In this list of suggestions, we propose various improvements for Sparking Zero, based on community feedback and heavily inspired by Budokai Tenkaichi 3.
We want to express our gratitude to the development team and offer these recommendations to make the gaming experience even more immersive and balanced.
The "Ready?" "Fight!" system was an excellent method—every respectable fighting game should have it.
The Free Dash from Budokai Tenkaichi 3 allowed for fast and unrestricted movement without consuming energy, simply by pressing X. This feature provided great freedom of movement in all directions, enabling longer and more flexible approaches while offering a wider variety of possible combinations.
In Sparking Zero, moving with the Short Dash over very short distances consumes Ki, making it a less viable option for approaching an opponent at mid-to-long range. This, in turn, encourages passive play and leads to an overuse of "spam ki blast".
This system limits strategic options and forces players to rely almost exclusively on "Z-burst dash”, which provides a very fast close-range approach at the cost of excessive Ki consumption for the distance covered. The previous cost should be restored to one Ki bar, but in return, the "Z-burst dash" + Square combo should be made avoidable.
Additionally, Dragon Dash are significantly slower in Sparking Zero compared to Budokai Tenkaichi 3. Their speed is so low that almost no one uses them, especially given that the maps are now twice as large.
✔️ Reintroduce Free Dash
✔️ Remove Ki consumption for Short Dash
✔️ Increase the speed of Dragon Dash
Encouraging players to engage in more close-combat fights, expanding movement and combo possibilities, and improving the game's pacing by reducing excessive Ki management.
To create better balance, the ability to regain Skill Points upon losing a health bar or during teleportation duels should be removed.
Despite the recent modifications to teleportation duels, some issues remain.
To encourage a more aggressive playstyle, the ideal solution would be to limit teleportations to a maximum of 5 and make it so that the player with less Ki wins the teleportation duel, just like in Budokai Tenkaichi 3. This would prevent passive playstyles where players stay at a distance, constantly charging Ki to gain an advantage in combat.
By ensuring that the player with less Ki wins the teleportation duel, the game would reward strategic resource management rather than excessive Ki charging. This rule would also allow a struggling player to turn the tide of battle more easily, preventing an endless loop of combos, super counters, and teleportation duels.
The number of "Teleport Attacks" (when winning a teleportation duel and pressing triangle to hit the opponent in the air) should be limited to 2 without Sparking Mode and 3 with Sparking Mode.
This adjustment would prevent excessive abuse of this mechanic, which is currently too easy to execute and very difficult to defend against, especially if the opponent is in Sparking Mode.
As mentioned above, during these exchanges, Skill Points regenerate extremely quickly, further amplifying the issues related to overpowered abilities.
Currently, players can press up + square randomly, as well as the guard button (circle for classic controls or R1 for standard controls), at the same time in hopes of either triggering a Super Counter on a random hit or dodging a charged attack.
To balance this, the game should only register one action at a time, and a cooldown should be applied to prevent spamming.
At the moment, the Super Counter is too easy to execute, allowing almost every combo to be interrupted repeatedly. Furthermore, it triggers a teleportation duel, bringing back previous issues related to Skill Points and wasting time in combat.
This mechanic is supposed to be one of the most difficult to master, but when perfected, it can lead to endless "Super Counter Duels". Ideally, if multiple Super Counters are used consecutively, their animation speed should progressively increase, similar to how teleportation duels accelerate after multiple exchanges.
6. Ranked Battle Inconsistencies
Currently, Ranked matches are often reduced to teleportation duels, where players focus on charging their Skill Points and excessively chaining abilities, breaking the natural flow of combat. (In DP, most fights end due to time expiration.)
With the latest patch, a new strategy has emerged:
This playstyle leads to passive and unbalanced matches, where victory is determined more by resource management than actual combat skill.
Combo damage should gradually decrease as the number of hits increases.
According to the system in Budokai Tenkaichi 3, damage decreases by 2.5% after the 5th hit. This means:
This system ensures that overly long combos become less punishing for the defending player, promoting more balanced and strategic gameplay.
Some Special and Ultimate Attacks deal excessively high damage (e.g., Broly Z, Kefla, Jiren), which disrupts combat balance and encourages players to only use the same characters. The power gap between these characters and the rest of the roster is so significant that choosing weaker characters becomes nearly pointless.
While some imbalance is understandable, a middle ground must be found to maintain fair gameplay.
Currently, certain characters benefit from multiple imbalances:
This adjustment would help maintain game balance and reduce abuse of overpowered characters.
After executing a Special Attack in Sparking Mode, the Ki gauge should be immediately consumed, preventing the player from using another Special Attack right afterward (except for those costing only 2 Ki bars).
Adding a cooldown between Special Attacks would also help prevent this kind of abuse.
In Sparking Zero, this limitation does not currently exist. For example, it is possible to chain "Ultra Barrage" (4 Ki bars) twice in a row with Mastered Ultra Instinct Goku in Sparking Mode, making it an overly powerful strategy.
The ability to infinitely spam Ki Blasts (triangle) should be removed. Since the last patch, this is only possible with Migatte, but it remains problematic.
In Sparking Zero, the cooldown between Ki Blast salvos is so short that characters can easily chain them together to create unfair combo setups.
A 2-second cooldown between salvos would be a reasonable adjustment.
Additionally, characters capable of breaking guard with a charged Ki Blast can exploit this mechanic freely—if a player gets hit by the first attack, escaping the combo becomes impossible.
It is currently possible to deplete multiple health bars simply by timing the triangle button correctly, making this mechanic far too powerful.
The guard system in Sparking Zero has a fundamental issue. Let me explain.
As you know, each character has a predetermined set of combo extensions (by pressing Triangle), which varies depending on the number of hits performed (between 1 and 4 hits). These predetermined extensions can be countered using directional guarding (high, mid, or low guard).
While this guard system is fairly standard, it has a major limitation: it relies heavily on anticipating the opponent’s combo extension choices.
In contrast, in the game that Sparking Zero is heavily inspired by—Dragon Ball Z: Budokai Tenkaichi 3—it was possible to instantly adjust your guard to counter the opponent’s extension. This made defense more reactive, provided a better margin of maneuver, and encouraged spontaneous decision-making for both players.
Unfortunately, this is no longer the case in Sparking Zero, where it is impossible to instantly adjust your guard. Players are forced to predict their opponent’s choices, making defense less responsive and more punishing in case of a misread.
In battle, 360 seconds is not enough, especially when teams have more than 5 characters, which is the case in most matches. As a result, many fights end without completely eliminating the opposing team.
Some players take advantage of this limited time by constantly dodging, regenerating, and switching characters, making the match last as long as possible to win simply by having more characters alive at the end.
To address this, if the match ends due to time expiration, the player who dealt the most damage should be declared the winner.
The 5v5 format may not be suitable for Ranked Mode. In private matches, it often takes more than 10 minutes to fully eliminate an opposing team—even without stalling or running away.
Let’s compare Player 1 and Player 2 in a DP match:
The current system encourages players to stall, rather than actively fight, and favors teams with 5 characters. A player choosing a 2-character team is put at a disadvantage for multiple reasons:
A major flaw in this system is that:
This kind of mechanic does not exist in any other fighting game, because players want to finish their fights, not just wait them out.
✔️ Declare victory for the player who eliminates the most characters.
✔️ Limit the number of characters to 3 (while keeping the 15-point system).
⏳ Make the timer unlimited.
Players want to finish their matches quickly, rather than drag them out indefinitely.
When ascending or descending using the triggers while in close-combat range (melee zone), the movement should be as fast as it is outside the melee zone.
This feature existed in Budokai Tenkaichi 3, and its rigidity in Sparking Zero limits creative movement options, making combat feel less fluid and dynamic.
Perfect Smashes often fail to hit the opponent, even when executed correctly.
The tracking of this attack needs to be improved to ensure accuracy and consistency in combat.
When two characters attack simultaneously, the game struggles to react instantly to inputs.
For example, if the player presses Square + Circle to side-teleport, the action does not execute immediately—it only works after multiple attack animations have finished. This limitation reduces responsiveness and makes the game feel less dynamic.
These input inconsistencies should be refined to improve precision and fluidity in combat.
In some situations (after an uppercut, for example), the recovery time is excessively long, making it impossible to act for an extended period.
It’s understandable that some actions should have longer recovery times, but when recovery lasts more than 3 seconds—especially after falling from a great height to the ground—it gives the opponent too much freedom.
This allows them to charge Ki freely and launch a Special Attack without any counterplay, which creates an imbalance in combat flow.
Unstable recovery: When the same attack is repeated twice from behind, the character becomes completely vulnerable.
Total lockout: It becomes impossible to recover or react.
Necessary fix: Characters should be able to recover in these situations to prevent this issue.
It would be beneficial to allow players to "delay" hits within a combo, adjusting the combo rhythm to bait the opponent into mistiming their counter by pressing Square more slowly.
Currently, in Sparking Zero, if a player tries to delay their hits even slightly, their combo gets completely interrupted.
Implementing hit delay mechanics would add depth to combo execution, making offensive play more unpredictable and skill-based.
Currently, ascending Ki Blasts can only be launched from the ground.
Allowing players to perform ascending Ki Blasts in the air—not just on the ground—would provide more flexibility and expand combo possibilities.
Super Perception should not be usable against certain attacks, such as Heavy Finish, Rolling Hammer, Flying Kick, Lift Strike, Grand Slash, Smash, Rush Ki Wave, or Kiai Canon.
Currently, Super Perception costs only one Skill Bar, which is too low. The ideal adjustment would be to increase its cost to 2 Skill Bars or completely remove it from the game.
Its use in these specific situations should not be allowed, as it makes too many attacks ineffective, leaving players with almost no viable options to counter it.
By restricting Super Perception, these attacks would become legitimate options to counter it, restoring balance.
Right now, an opponent who spams Super Perception gains a significant advantage and often wins, simply because there are too few effective ways to punish this mechanic.
These additions would motivate players to push their limits and increase long-term engagement in the game.
A streamlined menu design would improve accessibility and provide a more polished user experience.
In previous games, when a character was KO’d, both players were repositioned at the center of the arena.
This prevented situations where:
This system helped maintain combat flow, ensuring that fights didn't drag on unnecessarily and kept both players on equal footing.
However, reintroducing this mechanic would remove the casual and strategic element of using the map to reposition or hide.
In Sparking Zero, players can spam the guard button (Circle or R1) to simultaneously block and automatically realign with the opponent if they move behind them. This makes defense too easy and unbalanced.
In Budokai Tenkaichi 3, realignment was separate from guarding, requiring players to manually switch between the two, which added a skill-based defensive layer.
To maintain higher gameplay depth, it would be better to remove the auto-realignment function from the Guard button (Circle or R1) in Sparking Zero.
A longer animation lock should be applied when a character uses Perception.
This would prevent absurd situations where an opponent can spam Perception repeatedly without thinking, making it a low-risk, high-reward mechanic.
By increasing the commitment time after activation, players would need to use it more strategically rather than abusing it.
The Revenge Counter should be usable even when the opponent is behind the player.
Its main purpose is to escape a combo, but currently, it can only be used when facing the opponent, even though there are already more defensive options when facing forward than when being attacked from behind. This creates an inconsistency in defensive mechanics.
To improve balance, the Revenge Counter should be:
✔️ Usable in any situation, regardless of the opponent’s position.
✔️ Reset both players to a neutral mid-range distance, so that:
Additionally:
This would ensure that Revenge Counter remains a viable escape tool without being abusable or leading to unfair Ki advantages.
The "Counter" indicator should be reintroduced to clearly signal when a player has secured a guaranteed combo after successfully defending against an opponent’s attack.
This is a fundamental feature in fighting games, as it provides clear feedback to players and ensures they understand when they have an advantage in a fight.
Reimplementing this indicator would enhance clarity, making it easier to identify punishable situations and reinforcing proper decision-making during matches.
In Sparking Zero, skills and special attacks are preset, just like in Budokai Tenkaichi 3. However, introducing a customization system—similar to Raging Blast 2—could be a great improvement.
This system would make battles more dynamic while allowing players to experiment with different playstyles.
Here are some technical issues that should be addressed in Sparking Zero:
Fixing these bugs would greatly improve game stability and competitive integrity.
29. Blast Damage
Excessive blast damage : Blast from characters like Gogeta 4 and Jiren deal too much damage. These characters will dominate the game. If Migatte gets nerfed.
Necessary solution : Blast damage must be reduced to prevent a new imbalance.
A new disconnection exploit has been discovered in Sparking Zero. The system currently allows players to force a bug in the match, leading to a disconnection without penalty.
This fix would prevent players from manipulating the system and ensure fairness in Ranked Mode.
Introducing Cross-Play between different platforms in Sparking Zero would greatly enhance online accessibility.
By connecting the community across platforms, this feature would:
✔️ Make matchmaking faster and smoother, reducing wait times for players.
✔️ Encourage knowledge sharing, allowing players to exchange discoveries and strategies.
✔️ Increase diversity, ensuring a broader range of opponents and playstyles.
For Cross-Play to be properly implemented, the game should avoid the current peer-to-peer system and instead use dedicated servers, similar to the high-performance servers in Tekken 8.
In 2025, Cross-Play is a must-have feature for competitive online games, making it an essential addition to Sparking Zero.
The current ranking system in Sparking Zero has several issues and lacks incentives, making it unappealing or demotivating to reach higher ranks.
✔️ Introduce seasonal resets with exclusive ranked rewards (e.g., titles, profile frames based on previous ranks, cosmetics).
✔️ Revamp the ranking progression system by setting a minimum point gain of 75 to make advancement fairer and more rewarding.
✔️ Add a new prestige rank for top-tier players, where players ranked in the Top 99 worldwide have their exact leaderboard position displayed (example below):
[Rank Icon] Player Name – World Rank #27
This new system would encourage competition, motivate players to improve, and give high-ranked players proper recognition for their skills.
Introducing a Clan System in Sparking Zero would add a new competitive dimension, encouraging players to push their limits and engage in team-based battles.
This Clan System would bring long-term engagement, team-based strategy, and a structured competitive environment, making Sparking Zero even more exciting for its player base.
Currently, the in-game shop lacks new content, making it less engaging for players.
✔️ Make all available costumes universal → Example: Vegeta could wear Zamasu’s outfit, and vice versa for all characters.
✔️ Expand the shop with a dedicated cosmetics section, featuring emotes and skins purchasable with a new currency (which could be bought with real money).
Adding a Battle Pass would be highly beneficial for the game, as it would:
A properly structured Battle Pass could help maintain engagement and provide continuous fresh content for the community.
Introducing new features in Custom Matches would be highly appreciated by players, enhancing both training and competitive play.
✔️ Online Training Mode → A dedicated training mode for two players, featuring:
✔️ 32-Player Lobbies → Allow players to create large lobbies with up to 32 participants, similar to Tekken 8.
✔️ Revamp of the Tenkaichi Budokai System → Improve the current tournament system by expanding it to 32-player brackets, making it easier to organize large-scale tournaments.
These features would boost community engagement, encourage player-driven competitions, and provide a solid foundation for both casual and competitive play.
In a competitive fighting game, assistance mechanics should not be present, as they distort gameplay balance and undermine skill-based competition.
✔️ Rework or completely remove assistance mechanics in Ranked Mode to ensure every victory is earned purely through skill and decision-making.
This change would preserve the integrity of ranked matches, ensuring that only the most skilled players rise through the ranks.
Many characters feel too similar, and some Special Attacks or Skills make them less viable in competitive play. Adjusting certain techniques and modifying the melee system (movesets) could make them more balanced and unique.
Some characters deserve 4 health bars due to their importance and power in the lore, including:
✔️ Whis, Beerus, Fused Zamasu, Broly Z, and Broly Super.
❌ However, Cooler currently has 4 health bars, while the stronger characters listed above do not, which seems inconsistent.
These adjustments would enhance character diversity, balance competitive play, and create a more engaging experience.
Overall, Sparking Zero is an excellent game that truly captures the essence of Dragon Ball and excites its fans.
These suggestions aim to enhance the game by addressing community feedback on areas that can be optimized. Our goal is not to criticize but to help the game reach its full potential by refining mechanics, improving balance, and adding features that will benefit both casual and competitive players.
We deeply appreciate the work and passion of the development team, and we hope these insights contribute to making Sparking Zero an even greater experience for all Dragon Ball fans.
Prepared by:
Laun, Edward, Rob, Drastre, vMuzan, Micke