Recommendations for Improvements in Sparking Zero

Recommendations for Improvements in Sparking Zero

Introduction

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.


TABLE OF CONTENTS:

  • PART 1: Gameplay
  • PART 2: Content / Game Ergonomics

AXIS 1: GAMEPLAY

1. Reintroducing the "Hajimé" with a countdown for combat initiation.

  • This would enhance immersion at the beginning of fights and allow players to position themselves before the battle starts, rather than being thrown into the match without a clear indication of the starting moment.

The "Ready?" "Fight!" system was an excellent method—every respectable fighting game should have it.


2. Reintroducing the Free Dash

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.


Realistic Solution:

✔️ Reintroduce Free Dash
✔️ Remove Ki consumption for Short Dash
✔️ Increase the speed of Dragon Dash


Expected Results:

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.


3. Skill Points Increase Too Quickly

  • This allows players to use overpowered abilities too early in the match (Sparking Mode, Afterimage Strike, False Courage, Sleep, Wild Sense…).
  • Skill Points regenerate in too many different ways: when taking damage, when deflecting Ki attacks, when losing a health bar, and even when getting back up. Additionally, they also regenerate during teleportation duels, and you can imagine how quickly they can stack up when both players are in Sparking Mode or have a large amount of Ki.

To create better balance, the ability to regain Skill Points upon losing a health bar or during teleportation duels should be removed.


4. Teleportation Duel Adjustments

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.


5. Limiting the Super Counter

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:

  • Players avoid close combat and focus entirely on Ki regeneration.
  • The goal is to be the first to activate Sparking Mode.
  • Once Sparking Mode is activated, they finally engage in close combat, aiming to drain the opponent's Ki bar before continuing the fight.

This playstyle leads to passive and unbalanced matches, where victory is determined more by resource management than actual combat skill.


7. Reintroducing Damage Scaling

Combo damage should gradually decrease as the number of hits increases.

How Damage Scaling Works:

According to the system in Budokai Tenkaichi 3, damage decreases by 2.5% after the 5th hit. This means:

  • The first 5 hits deal 100% damage.
  • Starting from the 6th hit, damage begins to drop progressively:
  • 6 hits = 97.5%
  • 7 hits = 95%
  • 8 hits = 92.5%
  • From the 25th hit onward, all damage is reduced by 50%, except for special and ultimate attacks.

This system ensures that overly long combos become less punishing for the defending player, promoting more balanced and strategic gameplay.


8. Reducing Special and Ultimate Attack Damage

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:

  • Skill Points regenerate too quickly.
  • Sparking Mode can be activated instantly.
  • Some characters can chain Ultimate Attacks repeatedly due to the rapid accumulation of Skill Points combined with Sparking Mode advantages.

Proposed Solution:

  • Limit all Special Attacks to a maximum of 10,000 damage.
  • Limit all Ultimate Attacks to a maximum of 20,000 damage.

This adjustment would help maintain game balance and reduce abuse of overpowered characters.


9. Remove the Ability to Chain Two Special Attacks in Sparking Mode

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.


10. Ki Blast Issues

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.

Other Key Issues with Ki Blasts:

  • Ki Blast and Charged Ki Blast damage is too high across all characters.
  • Damage should be reduced for both normal Ki Blasts and charged Ki Blasts.

Major Concern:

It is currently possible to deplete multiple health bars simply by timing the triangle button correctly, making this mechanic far too powerful.



11. Improving Guard Mechanics

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.

Other Major Issues with the Guard System:

  • Guard Spamming Issue → If a player spams guard, it will perfectly deflect Ki Blasts and even negate throws. This mechanic needs to be fixed to make these actions harder to execute.
  • Guard Break Logic Issue → After using a Guard Break once, it becomes impossible to perform it again immediately, which feels illogical and restrictive.


12. Insufficient Time in DP Mode

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.

Is 5v5 the Right Format for Ranked Mode?

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.

Proposed Solution:
  • Switch DP Ranked Mode to a 3v3 format or create a separate mode, which would be more viable.
  • This was also the preferred format for competitive players in Budokai Tenkaichi 3.

Alternative Scenario:

Let’s compare Player 1 and Player 2 in a DP match:

  • Player 1 has 5 characters.
  • Player 2 has only 2 characters.

The Issue with DP Format:

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:

  • Player 1 can constantly rotate characters, ensuring they never take too much damage and regenerate health infinitely by switching out.
  • Player 2, with fewer characters, has fewer opportunities to switch, meaning they take more direct damage and cannot recover as easily.
  • Player 1 has no reason to attack aggressively, since with 5 characters on the field, they are almost guaranteed to win by default when time runs out.
  • Player 2, on the other hand, must constantly take the initiative, which forces them to spend more Ki and leaves them at a disadvantage in resource management.

A major flaw in this system is that:

  • If Player 1 loses 3 characters but Player 2 only loses 1, Player 1 still wins because they have more characters remaining.
  • This is completely illogical, especially with a timer in place.
  • Matches in DP mode have essentially become a contest of who can stall the longest, rather than actual combat.

This kind of mechanic does not exist in any other fighting game, because players want to finish their fights, not just wait them out.


Possible Solutions:

✔️ Declare victory for the player who eliminates the most characters.
✔️ Limit the number of characters to 3 (while keeping the 15-point system).

  • This would increase variety in team selection.
  • It would also allow fights to end within the time limit.

Alternative Approach:

Make the timer unlimited.

  • However, this would not be ideal for Ranked Mode or competitive formats.
  • Matches would become too long and exhausting, which would reduce the enjoyment of the game (already a concern).
  • The quick matchmaking system is designed to let players face multiple opponents with different playstyles, keeping the game fresh and engaging.

Conclusion:

Players want to finish their matches quickly, rather than drag them out indefinitely.

13. Rigid Vertical Movements in Close Combat

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.


14. Tracking Issues with Perfect Smashes

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.


15. Input Interference Issues

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.

Interference Between Ki Blast and Ground Throw Inputs:

  • Some characters can grab the opponent while they are on the ground.
  • However, since the input for this throw is the same as advancing while firing Ki Blasts, this can sometimes result in an unexpected grab (throw) even at long range.

These input inconsistencies should be refined to improve precision and fluidity in combat.


16. Excessive Recovery Time After Certain Actions

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. 


17. Ability to "Delay" Hits in Combos

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.


18. Ability to Launch Ascending Ki Blasts in the Air

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.


19. Removal of Super Perception

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.


20. More Content and Additional Options / Modes

  • Costume 1 and Costume 2 for each character, allowing for better differentiation in Versus Mode.
  • More music tracks, and possibly a music pack featuring the OST from Budokai Tenkaichi 2 & 3—available for free or as a paid DLC if feasible.
  • Seasonal leaderboards in Ranked Mode, encouraging players to compete online with exclusive rewards at the end of each season.

These additions would motivate players to push their limits and increase long-term engagement in the game.


21. Improving Menu Ergonomics

  • Opt for a simpler and more intuitive 2D menu, similar to Budokai Tenkaichi 3, with vertical navigation for easier access.
  • Integrate 2D character artworks in the character selection screen to enhance immersion and visual quality.

A streamlined menu design would improve accessibility and provide a more polished user experience.


22. Reset Characters to the Center of the Arena When a New Character Enters

In previous games, when a character was KO’d, both players were repositioned at the center of the arena.

This prevented situations where:

  • The opponent was no longer locked on after a KO.
  • Players had to chase each other around the map to reset Sparking Mode or set up another strategy.

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.


23. Restore Manual Realignment

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.


24. Extend the Perception Animation

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.


25. Reworking the "Revenge Counter"

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:

  • The opponent cannot defend against it.
  • The opponent does not get a guaranteed combo afterward.

Additionally:

  • The player using Revenge Counter should no longer gain Ki from it.
  • The opponent should not be able to counter it.

This would ensure that Revenge Counter remains a viable escape tool without being abusable or leading to unfair Ki advantages.


26. "Counter" Indicator

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.


27. Customization of Skills and Special Attacks

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.

Why Customize Special Attacks and Skills?

  • Players could choose from a selection of techniques to personalize their character's moveset.
  • This would add depth and variety while maintaining logical constraints (e.g., Goku Mid shouldn’t have Super Dragon Fist, and Frieza shouldn’t use Kamehameha).
  • Some stat-boosting skills (e.g., False Courage, Finish Sign, Sleep) quickly become useless, so having alternatives would increase strategic choices.
  • Being able to swap between different signature moves of a character would enhance immersion in the Dragon Ball universe.

Additional Suggestion:

  • Introduce new types of special attacks, such as a counter-type special move that automatically counters basic attacks.

This system would make battles more dynamic while allowing players to experiment with different playstyles.



28. Various Bugs

Here are some technical issues that should be addressed in Sparking Zero:

  • Character randomly stops mid-combo without reason.
  • Combo fails to connect on the opponent for no apparent reason.
  • Character steps backward instead of performing a "Step-In Attack" downward.
  • Classic throw command (X + X) doesn’t execute properly during a combo and instead triggers two step-in moves forward.
  • Sidesteps blocked by invisible walls.
  • Ki Blasts pass through the opponent at close range or when they turn around and block.
  • Transformation animation glitches (e.g., Jiren's transformation).
  • Saved data disappearing unexpectedly.
  • When two opponents rush toward each other, one may end up upside-down.
  • Whis’ 2-Ki-bar Special Attack cannot be dodged, which may be an unintended issue.
  • When an opponent is thrown into a wall or ceiling, they shouldn’t bounce back and dash forward, as this creates unpredictable and problematic gameplay mechanics.

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.


AXE 2: Game Content & Ergonomics

1. Penalizing Disconnections in Ranked (PC Only)

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.

How the Exploit Works:

  • Players use a shortcut (Alt + Enter) to exit fullscreen mode, causing a bug that forces them to disconnect.
  • Due to the peer-to-peer system, the game does not register this as a rage quit, meaning the player does not lose any points.

Proposed Solution:

  • Implement a system similar to Tekken 8, where pressing this shortcut automatically forces a disconnection.
  • Additionally, the player should lose their Ranked Points as a penalty for abusing this exploit.

This fix would prevent players from manipulating the system and ensure fairness in Ranked Mode.


2. Implement Cross-Play Support

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.

Technical Consideration:

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.


3. Ranked System Improvements

The current ranking system in Sparking Zero has several issues and lacks incentives, making it unappealing or demotivating to reach higher ranks.

Key Issues with the Current Ranked System:

  • No real distinction between a Rank D player, a Rank Z player, or even a Top 10 player.
  • No meaningful rewards for climbing the ranks, making progression feel pointless.
  • Difficulty scaling is too harsh—once players reach a certain number of points, ranking up becomes nearly impossible
  • Example: A Top 10 player only gains 0 to 10 points when defeating an S-rank player, which is not rewarding or motivating.

Proposed Solutions:

✔️ 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.


4. Clan System

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.

Clan System Overview:

  • The main goal of clans is to become the best through teamwork and competition.
  • Every weekend (Friday to Sunday), Clan Wars will take place, featuring 5v5 team battles.
  • A dedicated Clan Ranking leaderboard will give clans a long-term objective, pushing them to climb as high as possible.
  • Different battle formats will diversify the experience and keep the competition fresh.
  • A weekly reward system will be implemented to recognize the top-performing clans.

Example Clan Battle Modes:

1. "Barrage Mode"

  • Each team has 5 players who take turns fighting.
  • The winning player stays on the battlefield until they lose a match, at which point the next teammate steps in.
  • The first team to eliminate all opponents wins.

2. "Battle Royale Mode"

  • The Clan Leader and Co-Leaders select participants for the battle.
  • Each selected clan member is randomly matched against an opponent from the rival clan.
  • The clan with the most wins at the end of the matches is declared the winner.

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.

5. Shop & Battle Pass System

Currently, the in-game shop lacks new content, making it less engaging for players.

Proposed Solutions to Improve the Shop:

✔️ 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).


Introducing a Battle Pass System

Adding a Battle Pass would be highly beneficial for the game, as it would:

  • Encourage long-term player retention, motivating them to fully unlock the Battle Pass.
  • Provide progression-based rewards through cosmetics, exclusive outfits, emotes, and in-game currency.
  • Offer both a Free and Premium Battle Pass, ensuring accessibility for all players while giving an incentive for premium rewards.

A properly structured Battle Pass could help maintain engagement and provide continuous fresh content for the community.


6. Custom Match Enhancements

Introducing new features in Custom Matches would be highly appreciated by players, enhancing both training and competitive play.

Proposed Features for Custom Matches:

✔️ Online Training Mode → A dedicated training mode for two players, featuring:

  • Infinite health
  • Infinite Ki
  • Fully customizable settings
  • Similar to Tekken 8’s training system, allowing players to practice combos, strategies, and matchups online.

✔️ 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.


7. Removal of Assisted Mechanics in Ranked Matches

In a competitive fighting game, assistance mechanics should not be present, as they distort gameplay balance and undermine skill-based competition.

Why Assistance Mechanics Are a Problem in Ranked Mode:

  • They simplify actions, reducing the need for technical mastery.
  • They create an unfair advantage, making ranked play less about skill and more about accessibility.
  • They compromise the competitive experience, where victories should be based on strategy, execution, and adaptation, not automated inputs.

Proposed Solution:

✔️ 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.


8. Rework for Certain Characters

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.

Example Rework – Vegeta (Super Saiyan Blue):

  • His skill "Limits?! I Break Them!" currently costs 5 Skill Bars, which is too high for what it provides.
  • Solution: Reduce the cost to 3 Skill Bars and allow it to fully restore the Ki gauge.
  • Melee Adjustments: Replace Heavy Finish on the fourth hit with Rolling Hammer to improve combo fluidity.

Health Bar Adjustments for Certain Characters:

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.

Unbalanced Special Attack – Whis’ "Symphonic Destruction":

  • This Special Attack cannot be dodged via teleportation, making it overpowered.
  • Solution: Adjust the mechanics so it can be countered or dodged, or increase its Ki cost beyond 2 bars.

These adjustments would enhance character diversity, balance competitive play, and create a more engaging experience.




Conclusion

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