DRAGON BALL: Sparking! ZERO

DRAGON BALL: Sparking! ZERO

Statistieken weergeven:
Blast impacts?
So, how the hell do blast impacts work? A gauge comes up for boost, then the Y button appears. I have tried smashing Y really quick, boosting the bar until maximum gauge but no matter what I do, your character ends up exhausted for like 10 seconds, despite having won the clash. It leaves you in a huge disadvantage. Anyone has any idea?
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1-8 van 8 reacties weergegeven
Been having the same problem on ps4 been looking it up right now if i find anything ill lyk
This is what came up first when i looked it up tho sadly
Dont use the boost if you dont have ki. If you use the ultimate and beam clash and use boost you are always gonna have a vulnerable moment because its gonna put you in ki debt.
So only use the boost on beam clashes in clutch or emergency situations when you need to win but without the boost you should still have breathing room
Mashing the button is the worst way to do it. You are supposed to wait until the bar is close to full and push the button. Keep doing that until the clash ends.

If you are exhausted it's because you are boosting too much. Each boost costs a ki gauge and if you don't have any ki it will turn 1 gauge red and make you exhausted until it recovers.
Laatst bewerkt door Pyro Penguin; 9 okt 2024 om 11:33
Took me many retries, but I fully understand all the clashes now. Basically, the tutorial tells you half, and the explanation in battle tips tells you the other. Really convoluted design but that is how you find out important things that the actual battle tutorial doesn't tell you like that Super Counters are the only way to get out of combos from behind, or that basic rushes clash with no damage

Anyways, for beam clashes, you're pressing the button to "stock" the amount show on screen. The bar automatically and continuously fills, and restarts from zero once it hits the top. Pressing the button at any point restarts the filling process from zero

So the goal is to press the button when the bar is as full as you can get it. The risk is that it starts from zero if you hit the top, so the higher you go for, the higher chance you have of getting practically nothing. Mashing is also allowed so that players that prefer that style aren't left out

"Total progress" is what's counted for the win in the end. So if a "long presser" gets a few large segments, they can still be beat by a masher who is technically racking up a bunch of small segments. But long segments will win pretty much every time against mashing if you don't "wait out" any bar filling and just attempt on each chance you get
My brain is small, I still don't understand.
Mashing doesn't fill up the bar. Holding doesn't seem to change anything since the bar fills up on its own.
Are the 3 short segments at the end of the bar supposed to be filled up or are they a cosmetic aspect of the bar?
Where can we see if we win the clash or not?
I don't understand anything despite trying many ways to Blast Impact.
Laatst bewerkt door SSSIIIIIIIIIIIIIIINNDDWWRRYYYYY; 11 okt 2024 om 10:09
Origineel geplaatst door SSSIIIIIIIIIIIIIIINNDDWWRRYYYYY:
My brain is small, I still don't understand.
Mashing doesn't fill up the bar. Holding doesn't seem to change anything since the bar fills up on its own.
Are the 3 short segments at the end of the bar supposed to be filled up or are they a cosmetic aspect of the bar?
Where can we see if we win the clash or not?
I don't understand anything despite trying many ways to Blast Impact.
3 short segments at the end are if you use boost (costs ki) they unlock and it can fill further, if they are grayed out you want to press the button right before the bar reaches them.
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1-8 van 8 reacties weergegeven
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Geplaatst op: 8 okt 2024 om 9:29
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