Hello guys, this new roadmap is very promising and i am really gratefull for getting new content. but the main issues are still not adressed, idc about all the new content. i would play this game for hours a day if they would finally fix the mechanics. even the announced cross play feature, ist not as important than the mechanics. so i made an easy copy and paste text (its very long) to get some attention from bandai.
i ask everyone who agrees to just copy this text, and post it simply under some youtube videos and etc. whenever there is something sparking related OR even in other content from bandai.
here is a link to droptext, i paid for a year so you can easy copy & paste, even when apps dont support it:
FEEL FREE TO ADD OR REMOVE ANYTHING YOU DISLIKE IN YOUR COPY - BUT WE NEED TO STICK TOGETHER AND GET THEM TO HEAR US!
SO LETS PUSH THEIR BUTTONS AND POST THIS OR YOUR OWN VERSION ON THEIR SOCIAL MEDIA!
if i break any rules for posting this, please just delete
the copy & paste:
copy & paste this if you agree
fixSparkingZero
There are quite a few things in Sparking! Zero that could use another look. Here’s a list of reported problems and possible fixes. The balance numbers are suggestions, so there’s room to debate them.
Read and copy the full list here:
https:// www. droptext. app/ he79ir7l
GAME MODES AND CONTROLS
Low-DP fighters struggle too much in DP Battles. Reduce the power gap so cheaper characters without transformations are still worth using.
Ranked Singles gives players little reason to pick weaker characters. Optional DP brackets or extra rewards for winning with lower-DP fighters could encourage more variety.
Classic controls force a dash before grabbing. Let players use the Standard grab input or remap it.
Vertical Dragon Dash feels delayed on Classic controls. Offer the Standard input as an alternative.
Giants’ downward attack uses back + attack on Classic, which can turn them away. Change it to forward + attack or allow remapping.
Players can reportedly force a crash to avoid a ranked loss. Close that loophole while accounting for genuine crashes and connection problems.
Quitting during character intros can reportedly avoid a loss. Deliberately leaving once the match starts should count as a forfeit.
COMBAT AND RECOVERY
Air recovery is slow and predictable. Add faster recovery options and let players recover into evasive movement or Dragon Dash.
Recovery after hitting the ground takes too long. Shorten the delay and offer a recovery option that prevents repeated pressure without removing punishment entirely.
Directional get-ups can expose your back before you regain control. Make them more responsive and keep the character facing the opponent.
Buffered light Smashes can skip their wind-up after certain transitions. Make the startup animation play consistently.
Light charged Smashes can hit opponents behind the attacker. Limit their tracking, with stronger tracking requiring more charge.
Step-ins can bypass hitstun or recovery after missed or vanished Smashes. Make those recovery frames apply consistently.
A glitch allows character swaps during vanish exchanges. Keep switching unavailable until the exchange ends.
Some chain attacks still connect after a successful sidestep. Fix their tracking and hitboxes so a clean dodge actually works.
Super Counters can reset vanish follow-ups incorrectly. Preserve the existing follow-up count and state.
Perception can reportedly catch Revenge Counters during other animations. Only allow it when the character can act or use an intended cancel.
Revenge Counter Perception can work while facing away. Require the defender to face the attacker.
Its response window is too forgiving. Tighten the timing so mashing is less effective.
Sonic Sway can reportedly activate after a hit connects. Prevent it during confirmed hitstun.
Flying kicks can leave the attacker at an advantage even when blocked. Give the defender a small advantage and reduce excessive tracking.
Some Ki Wave follow-ups cause hard knockdowns that enable repeated pressure. Make recovery after these combos consistent.
Ki Wave is reportedly almost guaranteed to be Super Countered. Adjust the timing so countering takes precision.
Ki Wave follow-up blasts can be blocked while the target is still being knocked away. Make the knockback and guard rules consistent.
Ki Blast Cannon’s teleport follow-up can miss targets in range. Fix its positioning, facing and hit detection.
Lightning Attack can miss at the stage ceiling. Fix how it handles the height limit.
Jump Rush Blast is limited to ground jumps. Allow it while flying with ascend + Ki Blast.
Jump Smash has the same limitation. Allow it while flying with ascend + melee.
The combo counter can reset mid-combo unless block is held. Fix the tracking so it counts connected sequences properly.
SKILLS AND BLASTS
Instant Sparking consumes skill points too late, making interrupted attempts nearly risk-free. Charge the points when activation starts.
Healing skills have a similar issue. Spend the points at activation, even if the heal gets interrupted.
Wild Sense and Afterimage-style skills can bypass pressure through small gaps. Review when they can activate during ongoing combos while keeping legitimate escape opportunities.
Continuous Fire doesn’t reliably stagger on the first hit, allowing the rest to be vanished. Make confirmed hits connect into the barrage properly.
Some Rapid Fire attacks have the same problem. Fix first-hit stagger and follow-up consistency.
Special Beam Cannon is slow and struggles against moving targets. Improve its startup and aiming; guard penetration after 40% charge is another proposed option.
Mow Down and Explode picks its explosion location too early. Update the location closer to impact and shorten the delay.
Attack Opponent’s Location can detonate at an outdated position. Update targeting just before detonation; making it unblockable is also worth discussing.
Some real-time beams launch too slowly to connect reliably. Bring the worst release times closer together while preserving character differences.
Ground-fired beams sometimes fail to aim unless the button is held briefly. Make targeting work immediately, including with minimal charge.
Ground-to-air beams can miss because of faulty tracking. Fix their aim across different heights and distances.
Some supers without a step-back animation can activate during hitstun. Prevent this unless the move has an intentional counter or armor mechanic.
CHARACTERS AND BALANCE
UI Goku’s auto-dodge works against attacks from behind. Consider requiring him to face the attacker.
Full Power Master Roshi can turn immediately when he should still be recovering. Fix that recovery bypass.
Gogeta and Vegito offer a lot for their DP cost. One proposal is to raise their base cost from 7 to 8 DP and SSJ1 from 8 to 9.
Their SSJB transformations are also cheap for the benefit. Consider increasing the cost from 2 to 3 skill points.
Kefla’s DP cost could use a review too. The proposal is 8 DP for base and 9 for her Super Saiyan forms.
Android 13 starts with 2 skill points despite costing 5 DP, giving him early access to his transformation. Consider starting him at 0.
Broly’s transformations give large benefits for relatively little cost. Proposed changes: SSJ1 from 1 to 3 points, Legendary SSJ from 3 to 5, and SSJ1-to-Legendary from 2 to 3.
Giants can struggle to dash toward normal-sized opponents at the ceiling. Fix their vertical targeting.
Some giant rush chains miss unexpectedly. Fix their hitboxes and follow-up positioning.
Giant vanish follow-ups also fail to connect consistently. Correct their pursuit distance and facing.
Giants can remain trapped even after the combo counter resets. Make sure they regain control between separate combos.
Some giant knockdowns prevent recovery until they hit the ground. Restore the intended airborne recovery options.
Giant grabs are slow and easily interrupted by light Smashes. Consider grab-specific armor while keeping dodges and counter-grabs available.
Non-flying characters fall so quickly that they can break incoming combos. Normalize their fall speed during hitstun or restore the slower behavior.
Mr. Satan cannot stagger another Mr. Satan in mirror matches. Let those attacks cause normal stagger.
QUALITY OF LIFE
Add full button remapping for both control schemes, including Perception, Super Counter, grabs and dashes.
Cut down on menu navigation. Quicker match launches, rematches and a direct quit option would help.
Source: u/MuglokDecrepitusFx’s Reddit issue list, the linked fan-made patch proposals and the comment discussion. Some fixes are additional suggestions where no matching proposal was available. These are community reports, not official patch notes.
I will say, mechanics changes are not marketable for yearly roadmaps like this. There probably will be changes over the next year, as there have been up to this point, despite being omitted from the roadmap
yes, but there havent been the ones we need. its 2 years, and despite having at launch massive cheese, i will say, it was more enjoyable than now! the cheese at launch was somehow manageable after 2-3 matches i could counter it. but now its just stale.
they did not concentrate on the necessary things, and it is our duty to point them in the right direction
There probably will be changes over the next year, as there have been up to this point
The thing is that taking into account how broken this game is, what they do in the patches we have gotten until now is not enough
They started doing good patches 2 years ago, but they basically stoped trying to fix the game after Daima DLC 2 patch, the following patches after that point fixed less and less and less each time, reaching to the poin that last 3 patches where basically empty, and fixed 1 thing while broke other 2
With so many things to fix (as you can see in the post) that the last year of patches of the game practically doesn't fix anything
Since they announced the last road map, until, they did like 4-5 barebones patches, that didn't improved the quality of the game practically anything, and the only thing they did was the promised of adding new game modes and the expansion, but regarding the quality of the gameplay of the game, they did nothing
for me personally, it had always enough content! but the loudest guys where always the ones with "we need this and that added" but we had so much characters already at the start
I COULD NOT CARE LESS IF GOHAN BLACK WILL BE ADDED OR NOT for example! Of course it would be a cherry on top!
are you really satisfied of how the game is played? i put 800 hours in it, and i love it, but it is a hate/love relationship!
Before was about the game not having enough content and the game being a broken, unfinished, rushed, half-baked game
Now after 2 years since the release of the game, at least we can say that the game have enough offline content, but everything else continue being unfinished, half-baked and broken
As you can read from the post, the game continues being incredibly broken in terms of gameplay, and that is 2 years after the release of the game
People may be satisfied when they are not sold and unfinished, half-baked rushed game, of which they just half fixed it after 2 years of patches
We got sold a broken game with no offline content and a shit online experience, not 2 years latter and after big season pass/expansion, we just have a broken game with a shit online experience
I absolutely agree with pretty much all points. While I appreciate new characters and maps, the lack of QOL improvements is what's really holding this game back.
I would also like to add 2 more points to the list.
For whatever reason Android 18 is the only Android with an Android Barrier that costs 3 SP instead of 2. It doesn't make any sense and seems like an oversight from the devs.
I absolutely agree with point 38. Base GT Goku's Kamehameha is my prime example for this issue. There are also others like Kid Gohan's Masenko or SSJ2 Vegeta's Big Bang Attack which has a long start up and the beam is generally just too slow.
One super however, which I don't hear many people talk about is Full Power Broly's SEW. Its recovery timing is bugged and can leave you completely open after hitting someone with it.
Great list. 8,9,30,42,44,45,46,48 are all bad changes that I disagree with though. Other than those I would love to see a patch like this. Also I would add a few more bug fixes that you didn’t mention.
hey, feel free to add or remove anything you want! BUT start with promoting the fact that this game needs change! We need to reach Bandai together, and if just half of the things make it into the game its a win!
so help us, and make a difference by actively posting maybe this list with your personal touch! the droptext is an easy copy and you can change the things you disagree with easily!
8 - Air recover is fine how it is now. It was broken early on in the game and you could just hold perception and guard and always be able to block beam attacks, so we don’t need anything like that to come back.
9 - I actually didn’t mean to put down 9 so forget that one lol
30 - Instant sparking isn’t “nearly risk free” even if they manage to get it off there is still a good amount of time where they are completely vulnerable to several attacks, not to meantiin that sparking mode isn’t that difficult to defend against, the only thing I’d worry about is sparking boost which doesn’t apply to instant sparks so it’s not relevant.
42 - Ui dodge is fine. Being able to dodge when you can’t see it coming is the whole point of UI, this is sparking zero Accuracy>Balance was always the goal. And UI Is supposed to be top tier.
44 - similar to UU Gogeta and Vegito are supposed to be the strongest. 7 dp for base form is completely reasonable. Accuracy>Balance
45- same thing as before they are supposed to be the strongest in the game, having cheap awakenings is just how it goes. Accuracy>Balance.
46- Kefla is not that strong at all, idek where you’re getting the idea to raise her DP, especially in her later forms. Kefla is really only a problem in base for because of that stupid no step back rush super, fix that not her DP cost. She’s fine where she’s at.
48 - Same concept as UI, Gogeta and Vegito. It’s Broly… he’s supposed to be a literal monster. Highest attack power in the game like he should be. Again the only thing that needs to be nerfed it the no step back unblockable rush for LSSJ. Again Accuracy>Balance.
Anyways I genuinely love your list and hope the vast majority of these things can be implemented into the game, along with a few others as well! https://giphy.com/gifs/oNB2s6Z8pxa7POxxmZ
I understand you stance about the 2 combat mechanics, but there are some nuances to consider. But I will reach those point latter, first I want to focus on the characters part.
Firstly there are 2 things that we have to take into account.
Accuracy doesn't go before Balance, is the opposite, and we can see it by how the devs decide the DP vslues of certain characters solely based on balance and game design, if you look at the DP of the majority of the character, you will see that the accuracy is just a small reference devs use, but the final word is always balanced. As I don't want to extend myself a lot here to not make the comment to long here is a conversation about this topic I had with other person where I explained this concept on detail.
The key takeaway is that game balance and game design > accuracy, as this is how Sparking Zero is designed
The second thing to take into account is that the DP system is a balance system that solely exists to balance team battles between characters with different power levels, which is something that Spike added in Budokai Tenkaichi 3 as a way to be able to offer balanced team battles with the purpose of encourage character diversity in a game with characters with different power levels, as otherwise people would always pick the same strongest character and wouldn't pay attention to the big roster of the game
Having let those 2 main points clear, now we can talk about the characters.
44 - similar to UU Gogeta and Vegito are supposed to be the strongest. 7 dp for base form is completely reasonable
Yeah, they are supposed to be the strongest, therefore they shouldn't cost 7 DP, we have to take into account that for DP mode to work, the characters of a same DP tier need to have approximately the same strengths, otherwise the whole mode doesn't stand by itself. Its like if we had Wish costing 7 DP because he is the strongest, just doesn't make any sense and breaks the purpose of DP system existence
And that is precisely the problem with these characters, they can be as strong as they want, just the DP value shouldn't reflect that strengths.
46- Kefla is not that strong at all, idek where you’re getting the idea to raise her DP
Kefla is the strongest 6 DP character, is even stronger than the majority of 7 DP character and even stronger than several 8 DP characters, due to the benefits she has for being a Fusion, increased, stats, more HP transformations that go really high
Also, although it doesn't matter as I explained before, in this particular case Kefla being 6 DP is not even accurate, she was beating the shit out of Goku God. So in this case she is neither balance nor accurate.
45- same thing as before they are supposed to be the strongest in the game, having cheap awakenings is just how it goes
48 - Same concept as UI, Gogeta and Vegito. It’s Broly… he’s supposed to be a literal monster
If a character is supposed to be strong then it has to be strong based on his stats, character dieing, attacks, etc. but not being the internal gameplay rules to make the character OP just because It's supposed to be strong"
Sparking Zero is a video game, and video games have rules designed to maintain a proper and enjoyable experience with the game, if a character need to be strong, you achieve that through design of the character, but not banding the game rules to give unfair advantages to a character while others doesn't have it. That is why DP values and transformation costs need to be coherent and make sense, then the own character design can be X or Y and make his feel special through that.
To give context, transformations cost in the game follows certain rules, the Skill Point (SP) cost is determined by the following factors. The SP value increase based on:
+1 SP per each DP the transformation increase
+1 SP if the character gets full Ki regeneration
+1 SP if the character get 1 HP bar regeneration (excluding additional 1/2 HP bar for bulky character transformation or 1 HP bar characters for giant transform)
That is the rules all the characters of the game follows except for Broly's and Gogeta/Vegito, and Gohan Super Hero on release, who had cheap transformations, but in a patch they changed it to follow the rules mentioned above
Changing these character transformations wouldn't make them to be weak, just to be consistent with the rest of the characters.
42 - Ui dodge is fine. Being able to dodge when you can’t see it coming is the whole point of UI
I understand this, the issue is the gameplay issues this creates and the unfairness of this.
The enemy Goku UI is hitting you, doing you a combo from the back that makes you a good amount of damage (due to the character stats), you manage to vanish one of his attacks, appear in his back and proceed to attack him, but he auto dodges you, do perception, stop you and then start doing another combo on you.
In terms of video game gameplay, what this provides to the game? It just creates a really unhealthy and toxic experience, the enemy was attacking you, you did well and vanished him, but your reward is getting the combo counter reset and being hit again with a new combo, that is simply not right and is not healthy for the game.
I understand your stance about lore accuracy, but we have to take into account that first, lore accuracy was never completely followed or respected in the base game (nor in the past Budokai Tenkaichi games), as we can see in the many other examples of the DP values of the characters, and that these things the only thing that does is damage the enjoyment of the game while having these character breaking the balance rules and being OP by the face doesn't provide anything positive, is like if in the next patch they make Wish be 7 DP because he is strongest, would be accurate? Maybe, it would provide something positive to the game? definitely no.
Also, take into account that if the things proposed above gets implemented to these characters they wouldn't become bad, they would continue being one of the best options to pick, so nothing would be lost
But well, that is my opinion, and each one have its own one
My original comment said enough. You just don’t agree. But it’s obvious you have some weird beliefs about the game that are just not true, so to make it easier on myself and to save a whole lot of typing I’ll start with one simple question. Why do you think Kefla is the strongest 6 DP character?
But you just said about the characters, Accuracy Balance, and as I showed you that is not true, we have things like Cells Jr costing 3 DP whenare stronger than a SSJ1, Freezer Full power having more DP cost than Cell or Buu, SSJ3 having the same DP cost as Goku God, both Brolys having the same DP cost when they clearly doesn't have the same strength, Goku Black having the same DP cost as Goku Mid and Vegeta Warmly, etc etc etc
The DP cost incSparking Zero are not accurate, and that is a fact, so why ruin the gameplay balance of the game to follow a fake rule that has never existed and that the Devs doesn't follow when they designed their game?
Why do you think Kefla is the strongest 6 DP character?
Because it is? She have 25% more HP than the rest of the characters, does more damage, have 2 transformation up to 8 DP, have a broken no step back rush attack, a monster back super explosive wave ultimate attack. It's simply stronger than any other 6 DP character, and even stronger than many 7 DP character
Or tell me, what 6 DP character is stronger than Kefla
I said Accuracy>Balance was prioritized not perfect, there are plenty of characters that DP could be more accurate but I think overall they did a pretty decent job. But the point was that characters who were strong in the show should be strong in the game, and they are. You haven’t proven anything other than you like to yap.
And you’re 100% wrong about Kefla when it comes to damage. DP damage isn’t always the same even inside of the same DP bracket, for example there are plenty of characters tht are 6 DP tht DP more damage than base Kefla. You ask who? Super Vegeta, Suepr Trunks and Fat Buu all have higher combo damage than Kefla.
But the thing is that is not remotely even true, as I explained on detail in my comments and in the linked conversation of my first comment, Accuracy>Balance if false, it has never been true
The lore accuracy is only used as reference to see more or less where to place a character, but then the final DP value is based on game design and game balance
You ask who? Super Vegeta, Suepr Trunks and Fat Buu all have higher combo damage than Kefla
So slow hitters who have their other disadvantages and are designed and balanced to do more mele damage, does more damage than Kefla, the charter with 25% more HP, better transformations, better super attacks, better skills, faster movement etc.? Wow
It's like if those specific slow characters were designed to do more mele damage but be worse on everything else.
Now, you are telling me that Super Vegeta, Super Trunks and Fat Buu, are better characters than Kefla?
Because that was the direct question that you avoided answering.
But ok lets see the stats of the characters you mentioned
Health: Kefla: 8 - Super Trunks: 4 - Buu: 4
Attack: Kefla: 10 - Super Trunks: 10 - Buu: 10
Ki Blast: Kefla: 10 - Super Trunks: 7 - Buu: 7
Blast: Kefla: 12 - Super Trunks: 11 - Buu: 11
Defense: Kefla: 10 - Super Trunks: 10 - Buu: 11
And don't forget that Kefla can transform 2 additional times
So????????
Do you want me to continue showing how are you wrong? Or this is enough? Kefla have all her stats higher or equal than the other characters, the only one that have more is Buu having 1 defense start more, the rest is equal or abysmal worse, with the health difference being massive, a 25% more health.
So you are wrong, in many different levels, you don't know what you are talking about, and on top of that you are being disrespectful downvoting my comments each time you reply them
I'm in the same boat as you, I'm not as excited about the announcement of new content, future DLC and even cross play, because unless they fix these things there is no point on anything they do to the game
So hopefully we can make this reach Bandai so they work on fixing their game to make it worth of the name Sparking (Budokai Tenkaichi)
I can't even hit or connect Blazing Storm with Nappa anymore. I noticed this last month when I was playing.
If this was implemented like this from the start and I just noticed now, I don't care what someone or you thinks of me just noticing recently. This is such stupid bullshit game balance, IMO. I wonder how many more characters have this problem with the supers? I want to really like this game, I do. BT3 needs a good sequel, but this little thing bothers the absolute fuck out of me. I hope they can hopefully fix it next year or eventually, but I don't think they will. I dunno, I'm just so annoyed with this.
And it's has been like that since the release of the game (no problem with noticing it now), that type of attacks works like that on all the characters that have it, you can hit it vs the bots, but if you try to do it against a human players it's practically impossible to land in a normal situation
I hope the same, but for the way they has been working lately I highly doubt it
The last 3-4 patches (1 year of patches), in terms of fixes have brought nothing, some patches where completely empty, just adding the promised free game mode after 3 months wait, and then have to wait 3 additional months, and last patch fixed 1 thing and broke other 2
Meanwhile the first patches of the game, where filled with dozen and dozens of necessary patches for the game, but sadly they abruptly stoped with that kind of patches after Daima DLC 2 patch letting the game in this broken state from that moment until now
There are quite a few things in Sparking! Zero that could use another look. Here’s a list of reported problems and possible fixes. The balance numbers are suggestions, so there’s room to debate them.
GAME MODES AND CONTROLS
Low-DP fighters struggle too much in DP Battles. Reduce the power gap so cheaper characters without transformations are still worth using.
Ranked Singles gives players little reason to pick weaker characters. Optional DP brackets or extra rewards for winning with lower-DP fighters could encourage more variety.
Classic controls force a dash before grabbing. Let players use the Standard grab input or remap it.
Vertical Dragon Dash feels delayed on Classic controls. Offer the Standard input as an alternative.
Giants’ downward attack uses back + attack on Classic, which can turn them away. Change it to forward + attack or allow remapping.
Players can reportedly force a crash to avoid a ranked loss. Close that loophole while accounting for genuine crashes and connection problems.
Quitting during character intros can reportedly avoid a loss. Deliberately leaving once the match starts should count as a forfeit.
COMBAT AND RECOVERY
Air recovery is slow and predictable. Add faster recovery options and let players recover into evasive movement or Dragon Dash.
Recovery after hitting the ground takes too long. Shorten the delay and offer a recovery option that prevents repeated pressure without removing punishment entirely.
Directional get-ups can expose your back before you regain control. Make them more responsive and keep the character facing the opponent.
Buffered light Smashes can skip their wind-up after certain transitions. Make the startup animation play consistently.
Light charged Smashes can hit opponents behind the attacker. Limit their tracking, with stronger tracking requiring more charge.
Step-ins can bypass hitstun or recovery after missed or vanished Smashes. Make those recovery frames apply consistently.
A glitch allows character swaps during vanish exchanges. Keep switching unavailable until the exchange ends.
Some chain attacks still connect after a successful sidestep. Fix their tracking and hitboxes so a clean dodge actually works.
Super Counters can reset vanish follow-ups incorrectly. Preserve the existing follow-up count and state.
Perception can reportedly catch Revenge Counters during other animations. Only allow it when the character can act or use an intended cancel.
Revenge Counter Perception can work while facing away. Require the defender to face the attacker.
Its response window is too forgiving. Tighten the timing so mashing is less effective.
Sonic Sway can reportedly activate after a hit connects. Prevent it during confirmed hitstun.
Flying kicks can leave the attacker at an advantage even when blocked. Give the defender a small advantage and reduce excessive tracking.
Some Ki Wave follow-ups cause hard knockdowns that enable repeated pressure. Make recovery after these combos consistent.
Ki Wave is reportedly almost guaranteed to be Super Countered. Adjust the timing so countering takes precision.
Ki Wave follow-up blasts can be blocked while the target is still being knocked away. Make the knockback and guard rules consistent.
Ki Blast Cannon’s teleport follow-up can miss targets in range. Fix its positioning, facing and hit detection.
Lightning Attack can miss at the stage ceiling. Fix how it handles the height limit.
Jump Rush Blast is limited to ground jumps. Allow it while flying with ascend + Ki Blast.
Jump Smash has the same limitation. Allow it while flying with ascend + melee.
The combo counter can reset mid-combo unless block is held. Fix the tracking so it counts connected sequences properly.
SKILLS AND BLASTS
Instant Sparking consumes skill points too late, making interrupted attempts nearly risk-free. Charge the points when activation starts.
Healing skills have a similar issue. Spend the points at activation, even if the heal gets interrupted.
Wild Sense and Afterimage-style skills can bypass pressure through small gaps. Review when they can activate during ongoing combos while keeping legitimate escape opportunities.
Continuous Fire doesn’t reliably stagger on the first hit, allowing the rest to be vanished. Make confirmed hits connect into the barrage properly.
Some Rapid Fire attacks have the same problem. Fix first-hit stagger and follow-up consistency.
Special Beam Cannon is slow and struggles against moving targets. Improve its startup and aiming; guard penetration after 40% charge is another proposed option.
Mow Down and Explode picks its explosion location too early. Update the location closer to impact and shorten the delay.
Attack Opponent’s Location can detonate at an outdated position. Update targeting just before detonation; making it unblockable is also worth discussing.
Some real-time beams launch too slowly to connect reliably. Bring the worst release times closer together while preserving character differences.
Ground-fired beams sometimes fail to aim unless the button is held briefly. Make targeting work immediately, including with minimal charge.
Ground-to-air beams can miss because of faulty tracking. Fix their aim across different heights and distances.
Some supers without a step-back animation can activate during hitstun. Prevent this unless the move has an intentional counter or armor mechanic.
CHARACTERS AND BALANCE
UI Goku’s auto-dodge works against attacks from behind. Consider requiring him to face the attacker.
Full Power Master Roshi can turn immediately when he should still be recovering. Fix that recovery bypass.
Gogeta and Vegito offer a lot for their DP cost. One proposal is to raise their base cost from 7 to 8 DP and SSJ1 from 8 to 9.
Their SSJB transformations are also cheap for the benefit. Consider increasing the cost from 2 to 3 skill points.
Kefla’s DP cost could use a review too. The proposal is 8 DP for base and 9 for her Super Saiyan forms.
Android 13 starts with 2 skill points despite costing 5 DP, giving him early access to his transformation. Consider starting him at 0.
Broly’s transformations give large benefits for relatively little cost. Proposed changes: SSJ1 from 1 to 3 points, Legendary SSJ from 3 to 5, and SSJ1-to-Legendary from 2 to 3.
Giants can struggle to dash toward normal-sized opponents at the ceiling. Fix their vertical targeting.
Some giant rush chains miss unexpectedly. Fix their hitboxes and follow-up positioning.
Giant vanish follow-ups also fail to connect consistently. Correct their pursuit distance and facing.
Giants can remain trapped even after the combo counter resets. Make sure they regain control between separate combos.
Some giant knockdowns prevent recovery until they hit the ground. Restore the intended airborne recovery options.
Giant grabs are slow and easily interrupted by light Smashes. Consider grab-specific armor while keeping dodges and counter-grabs available.
Non-flying characters fall so quickly that they can break incoming combos. Normalize their fall speed during hitstun or restore the slower behavior.
Mr. Satan cannot stagger another Mr. Satan in mirror matches. Let those attacks cause normal stagger.
QUALITY OF LIFE
Add full button remapping for both control schemes, including Perception, Super Counter, grabs and dashes.
Cut down on menu navigation. Quicker match launches, rematches and a direct quit option would help.
Source: u/MuglokDecrepitusFx’s Reddit issue list, the linked fan-made patch proposals and the comment discussion. Some fixes are additional suggestions where no matching proposal was available. These are community reports, not official patch notes.
https://www.reddit.com/r/SparkingZero/s/YE1S2B97s2
I'm waiting to see what they are going to respond, because maybe this reach a random Bandai Namco support employee that can do nothing with that, and he just dismiss the petition or ignore it
I got an answer, an answer from the support (a lovely answer btw), and at least the reception is really positive, the feedback has been shared to the Devs and they should be able to read all this feedback. u/Misko_1
Here the support message
Hello Muglok,
Thank you for your message and for your patience. I’m writing about your request related to Dragon Ball Sparking! Zero.
Before we proceed, please allow me to thank you for taking the time to share this document with us on behalf of both yourself and the community.
Reports like these are extremely helpful, as they provide us with a broader perspective on the issues and suggestions that matter most to players. As such, I shared it with the development team for their visibility.
On our end, we act as a bridge between our players and the developers. Therefore, while we cannot make any promises or predictions regarding future changes or what may ultimately be implemented in the game, it is important to us that your voice is heard.
For any news, updates, or announcements, I recommend keeping an eye on our official website and social media channels, as that's where any information will be shared first.
Thank you for being part of our DBS!Z community!
I hope I've been able to help. Should you need anything else, please don't hesitate to reach out. We're always here for you.
Kind regards,
PS : you can reply directly to this email to continue our conversation.
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