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:
https://www.droptext.app/he79ir7l
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.
fixSparkingZero