Invincible VS is a 3v3 tag fighter built around the Skybound comic universe, and it plays differently enough from Street Fighter or Mortal Kombat that jumping in blind will get you destroyed. The game launches with 18 characters and 14 destructible stages, and the official beginner's guide released by developer Quarter Up ahead of the open beta breaks down everything from basic attacks to the systems that separate casual play from real competition. Here's what you actually need to know.
What are the core attack types in Invincible VS?
Like most traditional fighters, Invincible VS uses light, medium, and heavy attacks as its foundation. Each attack tier has different speed and damage trade-offs, and understanding which button to press in which situation is the first thing to lock in before worrying about anything else.
Every fighter also has special moves with simplified inputs, so you don't need to be grinding out quarter-circle motions to access your character's toolkit. This makes the game more approachable without removing depth from the higher-level play.
For players who want to get hits out without thinking, each character has an auto-combo triggered by mashing the light attack button. It's not optimal, but it gets the job done when you're still learning a new character.

Basic attack input breakdown
How does the Boost mechanic work?
This is the system that makes Invincible VS feel distinct. Every fighter has three Boost bars sitting below their health meter. Spending those bars buffs your attacks and opens up additional movement options, giving you a meaningful resource to manage mid-match.
Boost isn't just a passive meter you fill up and forget. Knowing when to spend it aggressively versus holding it for defensive options is one of the first real decisions that separates players who understand the game from those who don't.
Don't blow all three Boost bars on offense in the opening seconds. You'll need at least two bars available if you want to use an Assist Breaker to escape a combo later.
What are Supers and Ultimates?
Each character in Invincible VS has two Supers and one Ultimate. Supers are your high-damage special moves that you'll be working into combos regularly. The Ultimate is the big one, reserved for the moments where you need a match-swinging hit.
Knowing which Super fits your combo routes and when your Ultimate is safe to land is character-specific knowledge you'll build over time, but every character follows this same two-Super, one-Ultimate structure.

Super and Ultimate meter display
How does the combo meter prevent infinite strings?
The combo meter is the game's built-in check against infinitely long combos. As you land hits on your opponent, the meter fills. Once it's full, the opponent breaks out of your string automatically.
The smart play is managing that meter before it caps out. Tagging in a different character is the primary way to lower the combo meter mid-string and keep your offense going. This creates a direct mechanical reason to actually use your whole team rather than just picking a favorite and ignoring the other two.
Letting the combo meter fill completely doesn't just end your combo. It hands your opponent a free escape and resets neutral, so monitor it actively.
According to the official beginner's guide released by Skybound Games, tagging characters is the intended solution for extending pressure without tripping the meter's ceiling.
How does the tag system work?
Invincible VS is a 3v3 tag fighter, which means your team composition and how you swap between fighters matters as much as individual character skill. Active tagging lets you bring in a teammate mid-combo to continue pressure, and as mentioned above, it also serves as your combo meter management tool.
The other half of the tag system is the Assist Breaker. When you're stuck in an opponent's combo and need out, an Assist Breaker calls in one of your teammates to interrupt the string. The cost is two Boost bars, so it's a real resource trade-off, not a free panic button.

Assist Breaker costs two Boost bars
Burning two Boost bars on an Assist Breaker late in a round can leave you without resources for offense. Only use it when the combo you're escaping would otherwise take out your current fighter.
What happens when time runs out?
If the timer hits zero before one team is eliminated, the match enters sudden death. All remaining resources from your team get pooled into a single fighter, and that fighter's health starts draining continuously. The last fighter standing when health hits zero wins.
It's a dramatic way to end a stalemate, and it rewards players who have been managing their Boost bars and meter throughout the match rather than spending everything carelessly.
Game modes available at launch
The official beginner's guide covers all the standard modes you'd expect from a modern fighter. Here's the breakdown:
Not all 14 stages were available during the open beta, but the full roster of 18 characters and the complete stage list ship with the final release.
Roster and stage count at launch
Invincible VS launches with 18 characters drawn from the Invincible comic universe and 14 stages, all of which can be destroyed during matches. Stage destruction isn't just cosmetic. Walls and surfaces breaking apart changes how space works in a given fight, which feeds back into positioning and tag strategies.
For players who earned rewards during the open beta, everyone who participated received an exclusive costume for Omni-Man. The top 20 ranked players from the beta are being immortalized in the game's final credits, according to Quarter Up.

Omni-Man beta exclusive costume
For technical performance notes and PC-specific setup details, the PCGamingWiki page for The Invincible covers resolution options including ultrawide support that the developers added based on community feedback.
The Game Update 3.1 patch notes for Invincible: Guarding the Globe are also worth reading if you're tracking how the broader Invincible game universe is evolving across titles.
The open beta ran on PlayStation 5 and Xbox Series X|S only. No PC version was available for the beta, though the final release platform lineup may differ.
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