
Invincible VS Starter Guide - 7 Tips I Wish I Knew From the Start
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Invincible Versus is a unique fighting game with 3v3 tag mechanics and a two-way interactable combo system. This guide offers essential tips to improve your gameplay, focusing on motion input controls, but also providing standard input differences.
Combos are fundamental. You can cancel a button into another of the same or higher strength (lights into lights, mediums, heavies; mediums into mediums, heavies; heavies into heavies). Special moves and supers can be canceled from anything. A common combo might involve crouching light, light, medium, heavy, down heavy to launch, then following up in the air. Down heavy in the air generally grounds the opponent, though some unique dive kicks exist.
Crucially, longer combos aren't always better. The combo meter dictates length; when full, the next hit drops the combo unless you use a boosted special move. To reduce this meter, use a boosted dash or, more significantly, active tags. Active tags, performed by holding an assist button mid-combo, dramatically reset the meter, allowing a new character to continue the combo.
Counterplay to active tags is the counter tag, inputting medium and heavy just before an opponent's active tag hits. This is a vital defensive tool. After supers, active tags are the only way to extend combos. A mind game exists: you can delay your active tag by pressing heavy to disrupt counter tag timing, or faint it entirely. Fainting an active tag leaves a counter-tagging opponent vulnerable, granting you a new combo meter and putting their assists on cooldown. However, if you faint and they don't counter tag, you're vulnerable. Delayed counter tags have recovery, so immediately cancel into an air down heavy or boosted special to maintain the combo. Faints are risky but effective against thoughtless counter-taggers. Mix up your options and learn opponent habits.
Avoid over-reliance on assist breakers. While more available than in other games, they're expensive: two boost bars, 50% recoverable red health for the assist character, and a 10-second assist cooldown. This leaves you vulnerable to snapbacks, which forcibly swap in the damaged assist character. Use assist breakers as a last resort, especially against opponents with high-damage solo combos. Punish assist breakers with snapbacks (forward, medium, assist two for middle; back, medium, assist two for top) to target the recovering character. You gain frame advantage after a snapback, maintaining offense.
Defensive tools include push blocks (back + light and medium) for half a meter, creating space and offering punish opportunities. Heroic strikes (medium and assist one while blocking) cost 1.5 bars but stop offense and grant frame advantage.
Movement is key. Dash by double-tapping forward, pressing light and medium, or using a dash macro. Cancel dashes by pressing down for unpredictability and faster screen traversal. Boosted dashes, especially for flying characters, are excellent for mix-ups, approaching, or projectile evasion.
Don't neglect assists. Every character has two; forward assists often extend pressure, while back assists are more unique, useful for projectiles or neutral combo starts. Experiment to integrate assists into your strategy.