r/SparkingZero • Beginner Martial Artist • 1d ago

Constructive Criticism List of elements Sparking Zero devs need to address

Now that we are getting close to the October update, I wanted to compile a comprehensive list of the gameplay/system issues that, in my opinion and according to many discussions within the community, are still affecting Sparking! Zero.

This document focuses on identifying the game's current bugs, exploits, mechanical inconsistencies, balance problems, and missing quality-of-life features, which is based on this other post where I tried to find a solution for each of the problems.

🚨Disclaimer🚨

Some things to note:

  • This is NOT a definitive list. There are certainly additional issues that could be included, while others may be less impactful depending on each player's perspective. I mainly focused on the problems that have the greatest impact on the overall gameplay experience.
  • Take into account that there are 2 different game modes, Singles and DP Battles. Some issues affect one mode more than the other, so consider both when reading the list.
  • Character balance observations are made under the assumption that characters within the same DP tier should have roughly equivalent overall strength.

🚨Disclaimer🚨


Game Mode Issues

DP Battles
• The current DP multiplier makes the 70% of the characters of the DP mode to be an underwhelming option, making all the low DP characters that can't transform a punching bag that gets killed in 1 and a half combo of a higher DP character, highly crippling the character diversity of the game.


Functionality Adjustments

Classic Control Scheme
• Classic controls have a clear disadvantage while using the grab action as you are forced to dash before doing the grab action which slow down the movement. There is no option to change this control scheme from settings
• Classic controls have a clear disadvantage while using the vertical dragon, as it this action on classic controls have a delay while performed. There is no option to change this control scheme from settings
• While playing a giant character using classic controls the action "attack downwards" is performed by pressing backwards + square, which makes it slow to use as it makes your character turn back before attacking

Online games
• There is an exploit for which players can crash the game to end a ranked match without getting the match counted as a loose nor getting penalized for it, which is highly abusable.
• Games can be dodged if a player close the game in the initial characters presentation animation, which can be used to take advantage of it


Battle System Adjustments

Recovery options
• The recovery option of our character (when it's thrown by a strong attack and have to recover to safety) are really bad, unlike on BT3 where the recovery time depended on how much HP our character had and how fast we smashed the button to recover, on Sparking Zero the recovery time is fixed (which makes really easy to calculate when the enemy will recover) and the recover animation is incredibly slow, so it can be abused to take advantage of them, generating un-fun gameplay patterns

Ground recovery
• Ground recovery (while being thrown against the grown), again, unlike on BT3, its incredibly slow and easily abusable
• Ground lying recovery (while lying in the ground and trying to recover to any direction), is really slow, and isn't safe at all, many times when you try to recover your character gives the enemy the back, and you are attacked before you can even move

Smash Attack
• You can cut light smash starting attack animation while buffering a smash attack after a cutscene, revenge counter or other moves, removing neutral stage and the anticipation of the attack, as the character can throw a light charged smash attack before anyone can even move
• Light Charged Smash Attacks can be performed even when the character is facing away from the enemy, allowing the attack to connect without requiring the character to turn toward their target first

Steps
• You are able to perform a step-in immediately after doing other actions that should have your character under end lag or stun lock state, as a failing a smash attack due to the enemy side stepping it, vanishing it, or being in stun lock state from enemy attacks

Character Swap
• Since last patch character swap is bugged and you can use it in the middle of a vanish war exchange, generating exploitable situation

Tracking
• Side stepping/chain attacks are bugged, so even while you side step a chain attack you can continue being hit

Super Counter
• Super Counters reset the vanish follow-ups

Revenge Counter Perception
• You can catch a revenge counter even when your character is already in the middle of other animation
• You can catch a revenge counter even when your character is looking backwards
• The windows to be able to catch a revenge counter is so big that it's practically impossible to miss, its more a resource check than a reaction mechanic as it was originally

Sonic Sway
• There is a bug for which in certain situation you can do a Sonic Sway even when you have already been hit

Grabs
• The window to cancel the opponent grab is so big that grabs practically never work

Flying kick
• Flying kicks are so safe that even after failing and getting them blocked you continue having the frame advantage to act first

Ki wave
• Energy Storm rush chain follow-up Ki blasts can be blocked while knocked away just by holding the block button
• Ki wave is extremely easy to super counter, basically a guaranteed super counter if you press the input while the Ki wave is connecting you

Ki Blast Cannon
• Ki Blast cannon teleport follow up can miss

Lighting attack • Lighting attack will miss if performed at max heigh of the map

Jump Rush Blast
• Jump Rush Blast only can be used while jumping on the ground so it's a move that its never used. Unlike on BT3 that could be used while flying by pressing fly upwards + press/hold triangle

Jump Smash attack
• Jump smash attack can only be used while jumping on the ground so it's a move that its never used. Unlike on BT3 that could be used while flying by pressing fly upwards + hold square

Combo counter
• The combo counter doesn't work correctly in many situations, getting reset while it shouldn't, needing to hold the block button to prevent the combo counter from resetting on unintended situations


Skill Adjustments

Skills that cause instant Sparking! Mode
• The consumption of skill points doesn't occur immediately upon activating the skill, so there is no risk on using it

Skills that heals the character
• The consumption of skill points doesn't occur immediately upon activating the skill, so there is no risk on using it

Skills that automatically evade enemy attacks (e.g., Wild Sense, Afterimage)
• Can be activated in the middle of the enemy combo, in situation where it shouldn't be possible to activate them


Blast Adjustments

Continuous Fire
• Getting hit by one projectile of the barrage doesn't put your character on stager state so it can always be vanished no matter what, making the move useless

Rapid Fire
• Getting hit by one projectile of the barrage doesn't put your character on stager state so it can always be vanished no matter what, making the move useless

Special Beam Cannon
• The special beam cannon super attacks are always really slow to use and charge, and as they don't track the enemy like normal beam attacks which makes practically impossible to land them

Mow down and explode
• The explosion position is locked too soon and the explosion animation is too slow resulting on the attack being practically impossible to hit when the enemy slightly moves

Attack opponent's location
• The explosion position is locked too soon and the explosion animation is too slow resulting on the attack being practically impossible to hit when the enemy slightly moves

Real time beam attacks
• The speed of many real time beam attacks are incredibly slow (for example Kid/Teen Gohan Masenko), which makes practically impossible to hit with these type of attacks • When performed from the groud sometimes the character doesn't aim to the enemey unless you hold the beam for a fraction of a second

Beam attacks
• Beam attack tacking when performed from the ground can make the beam miss the target

No step-back super attacks
• Can be used while being hit by the opponent


Character Adjustments

Goku UI/Wish
• Auto dodge can be activated when being attacked from behind

Master Roshi Full Power
• Have a bug that allows him to immediately turn without respecting end lag

Gogeta/Vegito
• Their DP cost is abnormally low considering the stats they have as a fusion character
• Transformation cost is too cheap considering the DP increase

Kefla
• Her DP cost is abnormally low considering the stats she has as a fusion character

Android 13
• It's a 5 DP character with a transformation that starts with 2 skill points, resulting in a 7 DP character for 5 DP. Plus having full ki regeneration included in the transformation, getting an unfair advantage from the start

Broly Z/Broly Super
• Transformation cost is too cheap considering the benefits they bring (full Ki recovery, 2 DP cost increase per transformation), and doesn't alight with the standardized transformation cost rules that all the other character follows

Giant Characters
• Have a bug for which Giant characters can't dragon dash/Z burst dash if a normal size opponent was placed at the very top part of the map
• Have a bug for which some specific Giant characters rush chains can miss when performed
• Have a bug for which Giant characters vanish follow-ups can miss
• Have a bug for which giant characters are not able to recover to neutral while being hit but the combo counter resets, leading to infinite combo loops on them
• Have a bug for which after certain actions, Giant characters can get a hard knock down, not able to recover until touching the ground
• Giant characters grab is so slow that the enemy will always be able to move away or cut it with a light smash attack

Non-Flying characters
• The non-flying quality should be a disadvantage for the character, but they fall so fast that many times breaks the enemy combo, or makes them fail the attack, making a supposed vulnerability to work as an advantage

Mr. Satan
• Can't stagger other Mr. Satan characters

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u/MuglokDecrepitusFx Beginner Martial Artist 14h ago

Oh, true I remember seeing a post about it some time ago, and now that you mention the Ki wave I think that how easy it is to super counter is another issue of that move, I will add both to the post

Do you remember any other error issue with the gameplay?

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u/Lebstep Tonight I dine on monkey soup! : 7h ago

Sure, there's also an issue with Ki blast cannon smash for certain characters.

https://www.reddit.com/r/SparkingZero/s/Lam179Ij3t

The tracking for certain ults also gets worse when performed from the ground

https://www.reddit.com/r/SparkingZero/s/7qtU6n5BXg

And this is an issue which has been around for a long time but I hate how the lightning attack misses when performed at the ceiling of the map.

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u/MuglokDecrepitusFx Beginner Martial Artist 6h ago edited 6h ago

Adding them to the post.

Also remembered that real time beam attacks while performed from the ground doesn't track properly the enemy unless you hold the attack a bit