Invincible VS Preview
One of the surprise announcements at the Xbox Games Showcase over the past weekend was a 3v3 tag fighting game using the Invincible IP, which is fantastic for the fighting game community as a whole because of the sudden influx of new titles outside of the usual culprits. Developed by the team that created Killer Instinct, you can be sure that these guys know their stuff.
During the Xbox Games Showcase, I got a chance to try out Invincible VS with none other than Combat Designer Reepal “Rip” Parbhoo at my side, teaching me the tips and tricks of the game and giving me a good butt kicking, Invincible style.
Invincible VS Preview
Invincible is practically tailor-made for a fighting game adaptation. Its ultra-violent action sequences, dynamic characters built for combat, and widespread recognition make it a perfect fit for the genre. With all the right ingredients in place, it seems the developers from Quarter Up have cooked.
Rip, well-known for his vibrant commentary in the competitive Tekken scene, guided me through the game’s many features. In this preview build, I had the opportunity to play as one of four selectable characters: Invincible, Thula, Bulletproof, and Atom Eve. From the trailers, the visuals strike a familiar balance, blending cartoony aesthetics with intense blood splatters and destructible environments. Signature finishers add another layer of spectacle, looking incredibly satisfying when executed.
Invincible VS feels like the culmination of many ideas from titles that became an inspiration to its foundation. Of course, there are inspirations from Killer Instinct, but somehow, past Marvel vs. Capcom and Street Fighter titles also have some influence on this. It’s also stylish as hell, and the comic-book hand-drawn look only elevates it even further.
As with all fighting games, its base systems have to be solid, and there’s a lot of meat to Invincible VS’ bones.



Rip detailed the game’s accessible control mode, designed for newcomers like myself. Stringing together consecutive button presses triggers combos, and even super moves if the necessary resources are available. Tagging in and out of battle is streamlined, allowing a teammate to execute an assist attack, creating opportunities to extend existing combos. In fact, there are only 3 essential attack buttons (Light, medium, heavy) when I played the game, and the others are a special attack, tag buttons, and a boost button.
Interestingly, Invincible VS has a new take on time out. Instead of simply running out of time, it basically goes to sudden death, with both assist characters dying and leaving just one character to do the work. Should both characters remain stationary, their life bar starts to trickle down, and the only way to stop that is to go on the offensive. Pretty neat!
Speaking of combos, Invincible VS has certain systems that prevent players from maintaining extremely long strings. A “combo bar” will slowly fill up every time you put together a combo, and if you reach a certain point, you will automatically drop the combo. Tagging in will deplete some of that bar, so players are incentivized to continuously mix things up if they want to keep the combo going.
As mentioned, the game borrows inspiration from various fighting titles, incorporating various mechanics that work well together. Teammates can execute overhead or alternative attacks based on button and direction inputs, tag-team combos can be interrupted with precise timing, and boost attacks use a bar to increase damage output for moves. The sheer number of systems at play creates a dynamic and engaging experience, and I can’t even start to name everything that was mentioned to me.
During my 30-minute session, Rip introduced system after system at a rapid pace that I could hardly keep up with. However, this speaks to Invincible VS’s impressive depth. It’s a fighter that will take time to master while remaining approachable for casual players looking to enjoy their favorite characters in action because of its accessible options. Accessibility isn’t lost on the team, and they’ve made it in such a way that Invincible VS will be very approachable.



Despite the complexity, the developers have also introduced safeguards to ensure matches remain engaging for both players. Countermeasures prevent one-sided beatdowns where an opponent simply watches their character endure an endless 50-hit combo. Whether you’re delivering the beatdown or on the receiving end, the game ensures you’re always an active participant. If the developers strike the right balance, Invincible VS could emerge as something truly special.
Of course, it’s still early days, and much of the game’s longevity will depend on post-launch support, additional content, and how the team responds to player feedback. However, with the expertise of the team and the insight of a seasoned fighting game personality like Rip, Invincible VS has plenty of potential and is one worth keeping an eye on.
Invincible VS is coming to PlayStation 5, Xbox Series, and PC via Steam and Microsoft Store in 2026.