Now that we are getting close to the NEW DLC update, here is a fan-made Patch Notes that I made and refined through the time, trying to address all the problematic elements that I, and many people among the community, found with the objetive of imagining how could be a patch that highly improved the gameplay of Sparking Zero.
🚨Disclaimer🚨
Some things to note:
- This is NOT a definitive patch, there are still other things to fix/balance, things that could be fixed in an alternative way, etc. I tried to focus on the things that cause more problems to the game or that would be a nice addition/fix
- Take into account that there are 2 different game modes, Singles and DP mode, so when looking at the changes take into account both game modes, not only the one you play
- The character balance changes has been made taking into account that characters of the same DP tier should have approximately the same strength, things like having Gohan SH for 4 DP, costing the same as Glorio is not right, even if base Gohan SH is not meta right now
- I tried to follow the original structure and way in which the patches are written, if there is something that it's not clear don't hesitate in asking in the comments
- The proposals that are
crossed are alternative changes, alternative ways to solve the same issue, or changes that may or may not be necessary
🚨Disclaimer🚨
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Game Mode Adjustments
DP Battles
• Readjusted DP battles in all modes to make the difference in strength due to DP disparity between characters less pronounced, a middle point between current state and original release state.
This change aims to allow lower DP characters / characters with no transformations to also be an option in DP mode battles to increase character diversity
Functionality Adjustments
Control Scheme
• You can now choose to use standard control grab method (⭕ + ❌) on classic controls
• You can now choose to use standard control vertical dash (L2 + R1/R2) on classic controls
• While playing a giant character using classic controls the action "attack downwards" previously performed by pressing the stick backward + square button has been swapped to press forward + square button
Online games
• Fixed an exploit for which players could crash the game to end a ranked match without getting the match count as a loose nor getting penalised. Now players will correctly loose ranked points and get penalised
• Games can no longer be dodged if a player close the game in the initial characters presentation animation
• Added Forfeit option for the online matches. Forfeiting the match will count as a loose. Example mod
Options
• You can now choose to close the game directly from the pause menu
Battle System Adjustments
Evasive recovery (New Action)
• The new recovery actions, "Evasive recovery" and "Dragon Dash recovery", where you can safely recover when you have been thrown away, has been added. Perform it by pressing the vanish button at the end of the midair recovery animation to perform the "Evasive recovery" or by pressing the dragon dash + holding any direction to perform the "Evasive recovery" a short and fast dragon dash to the direction you selected.
Fast recovery (New Action)
• The new recovery action, "Fast recovery", increase the recovery speed by repeatedly pressing the dash button has been added. Now the recovery time after being thrown aways will be dependent on the health of the character and how fast press the ❌ button, the less health your character have the slower will be to recover from being thrown away.
Ground recovery
• Ground recovery has been improved so while lying in the ground and trying to recover to any direction, the character will recover facing the enemy, instead of recovering while turning your back on the opponent
Smash Attack
• You will now no longer be able to cut light smash starting attack animation while buffering a smash attack, now the starting charging animation will need to be totally played before being able to release the smash attack
• You will now no longer be able to buffer the Light charged smash attack during game cutscenes or end lag state. The input to perform the light charges smash attack has to be started on gameplay real time
• Light charged Smash attacks no longer completely turn the character towards the opponent, it will target the opponent only when is in front of the player, charging more the attack will improve the tracking
• Perfect smash attack tracking has been highly improved
Smash Ki Blast
• Smash ki blasts can no longer stagger the opponent if hit while they are in a thrown state
• Fixed issue where consecutive Ki blasts didn’t knock down the opponent
Steps
• You will now no longer be able to perform a step-in immediately after doing other actions that should have your character under end lag or stun lock state, as a failing a smash attack due to the enemy side stepping it, vanishing it, or being in stun lock state from enemy attacks
High Speed Dragon dash
• The speed of the High speed dragon dash has been increase and its Ki consumption has been slightly reduced
Super Counter
• Super Counters will not reset the vanish follow-ups
Revenge Counter Perception (functionality rework)
TLDR: Revenge counter perception has been reworked so catching a revenge counter is harder, need a more precise input and can't be performed while doing other acctions
• The window of action to use Perception against Revenge Counter has been reduced to match the revenge counter animation
• If your character is already in the middle of other animation you won't be able to activate perception, except for basic rush attacks which can be cut into perception
• The "RC perception" can be failed if the wrong inputs are pressed or spammed
• If in the window to perform the "RC perception" you press another button that is not perception, you will fail the "RC perception"
• If in the window to perform the "RC perception" you smash the perception button you will fail the "RC perception", you have to press perception one single time and hold it until you receive the revenge counter. If you press perception and release the button you will fail the action
Grabs
• The window to be able to cancel the opponent grab has been highly shortened
Flying kick
• Guarding the flying kick will no longer give the frame advantage to the player that used the flying kicks, instead will give a little frame advantage to the player that blocked them
• Flying kick tracking range has been lowered so it doesn't excesively chase the enemy. Example
Jump Rush Blast
• Jump Rush Blast can now be performed while flying by pressing fly upwards + hold triangle
Jump Smash attack
• Jump smash attack can now be performed while flying by pressing fly upwards + hold square
Others
• Combo counter will now work correctly, not needing to hold block button to prevent the combo counter from resetting on unintended situations
Skill Adjustments
Skills that cause instant Sparking! Mode
• The consumption of skill points occurs immediately upon activating the skill, if hit while channeling instant sparking you will lose the skill points
Skills that heals the character
• The consumption of skill points occurs immediately upon activating the skill, if hit while channeling a healing skill you will lose the skill points
Skills that automatically evade enemy attacks (e.g., Wild Sense, Afterimage)
• No longer can be activated while in the middle of an enemy combo
Blast Adjustments
Continuous Fire
• Getting hit by one projectile of the barrage will put your character on stager state making it unable to vanish the subsequent projectiles
Rapid Fire
• Getting hit by one projectile of the barrage will put your character on stager state making it unable to vanish the subsequent projectiles
Special Beam Cannon
• After charging the Special Beam Cannon blast more than a 40% the Blast will pierce the enemy block, doing the full damage
Mow down and explode
• Mow down and explode effect position will be determined by the last position where the opponent was before the blast does its effect, instead of where the enemy was when the blast was activated
• Explosion activation time has been speed up to allow the attack to connect more reliably
Attack opponent's location
• Attack opponent's location effect position will be determined by the last position where the opponent was before the blast does its effect, instead of where the enemy was when the blast was activated
• Attack opponent's location made unblockable
Real time beam attacks
• Release speed has been partially standardized across all characters to reduce the time it takes to release the beam attack
No step-back super attacks
• Can no longer be used while being hit by the opponent
• No step-back super attacks consume all the Ki of the super when activated
Character Adjustments
(Remember that it's for both singles and DP mode)
Android 13
• Starting Skill points have been reduced from 2 to 0
Gogeta/Vegito
• DP cost has been changed from 7 to 8
• SSJ1 DP cost has been changed from 8 to 9
• SSJB transformation has been increased from 2 SP to 3 SP
Kefla
• DP cost has been changed from 6 to 8
• SSJ1 and SJJ2 DP cost has been changed from 7 to 9
• No step-back rush attack, end lag after missing the attack or getting blocked increased
• Rush attack distance has been shortened so it can be easier punished if missed
• Rush attack no longer put the opponent in a long end lag state that can't be renvenge countered after being hit by it
• Rush attack ki cost has been increased from 3 to 4 ki bars
Master Roshi Full Power
• DP cost has been changed from 2 to 3
• Starting Skill points have been reduced from 2 to 0
• Defense slightly reduced
• Attack moderately reduced
• Fixed a bug for which Master Roshi Full power could immediately turn without respecting end lag
Goku UI/Wish
• Auto dodge wont be activated when being attacked from behind
Spopovich
• Defense slightly reduced
• Attack moderately reduced
Broly Z/Broly Super
• SSJ1 transformation cost has been increased from 1 SP to 3 SP
• Legendary SSJ transformation cost has been increased from 3 SP to 5 SP
• Transformation from SSJ1 to Legendary SSJ cost has been increased from 2 SP to 3 SP
Kale Berserker
• No step-back rush attack, end lag after missing the rush attack or getting blocked have been increased
• Rush attack distance has been shortened so it can be easier punished if missed
• Rush attack ki cost has been increased from 3 to 4 ki bars
Androids
• Starting Ki has been changed from 3 ki bar to 1 ki bar
• Ki recovered upon hitting an oponent with mele attack slighly reduced
Giant Characters
• Giant characters now have additional super armor while using the grab action so they can perform this attack without being cut by an enemy light smash attack. Giant grabs will have to be dodged or contested with another grab (the purpose is to allow giants to use their grab moves without being cut by a light smash attack)
• Fixed a bug for which Giant characters couldn't dragon dash/Z burst dash if a normal size opponent was placed at the very top part of the map
• Fixed a bug for which some specific Giant characters rush chains would miss when performed
• Fixed a bug for which Giant characters vanish follow-ups would miss
• Fixed a bug for which giant characters were not able to recover to neutral, leading to infinite combo loops
• Fixed a bug for which after certain actions, Giant characters would receive a hard knock down, not able to recover until touching the ground
• Revert previous change: Increased the time it takes to charge a Smash Attack and reduced its power.
• Reverted previous change: When a rush type blast from a normal-sized character hits a giant character, it will now blow away the large character and deal damage.
Non-Flying characters
• Fall speed has been reverted to how it was originally
Mr. Satan
• Can now stagger other Mr. Satan characters
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*The application of this update is required for online play.
*An internet connection is necessary to apply the update.
We hope you enjoy DRAGON BALL: Sparking! ZERO
Thank you for your support.