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Invincible VS›Events›Invincible VS Gameplay Patch Notes 09.08.2026
In-game event

Invincible VS Gameplay Patch Notes 09.08.2026

Invincible VS · published 10 hours ago

All eventsPlayers around this dateRead on Steam

What’s up FGC! We're back with a new gameplay patch featuring a fresh round of balance changes. The focus for today's patch is on buffing up some of the underutilized and lower performing Fighters on the roster to help bring them in line with the rest of the cast. There are also a couple of pointed nerfs at two of the clear standout Fighters in the current meta to bring them down a nudge. 

Get all the details below!

Fighter 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 

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