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Best Settings for Practicing Portal Combos in Invincible VS

A repeatable way to practice Angstrom Levy’s portal combos in Invincible VS: begin with a stationary dummy, diagnose timing and spacing, then test against movement.
WorldInvincible VS Length13 min Posted Quest giverVGSources Team

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For the most repeatable practice, open Main Menu > Training > Practice, select Angstrom Levy if he is available, and begin against a stationary dummy. Use hitbox, frame-data, and damage-scaling displays to diagnose the route; then test it against dummy movement or recovery behavior. This stationary-first setup is a practical recommendation, not an official Angstrom Levy preset.

Angstrom Levy’s kit is built around portals and orbs, with offensive, defensive, mobility, and setup uses. Official game news announced his release for October 13, 2026. That announcement does not establish whether he is available in every region or installed version on that date, so check the character select screen in your game.

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The goal is not to find a single magic setting. It is to control the practice conditions so you can tell whether a route failed because of timing, spacing, damage scaling, or the dummy’s behavior. Start with repeatability, then add more demanding tests one at a time.

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Which settings should I use to practice Angstrom Levy’s portal combos?

Set up Practice to make one variable easy to control at a time. Start with a stationary opponent so you can repeat the same portal starter and follow-up without the dummy moving out of position. Once the route is consistent, change the dummy’s behavior to see whether the combo still works when the opponent moves or recovers.

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There is no official Angstrom-specific setting table or prescribed portal-combo setup in the available game information. The recommendation below is a practical way to use the confirmed Practice tools, not a claim that the developers designate one dummy setting as best. If a particular setting is not offered in your version, use the closest available condition and keep it consistent across attempts.

Practice condition Recommended use What it helps you check
Stationary dummy Use first, if the game offers a stationary behavior. Repeatability, input timing, and spacing without movement changing the situation.
Hitbox display Turn it on while diagnosing a route. Whether attacks and portal interactions are connecting at the distance you expect.
Frame-data display Turn it on while diagnosing timing. Timing and interaction details that can help explain why a follow-up succeeds or fails.
Damage-scaling display Use it when checking how the combo’s damage changes through the route. Damage scaling during the combo. Practice Mode added this display in the June 30, 2026 season-one patch.
Dummy set to Jump Use after the stationary test. Whether the route can convert against an opponent who jumps. A May 5, 2026 hotfix says this behavior should produce a full jump rather than a short hop.
Recording and replay Record a sequence when you need to reproduce or compare an interaction. Whether a timing or outcome changes between attempts.
Input delay Choose deliberately, then hold the option steady during comparisons. Whether your practice condition is clean execution or an attempt to reproduce another delay setting. The June 30 patch added options from 2 frames to 0 frames.

The official Invincible VS overview identifies dummy settings, recordings, and hitbox and frame-data tools as Practice features. The June 30, 2026 season-one patch notes add damage-scaling display and input-delay options. These tools answer different questions: hitboxes help you inspect contact, frame data helps you examine timing, damage scaling shows how damage changes through a combo, and recordings help you recreate a situation.

How to build a useful practice session

  1. Open Practice. From the Main Menu, select Training, then Practice. Skybound Support identifies Tutorial and Practice as the two modes under Training. Tutorial is available as a separate learning option; Practice is the mode to use for dummy settings, recordings, and the diagnostic tools described here.
  2. Select Angstrom Levy if he is available. His portal-and-orb kit makes him the relevant character for this practice. If he is not selectable, check the game’s current character availability rather than assuming the announced release date guarantees access in your installed version. The official Angstrom Levy Dev Diary announced October 13, 2026 as his release date.
  3. Choose a repeatable dummy behavior. Begin with the dummy stationary, if that option is available. The official sources establish that Practice has dummy settings, but do not name a specific stationary preset or identify it as the best one for Angstrom. A still target is useful as a controlled starting point because movement will not change the spacing between repeated attempts.
  4. Enable the diagnostic displays you need. Use hitbox and frame-data information to examine contact and timing. Add the damage-scaling display when you are comparing the damage through a route. You do not need to change every setting at once: enable the relevant information for the question you are investigating, and preserve the other conditions.
  5. Choose an input-delay condition deliberately. Practice Mode offers input-delay options from 2 frames to 0 frames. For clean execution practice offline, 0-frame delay is a reasonable suggested condition if available; it is not an official competitive standard. If you are trying to reproduce a different setup, use the condition relevant to that setup instead.
  6. Repeat one route before changing the setup. Use the same portal starter and follow-up on successive attempts. Keeping the dummy and other conditions steady makes it easier to tell whether a change in timing or spacing affected the result. This is a practice method, not a specific Angstrom route recommendation; official materials do not publish a tested portal-combo recipe.
  7. Test against movement. Change the dummy to Jump, or use another available movement or recovery behavior, and attempt the route again. The documented Jump behavior should produce a full jump following the May 5, 2026 hotfix; this is a useful check for whether an air-route conversion works against a moving opponent.
  8. Record an interaction when repetition is difficult. Practice recordings can help reproduce a sequence or compare outcomes. Use them when you need to inspect the same timing situation more than once, rather than relying on memory of a single attempt.
  9. Recheck after game updates. A route that worked in an earlier build may behave differently after balance or gameplay changes. Note the version and the conditions you used so you can compare a later attempt fairly.

Why start stationary, then add movement?

A stationary dummy is useful for isolating execution. If the same starter and follow-up produce inconsistent results before the opponent moves, first investigate your input timing and spacing rather than adding more variables. Hitbox and frame-data displays can help you inspect those questions, while damage data can show how the resulting combo scales.

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A stationary test is not proof that a route will work against an opponent who can move or recover. After establishing a repeatable attempt, make the dummy behave differently and see where the route breaks. Jump is a documented option and, after the May 5, 2026 hotfix, should trigger a full jump rather than a short hop. This lets you test whether an air-route conversion connects when the opponent is actually moving vertically.

Use any other movement or recovery behavior available in your version for a separate test. The official materials establish that Practice includes dummy settings, but do not publish a recommended sequence of dummy presets for Angstrom. Treat each behavior as a new test condition instead of assuming that success against one dummy behavior validates every situation. In practical terms, your stationary attempt checks whether you can reproduce the route; a movement or recovery attempt checks how robust that route is when the target no longer stays in place.

That distinction matters especially for a character whose kit revolves around portals and orbs. The official Angstrom Levy Dev Diary describes portals as tools for defense, offense, mobility, setups, and traps, and encourages experimentation with what can pass through a portal and how it interacts. Those broad possibilities do not establish a particular combo sequence. They do explain why it is useful to treat a portal interaction as something to observe under controlled conditions rather than assume it behaves identically at every spacing or against every dummy behavior.

How to use the tools when a route fails

The starter does not connect

Keep the dummy stationary and inspect the interaction with the hitbox display. Check whether the starter is reaching the opponent at the spacing you intended. Repeat the same attempt before changing the route; otherwise, a change in spacing and a change in timing can become difficult to distinguish.

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For portal interactions, record what you were trying to test—such as whether an attack or object passes through a portal—without assuming the game will produce a particular interaction. The developer news specifically invites experimentation with what can pass through portals. The available official information does not supply a complete interaction chart, so use Practice observations rather than treating an unverified expectation as a rule.

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The starter connects but the follow-up misses

Use the frame-data display and repeat the sequence with the same dummy behavior. The purpose is to examine timing while holding the rest of the setup steady. If you change the route, spacing, or dummy behavior at the same time, you will have less information about what caused the miss.

It can help to separate the questions: first ask whether the starter made contact, then whether the follow-up began in time, and then whether the follow-up reached the target. Hitbox and frame-data displays are available to help inspect contact and timing, but they do not substitute for keeping the test conditions repeatable.

The route works on a still target but fails against Jump

That result means the stationary test did not establish that the route converts against a moving opponent. Repeat the test with Jump behavior and use the available displays to inspect the interaction. The May 5, 2026 hotfix documents full-jump behavior for the Jump setting, so a moving-target attempt is a meaningfully different check from the stationary one.

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Do not interpret one successful stationary attempt as evidence that the same route will catch a jump, or one failed Jump attempt as proof that every version of the route is unusable. Keep the setup stable, repeat the check, and compare what happened under each condition. That makes the difference between repeatability and robustness visible.

The combo connects but the damage differs

Check the damage-scaling display added to Practice Mode in the June 30, 2026 season-one patch. It can help distinguish a route that connects from one whose damage changes as the combo progresses. Do not compare a damage result across different setups as if the conditions were identical. If you are comparing two attempts, preserve the route and dummy behavior and note whether you changed input delay or any other practice condition.

You cannot reproduce a timing interaction

Use Practice’s recording feature to capture and replay a sequence when appropriate. A replayable situation makes it easier to compare attempts than relying on memory of a one-off interaction. The official overview confirms recordings as a Practice feature, but does not specify a portal-specific recording workflow or guarantee a particular outcome; use the feature to make your own test situation repeatable.

Should you use 0-frame input delay?

The June 30, 2026 season-one patch added Practice Mode input-delay options ranging from 2 frames to 0 frames. If you are practicing offline for clean execution and the option is available, 0-frame delay is a reasonable baseline recommendation because it removes that configured delay from this practice condition. It is a suggested training choice, not a developer-prescribed setting or a universal competitive standard.

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The useful condition depends on what you are practicing. A clean-execution session and an attempt to reproduce a particular input-delay environment are different tasks. Keep the selected delay consistent while comparing attempts, and note it when you record a route result. If a later attempt uses a different setting, treat it as a separate comparison rather than concluding that your execution changed by itself.

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Are combo challenges a better place to start?

An official news post published October 7, 2026 announced Challenges mode for October 13, 2026. The announced format gives each fighter ten challenges: five Beginner, three Intermediate, and two Advanced. After selecting a challenge, combo inputs appear on the left; Right Stick plays a demonstration, and Left Stick scrolls longer input lists.

The announcement describes a guided way to learn combos, while Practice provides dummy settings, diagnostic displays, and recordings for controlled experimentation. The official announcement does not establish that Challenges includes an Angstrom-specific portal route or that it replaces free-form Practice. The announced release date is October 13; check the installed game to confirm whether the mode is available to you.

If Challenges is available, it can serve as a structured point of comparison: the announced interface presents a combo input list and lets you play a demo, while Practice lets you choose dummy behavior and inspect the route with the available training tools. These are different uses rather than an either-or choice. A guided challenge can show the sequence the game asks you to perform; free-form Practice is where you can control conditions and explore your own portal interactions.

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Do you need a fight stick or special controller?

No particular controller is established as necessary or superior for portal-combo practice. Skybound Support confirms that fight sticks can be used and that controls can be rebound. To open control settings from Practice, pause and switch to Options; the settings can also be reached through the game’s control options. Choose the device and bindings you can use consistently rather than changing hardware in search of a documented advantage—the available official information does not identify or test a particular model.

Rebinding can be useful if you want to change your controls, but make one change at a time when diagnosing execution. If a route feels different after a remap, the button layout is now another changed condition. You can open Options from Practice to review the controls, then return to the same dummy setup and test whether the new bindings are comfortable and repeatable.

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Why check routes again after a patch?

Combo behavior is version-sensitive. The September 8, 2026 patch included balance changes and fixed a Lucan combo route, demonstrating that character behavior and specific routes can change between updates. That Lucan fix does not establish that an Angstrom route changed; it is a reason to verify a route in the current build instead of treating an older combo example as permanent.

For a clean comparison, keep a note of the game version and the practice conditions you used, such as dummy behavior and input delay. If a route changes after an update, repeat the stationary test first and then rerun the movement test so the two results remain distinct. A route passing a stationary check in one version is not a published guarantee about its behavior after later balance changes.

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What the official Angstrom description does—and does not—tell you

The official Invincible VS Steam news feed’s Angstrom Levy Dev Diary describes his kit as centered on creating portals and summoning or commanding orbs. It says the potential for dynamic interactions during a match is part of the kit. The developer team writes: “His whole kit revolves around his ability to create portals and summoning/commanding his orbs, and their potential for dynamic interactions during a match.”

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The same official news explains that portals can have defensive, offensive, mobility, setup, and trap uses. That is useful context for choosing what to explore in Practice, but it is not a list of guaranteed combo routes or an exact setting recipe. There is no verified, official Angstrom dummy preset or portal-combo sequence established here. Use the displays, dummy behaviors, and recordings to investigate the interactions you want to learn, and distinguish an observed result in your current version from a universal rule.

Frequently Asked Questions

Where do I find Practice mode in Invincible VS?

From the Main Menu, choose Training, then Practice. Skybound Support says Training contains both Tutorial and Practice modes.

What is the best dummy setting for portal combos?

Start with the dummy stationary, if that behavior is available, so attempts are repeatable. This is a practical recommendation, not an official Angstrom-specific preset. Then test movement or recovery behavior to see whether the route remains reliable.

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Should I turn on hitbox, frame-data, and damage-scaling displays?

Use hitbox and frame-data displays to inspect contact and timing. Turn on damage scaling when you want to see how damage changes through the route. The June 30, 2026 season-one patch added the damage-scaling display.

Is 0-frame input delay required?

No. Practice Mode offers delay options from 2 frames to 0 frames. Zero delay is a reasonable suggested condition for clean offline execution practice, not an official standard or a required competitive setting.

Does the Jump dummy setting use a full jump?

A May 5, 2026 hotfix says setting the training dummy to Jump should produce a full jump rather than a short hop, making it useful for checking a route against vertical movement.

Do I need a fight stick to practice Angstrom Levy?

No. Skybound Support confirms fight sticks can be used and controls can be rebound, but no particular device is established as necessary or superior. You can pause in Practice and switch to Options to reach control settings.

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Does Challenges mode teach Angstrom Levy’s portal combos?

The October 7, 2026 announcement described ten challenges per fighter—five Beginner, three Intermediate, and two Advanced—and combo input lists with a demo control. It did not establish that an Angstrom-specific portal route is included. Check the installed game for availability.

Can I rely on a combo route after a patch?

Recheck it in the current version. The September 8, 2026 patch included balance changes and fixed a Lucan combo route; that is evidence that gameplay details can change, not evidence that a particular Angstrom route was changed.

The Bottom Line

For portal-combo practice in Invincible VS, start at Main Menu > Training > Practice with Angstrom Levy, if available, and a stationary dummy. Use hitbox and frame-data displays to diagnose contact and timing, add damage scaling when comparing combo damage, and keep input delay consistent. Once the route is repeatable, test Jump or other available movement and recovery behaviors, and use recordings when you need to compare the same situation. This is a practical progression built around the game’s confirmed Practice tools—not an official Angstrom preset or a guaranteed combo recipe. Recheck results after updates, and confirm Angstrom and Challenges availability in your installed game.

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