into a aerial special like that and I hit a button. Okay. If I try to do another special, I can't. It literally will not let me. You are limited by one special in one combo situation.""
Describes the one-special-per-situation rule and the impact on chaining.
""Boost dash cancels... you fly like you you fly across the screen, man... very good. However, if you're mid combo with a flyer, you can do aerial boost dash cancels.""
Introduces boost dash cancel technique and its aerial applicability.
""Assists fulfill this demand... these assists only work on hit or block. They come out and smack and they allow you to continue the combo a little bit more.""
Shows how assists extend combos after contact.
""The big one that most people are doing right now is like medium heavy down heavy. They boost down and you get most of your bar back.""
Notes a common, effective sequence to recover resources.

Questions This Video Answers

  • How do I extend combos in Invincible vs Combos beta without tagging?
  • What is the role of boost dash cancel in Maximilian Dood's guide for this game?
  • Can assists on hit or block actually extend combos in Invincible vs Combos beta?
  • Why are EX moves important for sustaining a combo in this game beta?
Maximilian DoodInvincible vs Combosbeta gameplaycombo mechanicstag systemcombo gaugeEX movesassists in fighting gamesboost dash cancelsOmniman
Full Transcript
Let's go. Everybody's asking and I post one combo that's not even that impressive and people are like, "How the hell is Max's combo so long? All my combos drop if I if I don't tag." A great question. Like a lot of uh older fighting games, a lot of the mechanics in this game do not just put the thing in your lap. You kind of have to figure out how to make it work. It's kind of just respecting the fact that we're just going to give you a lot of tools and things and this game is being treated like it's a sandbox of mechanics and characters. I'm going to teach you how to get crazy ass combos in this game. Let me show you kind of what people see as being a traditional combo in this game and they're like, "Oh, I'm doing good." Right? And you Yeah, it is good. If you just do uh LMH, LMH downh into super. Yeah, these are all these are all very good. What people are also doing now is learning how the tag system works, which comes with caveats. LMH special tag uh uh and then you know it pops out there. So now, did you see what happened? If you tag the combo gauge on the right goes down. So this start I start to teach you guys what this means. Combo gauge is a filling bar that if you fill it up all the way It blows out. You have to do something to mitigate this combo gauge. There are resources that we have to change it. And the easiest one is tagging. See how it brought it down all the goddamn way. Brings it down like a good chunk. Like a third of the bar goes down if you tag. However, there's a problem with that. Tagging can be broken. So, what I'm going to try to teach you guys how to extend combos without relying on taggable opportunities, right? And cuz every dude, literally everybody in their mother can do this. My turn. Now there everybody and their mother can just loop the same thing over and over and over again. And I'm like, yeah, that is cool. But in the same way with Killer Instinct, long combos aren't exactly cool because they're breakable. You're mostly not going to be able to do any of that kind of stuff um against like human players because those all have break opportunities. What can we do to bring the combo gauge down more? This game does not have a traditional combo route system where it's like light, medium, heavy, special. It has that, right? But I want you to see after I do a special. Watch this. Oh, let's just do light, medium, heavy after it. Oh, uh uh uh uh. Interesting. So, we are not bound by a limitation chain system or low power to high power. You don't have to go from lights to heavies. No, no, forget it, dude. You don't have to do any of that. You can just fill this stuff however you want. But there are some limitations. I want you to see something here. If I go into a aerial special like that and I hit a button. Okay. If I try to do another special, I can't. It literally will not let me. You are limited by one special in one combo situation. If it's in the air on the ground, now I can just go crazy. But if I'm in the air, I have to do I have to do an EX. And at that point, the EX's don't build that much. And that's what you're going to start to notice. You see the combo gauge? It builds a little bit. Not like as much as a singular attack. A little bit. So EX's are really good if you want to do something that you know is likely going to work. But what other ways can we drop this combo gauge? Right. It's still filling up too fast, right? My combos are still popping out. So assists fulfill this demand. Um, and when you attack an opponent, you get this. A generic assist. Watch me try to do that assist with Omniman if I press the assist button. Seriously. Oh, that's not it. I got it. Oh, that's not it. That's literally it. So, these assists only work on hit or block. [screaming] Come on. They come out and smack and they allow you to. Continue the combo a little bit more. But you'll notice that it wasn't a big difference. If I do this again, see how he dropped it like a small chunk, like a 1/5 maybe even. That is one way that you can make combos bigger. Okay, cool. You can also loop your assists in some ways. Ah, he blew out. Omni guy. [screaming] STAY DOWN. COME ON. YEAH. And if you notice, the assist comes back really fast. The other big way is through boost dash cancelling. And you know how you have like a regular dash and you run around the screen, but if you press your boost dash, you fly like you you fly across the screen, man. Like really far. And this is multi-way air dashing over here. when you're doing it in neutral, it's costing a half a bar. So, you can't do it all the time, but it is what it is, but it's very good. However, if you're mid combo with a flyer, and a flyer is any character that can effectively air dash or fly, you can do aerial boost dash cancels. And all that means is when you're in the air, got, see that? You can cancel out of it by pressing boost dash. That's it. And it's like any special, any EX and you can effectively exhaust like all of your meter up there. Like it's extremely good. It's kind of the the best way that you can cash out the damage of a character. But what is the why don't you want to do this all the time? Well, this boost gauge um is for your breakers, man. You have to use this resource like in a smart way. like uh uh uh uh uh uh uh in that situation, I can start building the bar back by tagging. But we have introduced a risky element, which is a a tag. So just for like comparison's sake, well, what can we do now if we put all of these pieces together and try to create like a combo of some kind? Something that I think will actually work by the time the game comes out cuz some of this stuff is going to get patched. So Anu man can like come on LISTEN to me. Like he can go absolutely ham. Did you see how much damage that did? So that was me using every time the combo was about to drop out, I did a boost dash cancel to get back down to the ground or to get into a certain area that did a lot of damage. Your back assists are also really good for creating like large windows that don't build a lot of of combo a combo gauge that give you a decent amount of damage. So, these are harder to combo into, but team up. Stay down. Those are big damage opportunities that lead to way more like way more and less resources just in general, you know? Yeah, that's the big one. The big one that most people are doing right now is like medium heavy down heavy. They boost down and you get most of your bar back. You also meet them down on the ground and you're able to uh get way more combo gauge to work with because normally that's already done by here. It's it's done. So again, there's a lot to the system right now that's really fascinating. Here's some funny things as well. Characters have charged attacks where they hit twice. Like it's pretty crazy. It's pretty crazy. There's a lot of very cool things you can do. Right now in the beta, which is likely going to change, is this at the moment. characters have like really abusable repeating attacks like Allan for example where you can just kind of like get a [ __ ] ton of damage by doing the same thing over and over and over again. Uh uh uh uh uh IT how you like you know and this is like it's kind of cheesy. Uh I think these will likely not be nearly as good later on because this is going to lead to nearly a death combo. And I didn't even do anything special. I think they're going to likely change some of this stuff in terms of just repeating the same EX move over and over again. But yeah, that's how you can make combos longer. and you have to use a bit of the resources. It does involve a little bit of system mechanics, but the cool part of the game is that there is some really crazy opportunities to do insane damage. And one I found with Omniman last night is kind of nuts. Let's just throw out as an example with a raw overhead. Let me see if I can get to this. We'll just cut in the version that I actually land. This has crazy timing to it. Learn something. I've got you. Stay down. PAY ATTENTION. You're dead. Pay attention. Learn something. I'm here. Time for a lesson. Not even trying yet. You can get some pretty crazy [ __ ] This end up This ends up costing like a lot of resources and stuff. It's pretty sick. like some of this [ __ ] get ends up getting really sick and in in a situation that later in the game will it support this stuff. I think more combo opportunities that lead to cool integration of your whole team and things like yeah like that's the way it should be working and I think just repeating the same thing over and over again might like be a little boring. So we'll see uh we'll see by the time it comes out. But hopefully with some of the recommendations I gave you guys and actually utilizing your assists in some of these creative ways, you can get much more much bigger combos than you had before.

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