Invincible VS is a 3v3 tag fighting game based on the Invincible comic and animated series. While it looks approachable at first, thanks to autocombos and simplified controls, the game has an incredibly deep combo system, advanced tag mechanics, and layered defensive options that reward practice and creativity.
- Basic Controls and Combat
- Movement and Mobility
- Standard vs Motion Controls
- Understanding Boost Meter
- Boost Dash Explained
- Defensive Mechanics
- Throws and Their Importance
- Understanding Assists
- Tag Mechanics
- Counter Tag System
- Combo System Explained
- Super Moves
- Snapback Mechanic
- Charge Medium Attacks
- Arena Shift Mechanic
- Beginner Tips
- 1. Learn One Team First
- 2. Use Standard Controls
- 3. Tag Frequently
- 4. Save Meter for Defense
- 5. Practice Tag Timing
- 6. Experiment With Combo Creativity
- Final Thoughts
If you are completely new to fighting games or just starting with Invincible VS, this guide explains all the important mechanics you need to understand before jumping online.
Basic Controls and Combat
Invincible VS uses a three-button fighting system:
- Light Attack
- Medium Attack
- Heavy Attack
The game follows a “magic series” combo structure:
- Light attacks chain into medium attacks
- Medium attacks chain into heavy attacks
- You can naturally string attacks together for easy combos
A very basic combo looks like this:
- Light
- Medium
- Heavy
- Down + Heavy to launch
- Air combo
- Down + Heavy in the air to spike
- End with a super move
Down + Heavy acts as a universal launcher on the ground and a spike attack in the air.
Movement and Mobility
Movement is extremely important in Invincible VS.
Most characters can:
- Dash forward and backward
- Air dash
- Super jump
- Perform diagonal air movement
Viltrumite characters especially have very strong aerial mobility.
Diagonal air dashes are useful for fast overhead attacks because you can quickly approach from above.
Blocking Basics
Invincible VS uses traditional fighting game blocking:
- Hold back to block mids and overheads
- Hold down-back to block lows
Jumping attacks are usually overheads, meaning they must be blocked standing.
Standard vs Motion Controls
The game includes two control styles:
Standard Controls
Standard controls simplify special moves into single button presses.
Advantages:
- Easier execution
- Faster reactions
- Better for beginners
- More reliable defensive reactions
Motion Controls
Motion controls use traditional fighting game inputs like quarter circles and dragon punch motions.
Advantages:
- Slightly more damage
- Better combo optimization
However, the damage difference is relatively small. Standard controls are perfectly viable even competitively.
Understanding Boost Meter
The yellow Boost Meter is one of the most important mechanics in the game.
Every character has their own independent boost gauge.
Boost Meter is used for:
- Boost Dashes
- Enhanced special moves
- Combo breakers
- Push blocks
- Heroic strikes
- Combo extensions
Meter Regeneration
Boost Meter regenerates very slowly while the character is active.
However, it regenerates much faster when that character is tagged out.
Because of this, constantly rotating your team is extremely important.
Boost Dash Explained
Boost Dash enhances your normal dash by spending boost meter.
Benefits include:
- Faster movement
- Closing distance instantly
- Escaping zoning
- Extending combos
- Canceling recovery animations
Boost Dash also lowers the combo meter during combos, letting you continue longer strings.
This mechanic is one of the core foundations of high-level offense.
Defensive Mechanics
Combo Breaker
If you are getting comboed, you can spend:
- 2 Boost Bars
- One available assist
This immediately breaks the combo and resets to neutral.
However:
- Your assists go on cooldown
- You lose important resources
Still, avoiding huge damage is usually worth it.
Push Block
Push Block costs one meter and pushes the opponent away while blocking.
Good uses include:
- Creating breathing room
- Escaping pressure
- Forcing enemy attacks to whiff
- Creating punish opportunities
Well-timed push blocks can completely reverse momentum.
Heroic Strike
Heroic Strike works similarly to an alpha counter.
While blocking, spend meter to perform an armored counterattack.
The strongest part is that you can combo afterward by tagging into teammates.
This turns defense into major damage opportunities.
Recovery Rolls
After being knocked down:
- Hold forward to roll forward
- Hold back to roll backward
This helps escape corner pressure.
However, hard knockdowns prevent rolling.
Throws and Their Importance
Throws are much stronger in Invincible VS than in many other fighting games.
Forward Throw
Forward throws can lead directly into tag combos and major damage.
Back Throw
Back throws allow solo combo follow-ups.
Some throws also cause:
- Hard knockdowns
- Ground splats
- Setup opportunities
Throws are a major offensive tool, not just a small damage option.
Understanding Assists
Each character has multiple assist options.
Neutral/Forward Assist
Usually:
- Faster cooldown
- Utility-focused
- Roughly 3-second cooldown
Back Assist
Usually:
- Stronger effect
- Longer cooldown
- Around 6-second cooldown
Assists can:
- Control space
- Extend combos
- Create pressure
- Lower combo meter
- Support neutral game
Good assists are essential for strong team building.
Tag Mechanics
Tagging is one of the defining systems in Invincible VS.
Raw Tag
Hold the assist button to swap characters.
Combo Tags
During combos, tagging allows:
- Combo extensions
- Meter regeneration
- Pressure resets
- Additional damage
Tags also lower the combo meter, enabling extremely long combo routes.
Counter Tag System
The defender can counter incoming tag attacks.
If timed correctly:
- The combo ends immediately
- No meter is required
However, attackers can mix up timing by:
- Delaying tag attacks with Heavy
- Faking tags entirely
- Baiting counter attempts
This creates a rock-paper-scissors mind game during combos.
Combo System Explained
Invincible VS has one of the most flexible combo systems in fighting games.
Specials Into Normals
Unlike many fighters, this game allows:
- Normals into specials
- Specials back into normals
This creates extremely freeform combo structures.
Combo Meter
As combos continue, the combo meter rises.
Once it flashes:
- The next normal hit will end the combo
To continue combos, players must:
- Tag
- Call assists
- Boost Dash cancel
- Use enhanced moves
Enhanced Moves
Enhanced special moves are incredibly important because:
- They do more damage
- Some ignore combo break rules
- They can continue combos even after the meter is maxed
This creates highly creative combo routes.
Super Moves
Every character has:
- Two Level 1 supers
- One Level 3 super
Level 3 supers:
- Deal massive cinematic damage
- Have better minimum scaling
- Are excellent combo finishers
Long optimized combos often chain multiple supers together.
Snapback Mechanic
Snapback forces the opponent to switch characters.
You can:
- Choose which enemy assist enters
- Lock out another character temporarily
- Disrupt team synergy
- Prevent assist usage
Snapback is extremely useful for controlling momentum.
Charge Medium Attacks
Many characters can charge their medium attacks.
Charge mediums often gain:
- Crumple effects
- Super armor
- Extra range
- Frame advantage
- Better combo starters
These vary greatly from character to character.
Learning your character’s charge medium is very important.
Arena Shift Mechanic
If you snapback an opponent during a crumple state, you trigger an Arena Shift.
Arena Shift effects include:
- Stage transition
- Opponent assist lockout
- No combo breaker access for opponents
- Massive boost meter regeneration for your team
This creates incredibly explosive offense.
Because boost regenerates so quickly during Arena Shift, players can perform combo routes that are impossible under normal conditions.
However, Arena Shift can only happen once per match.
Beginner Tips
1. Learn One Team First
Avoid constantly switching characters early on.
Focus on:
- One main point character
- One reliable assist
- One simple backup character
2. Use Standard Controls
Standard controls are beginner-friendly and competitively viable.
Do not feel pressured to use motion controls immediately.
3. Tag Frequently
Your boost meter is strongest when characters rotate often.
Do not stay on one character too long.
4. Save Meter for Defense
New players often spend all meter on offense.
Always try to keep enough meter for:
- Combo breaker
- Push block
- Heroic strike
5. Practice Tag Timing
Tag interactions are central to the game.
Understanding:
- Tag timing
- Counter tags
- Delayed tags
- Fake tags
will dramatically improve your gameplay.
6. Experiment With Combo Creativity
The combo system rewards experimentation.
Try:
- Boost dash cancels
- Assist extensions
- Enhanced move loops
- Tag routes
The game allows enormous freedom once you understand the rules.
Final Thoughts
Invincible VS combines approachable controls with some of the deepest tag mechanics and combo freedom seen in modern fighting games. While beginners can enjoy simple autocombos and easy inputs, mastering boost meter management, tag mind games, and combo optimization opens up a completely different level of gameplay.
The game strongly rewards creativity, team synergy, and system knowledge. Once you understand how tags, assists, boost mechanics, and combo scaling interact, the combat becomes incredibly expressive and rewarding.
