DRAGON BALL: Sparking! ZERO

DRAGON BALL: Sparking! ZERO

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How to get out of a combo?
I keep getting put into a combo by the AI and i press the button to counter or vanish, but once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something? Am i doing something wrong?

Example: Jace hits me then vanishes behind me, i press the vanish button or counter button but nothing happens and he continues to combo me. But when i do it, after a few hits they do some sort of move that stops me INSTANTLY!
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Showing 1-15 of 46 comments
The controls definitely dont feel as tight as previous budokai games
Linfried Oct 7, 2024 @ 8:01pm 
once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something?
yes.
duskieangel Oct 7, 2024 @ 8:12pm 
i'm not sure about the not being able to vanish part but the move i believe the CPU is using is a new cuonter they added to get out of combos wich you can do by pressing L! twice on a ps controller i think it's LB on a xbox one keep in mind though it does cost 2 blast stocks i hope this helps
Ace Oct 7, 2024 @ 8:18pm 
4
1
Originally posted by xXJohnCrowXx:
I keep getting put into a combo by the AI and i press the button to counter or vanish, but once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something? Am i doing something wrong?

Example: Jace hits me then vanishes behind me, i press the vanish button or counter button but nothing happens and he continues to combo me. But when i do it, after a few hits they do some sort of move that stops me INSTANTLY!


Originally posted by Unaire:
yes.
"Kind of but actually no." is more accurate.


So, there's essentially 4 counters in the game. Assuming standard controls on an Xbox style controller you have

B: This is only usable on rush attacks, and only on the first. doing it late will result in a counter that can in turn be countered, starting a counter chain. Doing it perfectly will result in a sonic sway cutscene followed by a knockback attack that can lead into combo.

RB: Tapping this JUST as you're hit the FIRST time will result in a teleport, but once a combo starts you can't just mash your way out.

R3: Uses skill points, but can be done at any time, even in the middle of being comboed. (This does not include when you get hit with a rush super/ultimate. The "cutscene" moves can't be interrupted.

Forward+Rush attack in PERFECT timing with an opponents attack: This has to be done FRAME PERFECT, but can be done even when being comboed. This is your only real defensive option if you're already in a loop, but cannot be done if you're being attacked from behind.

The tutorial is actually quite in depth, even if the menus are a little crappy. Make sure to press Y on each tutorial, and read the explanations so you can REALLY understand what's going on.

This game is 100% going to get the "Ninja storm treatment" where a bunch of bad players are going to come out against the game with "Man, it's just a button mashing game, there's no strategy or skill" because they refuse to actually learn the game's mechanics. Kinda like Unaire.



Originally posted by Will Jork it for Hatch:
The controls definitely dont feel as tight as previous budokai games

Honestly, I think it's that it's TOO responsive. And I'm not just trying to be contrarian with ya, I'll explain. :steamthumbsup:

It's like it requires you to be HYPER precise. you can't be a frame early or late, it's damn near frame-perfect for most defensive options, and there's little leeway for the offensive stuff either. Your timing has to be spot on for EVERYTHING, and the game absolutely moves at a much faster pace than the 3 OG TK games. Much better balanced being that DP 5's can tango with DP 10's fairly is a very good sign, even if there is a bit of a difference in effort, but it's absolutely on a different level of speed and reflex requirements than the old games.

I think the "lack of tightness" is really more just that it's TOO tight. Like there's not as much leniency for little mistakes, which is both good and bad. Great for really hardcore fans who want a hyper deep, hyper rewarding game, but bad for people who just enjoy throwing their action figures together. :zaglol:
Last edited by Ace; Oct 7, 2024 @ 8:19pm
Sejbr Oct 7, 2024 @ 8:27pm 
Originally posted by xXJohnCrowXx:
I keep getting put into a combo by the AI and i press the button to counter or vanish, but once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something? Am i doing something wrong?

Example: Jace hits me then vanishes behind me, i press the vanish button or counter button but nothing happens and he continues to combo me. But when i do it, after a few hits they do some sort of move that stops me INSTANTLY!

Go to training section and just finish it.
This isn't mean or anything, training section has all the answers and allows you to easly practice all the mechanics.
Last edited by Sejbr; Oct 7, 2024 @ 8:28pm
memk Oct 7, 2024 @ 9:24pm 
Battle Training tutorial is very helpful
AlecKoKuTan Oct 7, 2024 @ 9:38pm 
Game actually has tutorials and people just don't even use them. The struggle of fighting game devs is real lol, all that work for nothing.
Vault Traveler Oct 7, 2024 @ 10:02pm 
"Tenkaichi series was just casual fun its not very hard!"

*plays 2 minutes refuses to learn anything

"Games to hard!"
Sub1der Oct 7, 2024 @ 10:15pm 
3
Tutorial you imbecile.
janirobe Oct 7, 2024 @ 10:18pm 
you dont know how to play the game, is all, play the tutorial, spend like 2 hours in there
Originally posted by AlecKoKuTan:
Game actually has tutorials and people just don't even use them. The struggle of fighting game devs is real lol, all that work for nothing.
It's a shame because I really liked the tutorial system.

Originally posted by Scrumpy:
Originally posted by xXJohnCrowXx:
I keep getting put into a combo by the AI and i press the button to counter or vanish, but once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something? Am i doing something wrong?

Example: Jace hits me then vanishes behind me, i press the vanish button or counter button but nothing happens and he continues to combo me. But when i do it, after a few hits they do some sort of move that stops me INSTANTLY!


Originally posted by Unaire:
yes.
"Kind of but actually no." is more accurate.


So, there's essentially 4 counters in the game. Assuming standard controls on an Xbox style controller you have

B: This is only usable on rush attacks, and only on the first. doing it late will result in a counter that can in turn be countered, starting a counter chain. Doing it perfectly will result in a sonic sway cutscene followed by a knockback attack that can lead into combo.

RB: Tapping this JUST as you're hit the FIRST time will result in a teleport, but once a combo starts you can't just mash your way out.

R3: Uses skill points, but can be done at any time, even in the middle of being comboed. (This does not include when you get hit with a rush super/ultimate. The "cutscene" moves can't be interrupted.

Forward+Rush attack in PERFECT timing with an opponents attack: This has to be done FRAME PERFECT, but can be done even when being comboed. This is your only real defensive option if you're already in a loop, but cannot be done if you're being attacked from behind.

The tutorial is actually quite in depth, even if the menus are a little crappy. Make sure to press Y on each tutorial, and read the explanations so you can REALLY understand what's going on.

This game is 100% going to get the "Ninja storm treatment" where a bunch of bad players are going to come out against the game with "Man, it's just a button mashing game, there's no strategy or skill" because they refuse to actually learn the game's mechanics. Kinda like Unaire.



Originally posted by Will Jork it for Hatch:
The controls definitely dont feel as tight as previous budokai games

Honestly, I think it's that it's TOO responsive. And I'm not just trying to be contrarian with ya, I'll explain. :steamthumbsup:

It's like it requires you to be HYPER precise. you can't be a frame early or late, it's damn near frame-perfect for most defensive options, and there's little leeway for the offensive stuff either. Your timing has to be spot on for EVERYTHING, and the game absolutely moves at a much faster pace than the 3 OG TK games. Much better balanced being that DP 5's can tango with DP 10's fairly is a very good sign, even if there is a bit of a difference in effort, but it's absolutely on a different level of speed and reflex requirements than the old games.

I think the "lack of tightness" is really more just that it's TOO tight. Like there's not as much leniency for little mistakes, which is both good and bad. Great for really hardcore fans who want a hyper deep, hyper rewarding game, but bad for people who just enjoy throwing their action figures together. :zaglol:
You explained the controls amazingly
Kon Oct 8, 2024 @ 1:10am 
Originally posted by Scrumpy:
Originally posted by xXJohnCrowXx:
I keep getting put into a combo by the AI and i press the button to counter or vanish, but once they start the combo i can't vanish or counter out of it, it's like you can only counter or vanish the start of a combo or something? Am i doing something wrong?

Example: Jace hits me then vanishes behind me, i press the vanish button or counter button but nothing happens and he continues to combo me. But when i do it, after a few hits they do some sort of move that stops me INSTANTLY!


Originally posted by Unaire:
yes.
"Kind of but actually no." is more accurate.


So, there's essentially 4 counters in the game. Assuming standard controls on an Xbox style controller you have

B: This is only usable on rush attacks, and only on the first. doing it late will result in a counter that can in turn be countered, starting a counter chain. Doing it perfectly will result in a sonic sway cutscene followed by a knockback attack that can lead into combo.

RB: Tapping this JUST as you're hit the FIRST time will result in a teleport, but once a combo starts you can't just mash your way out.

R3: Uses skill points, but can be done at any time, even in the middle of being comboed. (This does not include when you get hit with a rush super/ultimate. The "cutscene" moves can't be interrupted.

Forward+Rush attack in PERFECT timing with an opponents attack: This has to be done FRAME PERFECT, but can be done even when being comboed. This is your only real defensive option if you're already in a loop, but cannot be done if you're being attacked from behind.

The tutorial is actually quite in depth, even if the menus are a little crappy. Make sure to press Y on each tutorial, and read the explanations so you can REALLY understand what's going on.

This game is 100% going to get the "Ninja storm treatment" where a bunch of bad players are going to come out against the game with "Man, it's just a button mashing game, there's no strategy or skill" because they refuse to actually learn the game's mechanics. Kinda like Unaire.



Originally posted by Will Jork it for Hatch:
The controls definitely dont feel as tight as previous budokai games

Honestly, I think it's that it's TOO responsive. And I'm not just trying to be contrarian with ya, I'll explain. :steamthumbsup:

It's like it requires you to be HYPER precise. you can't be a frame early or late, it's damn near frame-perfect for most defensive options, and there's little leeway for the offensive stuff either. Your timing has to be spot on for EVERYTHING, and the game absolutely moves at a much faster pace than the 3 OG TK games. Much better balanced being that DP 5's can tango with DP 10's fairly is a very good sign, even if there is a bit of a difference in effort, but it's absolutely on a different level of speed and reflex requirements than the old games.

I think the "lack of tightness" is really more just that it's TOO tight. Like there's not as much leniency for little mistakes, which is both good and bad. Great for really hardcore fans who want a hyper deep, hyper rewarding game, but bad for people who just enjoy throwing their action figures together. :zaglol:
Keep in mind you can counter the R3 counter with a O/B (PS/xbox) press and you get a little cutscene and knock them away if you time it right.
Ojama Oct 8, 2024 @ 10:34am 
I can confirm after having spent roughly 5 hours replaying the "tutorial" that the z vanish where you press RB as you get attacked is worthless. It simply isn't working as the game describes it. "Press RB right as you get attacked to vanish" is not what is happening.

Yes I know you cant do this against attacks from behind.

Yes I know you can't to it against specials.

Yes I know you can't do it against smashes.

Yes I know it has to be against a "rush" attack.

Yes I'VE BEEN PLAYING THE TURORIAL ON REPEAT FOR HOURS.

No it doesn't work as the game describes.
Linfried Oct 8, 2024 @ 10:46am 
Originally posted by Ojama:
I can confirm after having spent roughly 5 hours replaying the "tutorial" that the z vanish where you press RB as you get attacked is worthless. It simply isn't working as the game describes it. "Press RB right as you get attacked to vanish" is not what is happening.

Yes I know you cant do this against attacks from behind.

Yes I know you can't to it against specials.

Yes I know you can't do it against smashes.

Yes I know it has to be against a "rush" attack.

Yes I'VE BEEN PLAYING THE TURORIAL ON REPEAT FOR HOURS.

No it doesn't work as the game describes.
That's why I said, "yes." Up top.
Last edited by Linfried; Oct 8, 2024 @ 10:47am
Ojama Oct 8, 2024 @ 11:03am 
Originally posted by Unaire:
Originally posted by Ojama:
I can confirm after having spent roughly 5 hours replaying the "tutorial" that the z vanish where you press RB as you get attacked is worthless. It simply isn't working as the game describes it. "Press RB right as you get attacked to vanish" is not what is happening.

Yes I know you cant do this against attacks from behind.

Yes I know you can't to it against specials.

Yes I know you can't do it against smashes.

Yes I know it has to be against a "rush" attack.

Yes I'VE BEEN PLAYING THE TURORIAL ON REPEAT FOR HOURS.

No it doesn't work as the game describes.
That's why I said, "yes." Up top.

Another massive problem is how the game describes the "sonic sway" as functioning. It says if you press "super perception" right as a "rush" attack lands you will "sonic sway" but the only thing that comes out when pressing "super perception" as the first "rush attack" in a string lands is a big shove. The same big shove that is supposed to occur when you just hold "super perception". I just got done testing this with max gauge too on training. Nothing...

There are so many threads detailing bugs with the controls. With the control schemes switching back and forth at random between rounds and locking you out of supers. I really am at the point where I cannot determine whether or not the game is functioning as intended. I cannot reliably produce results that would determine it either way.

That's the most frustrating ♥♥♥♥♥♥♥ part. If I'm ♥♥♥♥ then I wish it would let me just ♥♥♥♥♥♥♥ know. The tutorial offers nothing in the way of help with this. The more I do the tutorial the more frustrating it is. Training mode has options that you can set to practice these mechanics. You toggle them on and away you go and NOTHING WORKS. It's like the vanishing has just been disabled. The instinct has just been disabled. The white flash indicators to help with both have been disabled. In a world where training modes and tutorials are so robust now this is utter ♥♥♥♥♥♥♥.

Starting to regret bothering......
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Date Posted: Oct 7, 2024 @ 7:59pm
Posts: 46