A new Dragon Ball Sparking Zero update arriving ahead of the first DLC release is also bringing some critical balance changes. A few skills linked to several different Saiyan characters are getting tweaked, but the biggest impact will likely be the core battle system changes. Several attacks are getting adjusted, and it looks like a main goal was addressing some of the meta ways players took advantage of the existing system. We've got details on everything changing in the full Dragon Ball Sparking Zero patch notes.
Dragon Ball Sparking Zero Update Patch Notes (January 20)
The most exciting new addition in this update, aside from prepping the game for 11 new characters in the first DLC pack, is the new limited time Legendary Warrior Face-Off game mode. This will begin with a challenge where players can temporarily take on a "sky-high power level" version of Broly.
While they've stressed the mode won't be available indefinitely, no end date has been given for this release or the duration in which players will have to face Broly. It looks like they're essentially beta testing the feature for a limited time, and once any details have been finalized it could become a long-term regularly updated challenge in the game with its own unique leaderboards.
Several skills are also getting adjusted, as Kaioken gets a lowered skill count but only for the Goku (Z - Early) form. Wild Sense, however, is widely available on several different Saiyan characters in the game.
Wild Sense normally allows players to dodge one melee attack then counter, but the attack damage for it has been reduced. On top of that, all automatic avoidance skills (Wild Sense included) will no longer be usable when performing a combo and continuing the combo with a Rush-In. Lastly, Goku's All I Need Is Five Seconds! skills and Gotenks' Ta-dah! skill are adjusting with the former giving a complete Ki recovery and the latter having a reduced skill count.
As for the overall game, the counter system could feel very different once this update goes live. Tweaks have been made to recoil on charge attacks, extra combo options, nerfs for the Rush Ki Blast and Smash Ki Blast, a nerf on Perception and Super Perception, and a change increasing the cooldown on Super Counters.
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.