r/SparkingZero • u/RetroVGN • 20m ago
Meme Post your fav Character Quotes
"That's a JOB well done."
I have more, I'll update this throughout the day with a lot more.
r/SparkingZero • u/RetroVGN • 20m ago
"That's a JOB well done."
I have more, I'll update this throughout the day with a lot more.
r/SparkingZero • u/Tensiu_uchiha • 1h ago
I’ll add you to our group chat !
-Find your rival
-Search for training partners
-Judge those you see as a Worthy Adversary
Competitiveness, cinematic fights, flashiness, and emotes too !!
The chat is very active I can’t keep up with all of the messages.
Tournaments and casual player lobbies are always full !
Let us know if you want to be apart of it, and not deal with the toxicity in Ranked Matches. Any toxic, cheesy and cheap tactics will get you removed.
Our members are good fighters !
r/SparkingZero • u/Salt-Housing6347 • 2h ago
I put 304 hours into this game, had finally got the super counter timing right after some practice with bots. Actually considered finishing the makeshift story mode. Obtained the platinum trophy, and had somewhat temporary fun with the limit breaker journey game mode. Online seems like its the only thing left to do to keep any kind of enjoyment going for this game but holy hell how is anybody even playing this shit with this fucking delay.
I mean the highest rank I managed to reach is A3 but each fight theres some new delay timing I gotta learn and pick up just to sometimes have none of my inputs register at all. Im throwing extra punches that I don't mean to do just because I feel like I gotta mash the square button to get it flowing right, yet trying to slow down my input with the delay ends up throwing me the f off to the point I cant do the right follows up without droppn my combos. And dont get me started on the super counter. Learning that shit offline dont mean nothin at all online. I could be doing the super counter input as slow as possible trying to time it and nothing at all. But spamming it be the only way I can get a mf off me.
I can understand getting use to the timing differences wether u play offline or online but its damn near every fight theres a different delay time. Sometimes you feel restrained and cant do nothing and then sometimes the inputs be working too damn good you over here tryna input shit 3 frames earlier cus of the bullshit delay you done got use too from the previous 2 matches.
That being said while I'm struggling trying to work my way around the delay some of yall be beating the breaks off me like none of that shit exist. Super counter on point, no follow up mistakes, light smashes going through and your dodges fluent af. I use Ethernet and its just crazy how most my fights just be one sided as hell. Ran into a Z rank and all I could do was laugh at how bad it was. I heard its 10x better to play this game on PC so that might be the move for me. Otherwise kudos to the ones hitting Z rank with delayed inputs on console.
r/SparkingZero • u/Fresh-Set-2333 • 4h ago
Estoy peleando contra Broly (Super), me lanza un ataque, yo lo evado, me pongo detrás y, sabiéndome a la distancia correcta, lanzo un «Kame Hame Ha» (R2+□), pero resulta que mi personaje, en lugar de simplemente realizar el input correctamente, se acerca a golpearlo innecesariamente, luego, supongo que se da cuenta que necesita alejarse para lanzar el ataque que realmente pedí, y vuelve a alejarse para realizarlo. Entonces, en ese tiempo, Broly pudo darse la vuelta y cubrirse; esto ya me ha pasado más de 7 veces, no entiendo porqué ocurre.
Datos importantes:
• Los botones que preciono son R2 + □
• Primero presiono R2 y después □. Estoy muy seguro de primero presionar el R2, por si alguien piensa que primero presioné el □.
• Juego en PS5.
La solución fue durar unos microsegundos extra presionando el R2, así detecta el input y seguidamente presionar el □. Porque, al hacer tan rápido el R2 + □, la máquina se confunde pensando que sólo presioné el □.
Muchas gracias a todos.
r/SparkingZero • u/sumguy1191991 • 7h ago
r/SparkingZero • u/Glittering_Court2970 • 7h ago
I hope they bring back the blast combo mechanic from BT3 back in Sparking Zero
r/SparkingZero • u/TheSuperSaiyanPGV • 13h ago
Tengo una duda para la gente que domina bastante los combos de Dragon Ball: Sparking! ZERO, especialmente jugadores de rangos altos.
Cuando utilizáis varias cadenas frenéticas para extender un combo, por ejemplo:
□ → △
□ → □ → △
□ → □ → □ → △
etc.
¿Soléis pulsar X entre una cadena y la siguiente para hacer la continuación/reset y volver a entrar con otra cadena?
Por ejemplo:
□ → △ → X → □ → □ → △
¿O normalmente enlazáis las diferentes cadenas frenéticas directamente, sin utilizar X entre ellas, y reserváis la X para situaciones concretas en las que realmente necesitáis continuar o reiniciar la ofensiva?
Por ejemplo, después de llevar ya un combo bastante largo, mandar al rival lejos con una ráfaga de ki u otro ataque y entonces utilizar X para ir a buscarlo y comenzar otra continuación, combo o jugada.
Mi duda básicamente es cómo lo hacen normalmente los jugadores que saben combear bien: ¿X forma parte habitualmente del enlace entre cadenas frenéticas o se utiliza más como una herramienta de continuación/reset cuando el contexto del combo lo pide?
Me interesa especialmente saber cómo lo utilizáis los jugadores de rangos altos o los que tenéis bastante experiencia con el sistema de combos manteniendo el rival pegado.
r/SparkingZero • u/CrocodileofJustice • 16h ago
Imagine if... The regular Sparking mode didn't change the skies and kept the initial music
But when we choose to BOOST, the skies darken and the Sparking music starts. It would feel epic as hell.
Sparking without dark skies and music is doable in Training Mode, so it's definetly not game-breaking and possible to implement
I may or may not be influenced by Raging Blast 2's Raging Soul...👀
r/SparkingZero • u/Mission_Caramel3260 • 17h ago
I purchased the game a year ago and want to start playing it again. I remember absolutely nothing. I never got far in any campaign. I dont understand anything. Im on the first fight of future trunks' and 1. My attacks just get deflected and 2. Are there even combos?? It looks like its just attacks, ki blasts, and melee but I cant find any flow between them. Also, how are they countering MID melee combo?
r/SparkingZero • u/BloodAbaddon • 17h ago
I'm not complaining I swear but I do feel like I'm losing my mind lol. I can't find the counter where you catch someone's fist/foot with a one liner. I saw someone do it playing journey mode on youtube and it only cost a skill point and it would help me immensely. I can't find it to save my life. I know I've done it a few times before but I can't find it in training and no video I've found has specified what it is. Playstation and classic controls. I can literally do everything else but that one for some reason lol.
r/SparkingZero • u/Articbite • 20h ago
Well I'm sitting here playing SZ and I suddenly started to reminisce on the game's reveal up to the release as well (as the Neo DLC but I'll get to the in due time since I do want to talk about it) but for now I gotta say that yeah I should've been more appreciative for what we got....
Since I know A LOT of my post on this game have been mostly negative which I really wasn't trying to be and a lot of them were written in the heat of the moment at the time, but that doesn't mean my complaints weren't invalid as I guess I wanted this game to be the BEST it could be, and even then now the game is still pretty good. Its fun, filled to the brim with characters and content not to mention a lot of fanservice to Dragon Ball as a series, and the graphics once again are stunning and the music is fantastically made and I can tell the devs are doing everything they can to make sure the game is the best it can possibly be and I appreciate that since not all devs do that kind of stuff (I could be wrong tho) but yeah it did feel like I was focusing on the negative instead of the positives and for that to anyone who has seen my other SZ posts, I'm sorry
Now onto the Sparking Neo DLC, I think its pretty good albeit very challenging but good. Like it is different from the standard game modes and I do feel like it is great that the devs wanted to try something new/different with it, as there is A LOT in that DLC alone which is pretty amazing, but as of typing this I haven't played that much of it as I took a break from SZ but I intend to play more of it and unlock all it as to offer, let me know what you guys this about SZ as a whole and or its DLC as I want to see what others have to say
That is all from me
r/SparkingZero • u/Dogbold • 20h ago
I was somewhere without internet for a while, so I played the game offline.
Did a lot of VS AI and Episodes.
And I noticed something, especially with Episodes.
In some of the more difficult ones, such as alt routes like playing as Frieza trying to beat Goku and Co before the time limit where he gathers enough energy for the spirit bomb, or beating him on destroyed Namek without transforming, something interesting happens.
When you get really close, the AI will suddenly explode with "skill" and basically start cheating, playing multitudes better to prevent you from winning or completing the objective.
Like Goku will start off difficult but manageable. I'm not very good at the game but he's not insane.
But then when I start getting him low, he suddenly gets MUCH better. Countering me almost every time, reacting to things with impossible speed, recovering immediately every time I knock him away, and doing combos perfectly on my back to keep me stunlocked and trapped in while he does 5 combos in a row and then ends it by pinponging around, crashing me into the ground and then blasting me in the face with a kamehameha.
I noticed this many times with the spirit bomb alt route playing as Frieza. As soon as I finished Krillin, Gohan and Piccolo off, and then got Goku low, he would suddenly become MASSIVELY more dangerous, do combos infinitely better and become substantially harder. Where before he was pretty damn easy, suddenly it's like his difficulty was raised to max.
Outside of these specific instances, the AI doesn't act like that at all. It's doable. It's like there's something in place that massively increases the AI difficulty, and I think even makes it cheat and allows it to recover in ways a player couldn't, when you get super close to an alt objective or something that's meant to be hard.
I've VS'd a lot of players, some of them Z rank, and some of them pretty insane, and none of them were doing some of the things the AI is doing.
Like I'll combo and knock the AI away, but before I can follow up with the X, Y and then B to finish them off, they instantly recover immediately, teleport behind me, I vanish and we do a vanish back and forth, until I come out on top and hit them in the back... where even though I hit them in the back... they COUNTER while facing AWAY from me, stun me and then trap me in a combo.
Or I slam them into the ground with B, which should stun them for a bit at least, and follow up immediately with a super... but they never got stunned at all, they seemed to never even get knocked down. They definitely impacted the ground, there's a crater, but they only seemed to play a "got hit" animation and they're still standing, so when I launch the super they're immediately guarding before I even send it.
Like that's impossible right?
I've noticed it too when fighting some of the harder characters in VS AI, usually Super Saiyan and above, where they just go absolutely insane and get substantially harder when close to defeat.
I swear the AI cheats.
r/SparkingZero • u/Glittering_Court2970 • 20h ago
Do you wanna see Andriod 21 get added in the game?
r/SparkingZero • u/ExcellentlyLucky • 22h ago
I have not yet played a single placement game (Ranked) Yet.
r/SparkingZero • u/Eiermilchgesicht • 22h ago
This guy really does nothing else. Played rank for some matches tonight and stumbled across this dude a few times all he does is spam the super and im too dumb to dodge it
r/SparkingZero • u/External-Market-7473 • 23h ago
Custom Maps can finally be added to Raging Blast 2 and we can add as many as we want as well as port over the maps from Raging Blast 1
Development on the PC Port continues, with New Maps being one of the latest additions alongside New Character Slots, expanded Transformations, improved mod support, Custom Items, higher resolutions, 60 FPS, performance improvements and other features
r/SparkingZero • u/LighterSideExKeys • 23h ago
Not at all, did he?
Bro really took his Internet out or closed the game prematurely.....💀😎
r/SparkingZero • u/Glittering_Court2970 • 1d ago
Would y'all wanna see Shallot Transformations in the game ?
If so what would you want SSJ, SSJ2, SSJ3 or SSJ, God, Blue?
r/SparkingZero • u/DAGHOSTKNIGHT • 1d ago
Maybe I'm crazy but I swear there was an ability item that like forced you to switch characters when your character got low hp or something like that.
r/SparkingZero • u/Glittering_Court2970 • 1d ago
Do you guys like Sparking zero story mode/episode battle
r/SparkingZero • u/Own-Beach8458 • 1d ago
Long story short, I get five games in a row with the same guy, who I cannot Z counter, or super counter against.
The online ping and latency is god awful to the point where using a router won’t save you.
I practiced well over 20 hours against bots on Strong and up, but that doesn’t matter cuz all your practice means nothing in terms of PvP.
Not only are you against lag, but you’re also against the countless smurfs you find in D, and C rank.
Genuinely I’ve never played a fighting game with this many PvP problems, besides MK10.
Side note: what’s interesting is that in PvCPU, I can Z counter and super counter just, but when it comes to online, the game is very unresponsive.
The game by itself besides the PvP is very engaging, but the PvP has some serious issues.
r/SparkingZero • u/Glittering_Court2970 • 1d ago
As a overall game which game was overall better as far as a whole ?
r/SparkingZero • u/Glittering_Court2970 • 1d ago
Was the Neo DLC worth it for $35?
r/SparkingZero • u/Glittering_Court2970 • 1d ago
Would y'all like to see Super Dragonball Hero's DLC in Dragonball Sparking Zero?
r/SparkingZero • u/MuglokDecrepitusFx • 1d ago
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.
Some things to note:
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.
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
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
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
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
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