• Dragon Ball: Sparking Zero update adds the time-limited Legendary Warrior Face-Off mode
  • New features include enhanced custom battles, penalties for quitters, and improved training options
  • Major fixes and skill adjustments ensure balanced gameplay and smoother performance
DRAGON BALL_ Sparking! Zero
Credit: Bandai Namco Entertainment America

The Dragon Ball: Sparking Zero has released a new update, highlighting a number of improvements, new features, and a time-limited mode that aims at enhancing the overall game experience.

A Massive Update

Since its launch, Dragon Ball: Sparking Zero has been constantly dominating the industry, selling over three million copies on day one. Recently, it has also launched its very first DLC, however, it faced criticism due to in-game bugs and other issues that prevented fans from playing.

Players can have customize battles, the matching won’t take longer, those who are too quick in leaving the match will have to think twice as there will be a quitter penalty. Besides this difficulty can be changed easily, balance has been induced in fights and more.

This update focuses on fixing all the hindrances that tend to ruin the players’ experience. Dragon Ball Games shared an X post stating that:

“We’re thrilled to announce a new update to coincide with the release of our first DLC! This update includes a variety of changes and adjustments to game modes, features, and the battle system. #DBSZ

A thrilling addition is the time-limited game mode: Legendary Warrior Face-Off, where players can challenge themselves by combating the extremely potent character, testing themselves.

All the changes and improvements are detailed in the 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: The 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.

Other

  • User-friendliness and performance stability have been improved.
     
author avatar
Shoaib Rashid
Hello! I'm Shoaib Rashid, a passionate gamer and writer with over 20 years of gaming experience. I've played it all - from classic arcade titles to modern VR adventures. I'm excited to share my thoughts and experiences with you and dive deep into the ever growing world of Gaming and explore everything it has to offer.