The upcoming Dragon Ball Sparking Zero update, preceding the debut of the first DLC, is not only introducing adjustments to the game but also significant alterations within the core battle system. This includes fine-tuning several skills associated with various Saiyan characters, although the most substantial effects are likely to stem from these system changes. Numerous attacks are being revised, and it appears that addressing exploitable aspects of the current system, often employed by players in strategic gameplay (referred to as “meta”), was a primary objective. For comprehensive information about all modifications made, refer to the complete Dragon Ball Sparking Zero patch notes.
Dragon Ball Sparking Zero Update Patch Notes (January 20)
In this update, not only are we preparing the game for 11 fresh characters in our first DLC pack, but there’s also an exciting new feature: a temporary Legendary Warrior Face-Off game mode, available for a limited time! This begins with a thrilling challenge that allows players to temporarily fight as a highly powered Broly variant.
Although they haven’t specified an exact end date, it seems that the mode featuring Broly will only be accessible temporarily during this release. It appears as though they are conducting a trial run of the feature for a limited period. Once all details have been finalized, this challenge could become a permanent, regularly updated aspect of the game, complete with its own distinct leaderboards to track players’ progress.
In this revised version, let me break down the adjustments to certain abilities: The Kaioken skill set will be slightly reduced, though only for the Goku (Z – Early) form. On the other hand, Wild Sense is a common feature shared by multiple Saiyan characters within the game.
In Wild Sense gameplay, usually, players can evade one close-quarters attack followed by a counterattack, but the damage for this specific move has decreased. Moreover, all evasion abilities (like Wild Sense) will be ineffective during a combo sequence when using a Rush-In. Lastly, Goku’s All I Need Is Five Seconds! and Gotenks’ Ta-dah! skills are being modified; the former now provides full Ki restoration, while the latter has fewer skill counts.
From a gamer’s perspective, I can tell you that this game update is going to shake things up quite a bit for me. The recoil on charge attacks will feel different after the tweaks they made, and it seems like there are new combo options to explore. However, my go-to moves like Rush Ki Blast and Smash Ki Blast might not be as powerful due to some nerfs they mentioned. Also, Perception and Super Perception abilities are going to take a hit too. Lastly, I’ll have to wait longer between using Super Counters because of the change they made to its cooldown. Excited to see how it plays out!
Here are the complete Dragon Ball Sparking Zero update patch notes:
Game Mode Adjustments
- Legendary Warrior Face-Off (New): This mode, where you can face-off against an
extremely powerful character, has been added for a limited time. (You cannot select
this mode outside of the period.)
Game Mode Adjustments
- Episode Battle: It is now possible to change the difficulty even when using a Dragon
Orb. - Custom Battle: More situations, effects, and text that you can set have been added.
- Player Match:
‐ Quick Match has been changed so that you do not enter a room and instead get immediately matched with an opponent.
‐ We have also added “Quick Room Search” for Quick Match. - Ranked Match: A wait time has been added before matching begins as a penalty based on the number of times you have disconnected.
- Battle Setup: You can now see the controls explanation when selecting a character.
Training: The option “Guarding After Attacks” has been added when playing against
a CPU.
Battle System Adjustments
- Charge Attacks (Smash Attack or Rush Chain): You will no longer recoil while charging when receiving a Rush Attack or Rush Ki Blast from an opponent in Sparking! Mode.
- Rush Attack: It is now harder to mistakenly input a Smash Attack during Rush Attacks.
- Grand Slash: Hitting an opponent that is falling from a Grand Slash with another Grand Slash will now cause them to be blown away spinning.
- Rush Ki Blast: You will no longer be able to perform a High-Speed Evasion when being hit.
- Smash Ki Blast: You will now be easier to hit when firing while moving.
- Perception/Super Perception:
‐A certain amount of Ki will now be consumed upon activation.
‐After finishing the move, the time until the next action is able to be performed has been increased. - Super Counter: Time between being able to perform an input has been increased after unsuccessfully performing the move.
- Speed Impact: The timing for being able to input again after the move finishes has been made later.
- Chase Change: Damage from Giant Characters has been reduced when Chase Changing into them.
- Impact Recovery:
‐When blown back from Lift Strike, holding the button down will activate Impact Recovery once you hit the ground.
‐Also, when blown back and spinning, holding the button down will activate Impact Recovery once you hit the ground.
Skill Adjustments
- Overall Automatic Avoidance Skills (e.g., Wild Sense): The opponent will no longer be able to use these skills when performing a combo and continuing the combo with a Rush-In.
- Wild Sense: Attack damage has been reduced.
- Kaioken: Skill Count consumed has been reduced (only for Goku (Z – Early)).
- Ta-dah!: Skill Count consumed has been reduced.
- All I Need Is Five Seconds!: Ki will be fully recovered.
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2025-01-21 01:13