PatchDiff
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Battle System

一般System · Balance · Mechanics · Combat
3 パッチ最終変更 15mo ago-6

勢力推移

上=バフ、下=ナーフ
-70Dec 11, 2024Apr 23, 2025Dec 11, 2024 — Free Update for DRAGON BALL Sparking! ZERO: New Features and Adjustments +2 / -5 (cum -3)Jan 20, 2025 — DRAGON BALL: Sparking! ZERO - Feature and Battle System Updates +3 / -7 (cum -7)Apr 23, 2025 — Update for DRAGON BALL: Sparking! ZERO: Adjustments to Game Mode and Characters +6 / -5 (cum -6)
アビリティにズーム:22アビリティ追跡中
変更タイプで絞り込み:この項目に4タイプ

パッチ履歴

    • 📊NumericShort Dashbackward speedReduced

      Backward short dashes are now slower, reducing the ability to retreat quickly.

      Reduced the speed of backward Short Dashes.

    • 📊NumericShort DashDragon Dash recoveryReduced s

      Faster recovery when transitioning from a Short Dash into a Dragon Dash.

      Reduced the recovery time after initiating a Dragon Dash during a Short Dash.

    • 🎯BehaviorHigh-Speed Dragon DashRush Attack connectionEasier

      Improved input timing for Rush Attacks upon arriving near an opponent via High-Speed Dragon Dash.

      Adjusted input timing to make it easier to connect Rush Attacks.

    • 📊NumericHigh-Speed Dragon DashSmash Attack charge timeReduced s

      Smash Attacks charge faster during High-Speed Dragon Dashes.

      Reduced the time required to fully charge Smash Attacks.

    • 🔁ReworkZ-Burst Dashactivation costReduced Ki

      Z-Burst Dash is cheaper to start and now consumes Ki based on distance traveled.

      Reduced Ki needed for activation and changed to distance-based consumption.

    • 📊NumericGeneral Melee Attackski recoveryIncreased Ki

      Hitting opponents with melee attacks now restores more Ki.

      Increased the ki recovered upon hitting an opponent.

    • 📊NumericRush Ki BlastdamageReduced

      Rush Ki Blasts deal less damage, especially when hitting multiple times in a row.

      Reduced damage and strengthened damage reduction correction for consecutive hits.

    • 📊NumericPerceptionactivation costIncreased Ki

      Using Perception now costs more Ki.

      Increased the Ki needed for upon activation.

    • 📊NumericPerceptionskill count requirement12 count

      Higher skill count required to perceive Smash Attacks and Rush Chains.

      Increased requirement for using Perception against Smash Attacks and Rush Chains.

    • 📊NumericSuper Perceptionblast deflection effectBuffed

      Deflecting blasts with Super Perception now provides stronger and longer-lasting benefits.

      Increased effect amount and extended duration upon deflecting a Blast.

    • 📊NumericAuto-reflectDP requirement7+ DP

      Auto-reflect in Sparking! Mode is now restricted to high-DP characters.

      Only characters with DP 7 or higher can activate Auto-reflect during Sparking! Mode.

    • 🎯BehaviorCharge AttacksrecoilRecoilNo Recoil

      Players no longer recoil while charging in Sparking! Mode when hit by Rush Attacks or Rush Ki Blasts.

      numeric

    • 🛠QoLRush Attackinput precision

      Reduced the likelihood of accidentally inputting a Smash Attack during Rush Attacks.

      quality

    • 🎯BehaviorGrand SlashknockbackSpinning

      Hitting a falling opponent with another Grand Slash now causes them to be blown away spinning.

      behavior

    • 🎯BehaviorRush Ki BlastevasionPossibleImpossible

      High-Speed Evasion can no longer be performed while being hit by a Rush Ki Blast.

      behavior

    • 🎯BehaviorSmash Ki BlasthitboxEasier to hit

      Players are now easier to hit when firing a Smash Ki Blast while moving.

      behavior

    • 📊NumericPerception/Super Perceptionki cost0Some

      Activating Perception now consumes a certain amount of Ki.

      numeric

    • 📊NumericPerception/Super Perceptionrecovery timeIncreased s

      Increased the time until the next action can be performed after finishing the move.

      numeric

    • 📊NumericSuper Counterinput delayIncreased s

      Increased the time between inputs after an unsuccessful Super Counter attempt.

      numeric

    • 📊NumericSpeed Impactinput delayLater s

      The timing to input the next move after Speed Impact finishes has been delayed.

      numeric

    • 📊NumericChase ChangedamageReduced

      Reduced damage dealt when Chase Changing into Giant Characters.

      numeric

    • 🎯BehaviorImpact RecoveryactivationManualHold Button

      Holding the button now automatically activates Impact Recovery upon hitting the ground after Lift Strikes or spinning knockbacks.

      behavior

    • 🎯BehaviorSmash AttackstunStunnedNot Stunned

      Players are no longer stunned when hit by a Rush Ki Blast while charging a Smash Attack.

      Rush Ki Blast interaction

    • 📊NumericRush Ki BlastcooldownIncreased s

      Increased the time required before firing the next Rush Ki Blast after reaching the maximum consecutive limit.

      Post-max burst delay

    • 🎯BehaviorStepsinvincibilityImproved

      Steps now provide better protection against certain attacks and can now evade Rush and Smash Ki Blasts.

      Evasion capabilities

    • 📊NumericZ-Burst Dashki costIncreased

      Activating Z-Burst Dash now consumes more Ki.

      Resource cost

    • 🔁ReworkBurst Smashki costFixedDistance-based

      Burst Smash no longer consumes a flat amount of Ki upon activation, instead consuming Ki based on distance traveled.

      Cost rework

    • 📊NumericZ-Counterinput windowShortened s

      The input window for Z-Counter has been shortened, making it harder to time.

      Timing difficulty

    • 📊NumericZ-Counterki costIncreased

      Successfully performing a Z-Counter now consumes more Ki.

      Resource cost

    • 📊NumericCharacter Switchrecovery rateReduced

      Standby characters now recover health at a slower rate.

      Standby healing

Battle System balance history — DRAGON BALL: Sparking! ZERO · PatchDiff