Compare Invincible VS prices across 50+ stores and find the best deal. Developed by Quarter Up. Published by Skybound Games. Released on 4/30/2026. Available on PC, Xbox. Genres: Action, Adventure.

Quarter Up's Killer Instinct DNA shows up hard in a 3v3 tag fighter that actually respects your time in the lab, just don't come here hunting for a meaty solo mode.

I went in skeptical. Tag fighters built on IP hype have a bad track record, and the last time a superhero fighting game genuinely moved the genre needle was Dragon Ball FighterZ. Invincible VS does not fix every problem in that lineage, but it fixes enough of them to earn serious attention. The studio behind it, Quarter Up, is staffed with veterans who built Killer Instinct (2013), and that pedigree is not cosmetic. It is structural. The Assist Breaker mechanic, where you spend two bars of your Boost Gauge to have a teammate punch your opponent off you mid-combo, is lifted directly from KI's Combo Breaker philosophy. The active tag layer, where the receiver can time a counter to push the attacker away and the attacker can feint through that timing, is the kind of layered mind game that keeps a competitive scene breathing past launch week. The control scheme is one of the smarter accessibility decisions I have seen in the subgenre. Specials run on a direction plus one button. Auto-combos are on repeated light attacks. New players can land a full string capped with a Super and feel like they did something real without memorizing a motion input chart. Veterans, meanwhile, graduate to chaining Ultimates, boosted specials, active tags, and launchers into extended sequences that would make MvC3 players nod. There is also an optional motion input scheme for anyone whose hands refuse to forget the Z-motion. The roster at launch sits at 18 fighters with four more confirmed for the Year 1 DLC pass. Archetypes are wide: Invincible and Anissa for rushdown, Omni-Man for relentless offense that punishes you for running it on block, Cecil for gadget-heavy zoning with teleport escape options, Dupli-Kate for absurd combo extension using clones, Battle Beast as a grappler anchor who gets more dangerous the lower his health drops, Robot for drone setups and spacing that rewards lab time, and Ella Mental, a character created exclusively for the game, as a multi-element zoner with answer options most pure zoners lack. Team composition matters as much as individual execution. Stack three Viltrumites and a patient zoning squad will make you pay. Netcode is rollback at launch with crossplay between PC and Xbox, which removes the matchmaking fragmentation that crippled several recent fighters in their first months. Online lobbies support up to eight players with spectating. The ranked ladder exists and is functional. At the time of writing, early reception on online stability is mostly positive with isolated reports of hiccups on weaker connections, which is standard for any new netcode rollout. The mode suite checks the necessary boxes: Story, Arcade ladders, Ranked, Casual, and a free-form Practice mode alongside a tutorial that walks through every system from the ground up. Here is where it gets honest. The story mode runs roughly one hour, ends without resolution, and is clearly designed to be delivered episodically. If you came for a BlazeBlue-tier narrative mode, this is not it. Arcade ladders payoff in still images and a few lines of dialogue. The single-player offering is thin by any metric that matters to offline players, and the Arcade mode in particular feels like a placeholder rather than a feature. Giant Bomb's review called the solo content worse than thin, and that reads accurate. If you primarily play fighting games solo, this game will frustrate you within a weekend. For everyone else, the core is as good as the genre has offered in years. The pace is fast, the defensive tools are real, the roster has personality, and the team composition thinking adds a strategic layer that pure 1v1 fighters cannot replicate. Post-launch character additions are already confirmed and scheduled through the end of the year, which suggests Quarter Up intends to support this properly. The foundation is sound. Whether the competitive community latches on long enough to matter is the actual question, and that answer will not exist until a few months of ranked data accumulate. Fred, Scout Team

Invincible VS
ActionAdventure

Invincible VS

Apr 30, 2026Quarter UpSkybound Games
GamerScout Says

Quarter Up's Killer Instinct DNA shows up hard in a 3v3 tag fighter that actually respects your time in the lab, just don't come here hunting for a meaty solo mode.

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About Invincible VS

I went in skeptical. Tag fighters built on IP hype have a bad track record, and the last time a superhero fighting game genuinely moved the genre needle was Dragon Ball FighterZ. Invincible VS does not fix every problem in that lineage, but it fixes enough of them to earn serious attention. The studio behind it, Quarter Up, is staffed with veterans who built Killer Instinct (2013), and that pedigree is not cosmetic. It is structural. The Assist Breaker mechanic, where you spend two bars of your Boost Gauge to have a teammate punch your opponent off you mid-combo, is lifted directly from KI's Combo Breaker philosophy. The active tag layer, where the receiver can time a counter to push the attacker away and the attacker can feint through that timing, is the kind of layered mind game that keeps a competitive scene breathing past launch week. The control scheme is one of the smarter accessibility decisions I have seen in the subgenre. Specials run on a direction plus one button. Auto-combos are on repeated light attacks. New players can land a full string capped with a Super and feel like they did something real without memorizing a motion input chart. Veterans, meanwhile, graduate to chaining Ultimates, boosted specials, active tags, and launchers into extended sequences that would make MvC3 players nod. There is also an optional motion input scheme for anyone whose hands refuse to forget the Z-motion. The roster at launch sits at 18 fighters with four more confirmed for the Year 1 DLC pass. Archetypes are wide: Invincible and Anissa for rushdown, Omni-Man for relentless offense that punishes you for running it on block, Cecil for gadget-heavy zoning with teleport escape options, Dupli-Kate for absurd combo extension using clones, Battle Beast as a grappler anchor who gets more dangerous the lower his health drops, Robot for drone setups and spacing that rewards lab time, and Ella Mental, a character created exclusively for the game, as a multi-element zoner with answer options most pure zoners lack. Team composition matters as much as individual execution. Stack three Viltrumites and a patient zoning squad will make you pay. Netcode is rollback at launch with crossplay between PC and Xbox, which removes the matchmaking fragmentation that crippled several recent fighters in their first months. Online lobbies support up to eight players with spectating. The ranked ladder exists and is functional. At the time of writing, early reception on online stability is mostly positive with isolated reports of hiccups on weaker connections, which is standard for any new netcode rollout. The mode suite checks the necessary boxes: Story, Arcade ladders, Ranked, Casual, and a free-form Practice mode alongside a tutorial that walks through every system from the ground up. Here is where it gets honest. The story mode runs roughly one hour, ends without resolution, and is clearly designed to be delivered episodically. If you came for a BlazeBlue-tier narrative mode, this is not it. Arcade ladders payoff in still images and a few lines of dialogue. The single-player offering is thin by any metric that matters to offline players, and the Arcade mode in particular feels like a placeholder rather than a feature. Giant Bomb's review called the solo content worse than thin, and that reads accurate. If you primarily play fighting games solo, this game will frustrate you within a weekend. For everyone else, the core is as good as the genre has offered in years. The pace is fast, the defensive tools are real, the roster has personality, and the team composition thinking adds a strategic layer that pure 1v1 fighters cannot replicate. Post-launch character additions are already confirmed and scheduled through the end of the year, which suggests Quarter Up intends to support this properly. The foundation is sound. Whether the competitive community latches on long enough to matter is the actual question, and that answer will not exist until a few months of ranked data accumulate. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformachievementscontroller-supporttier:aaaTag Fighter3v3 Team CombatRollback NetcodeAssist MechanicsRushdownTeam CompositionZonerGrapplerYear 1 PassFGC-Ready

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Reviews & Ratings

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Game Info

Developer
Quarter Up
Publisher
Skybound Games
Release Date
Apr 30, 2026

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