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Dragon Ball: Sparking Zero is a fun time, but the flashy combos and quick-time events can bump up the intensity. Although you can’t make the latter easier, the game does have an incredible selection of features called Battle Assists to make the general gameplay more approachable. There is one major problem though: the game doesn’t explain what they do.
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The addition of Battle Assists is fantastic for those in need of accessibility boosts, or for newer players. This is what makes their lack of explanation bewildering. It’s easy to have an inkling of what their purpose is, but figuring out how they work isn’t as simple. Here’s our breakdown of what each Battle Assist setting does and how to change them.
How to Adjust Battle Assist Settings
You can freely toggle the various Battle Assist options by entering the Options Menu and then scrolling down to Accessibility. There are a lot of things to tinker with here, but a majority of them are different Assist features. You can adjust each one individually or use preset configurations.
- Off – Every Battle Assist is turned off
- Auto – Every Battle Assist is turned on
- Semiautomatic – Only the Guard and Recovery Assists are turned on
- Custom – Your selection of which are active and which aren’t
Remember that the Options Menu can only be reached when outside a match. It’s available while browsing all the main menus, and even in the character select screen before entering training. Once you’re in an actual fight, you can’t access this menu and the associated settings anymore.
Performing combos can take a bit of knowhow in this game. You’ll need to string along different melee rush attacks (X/Square) and projectile Ki blasts (Y/Triangle) together. Using the same attack patterns will drop a combo, so you need to keep things fresh. Remembering what you haven’t used yet to keep the attacks coming can be surprisingly difficult at first. Though these basic combos are primarily just two buttons, it’s enough to create a sizeable difference in damage between those who know the systems and those who mash away.
From what I can tell, Combo Assist is supposed to help by outputting an ideal attack to keep the combo up. I believe it does this by switching between rush attacks and ki blasts for you. This is the only assist feature I don’t recommend using, since I could not consistently trigger it in my time of testing. Sometimes I could use one button to get a longer-than-usual combo out and at other times there was no difference. Attempting to trigger it by intentionally pressing the wrong button for a combo felt inconsistent as well.
Many would think there aren’t many options after launching an opponent halfway across a map, but that isn’t the case in Dragon Ball: Sparking Zero. You have complete freedom whether you want to fly in after them, or catch them with a Rush Super. Choosing what to do in the moment can be nerve-racking at times.
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As long as you have Follow-Up Attack Assist enabled, you can keep mashing the Rush Attack button and a Dragon Homing or Vanishing Attack will automatically come out. To me, it appears the game gives you the follow-up it thinks is best suited at the moment.
The good news is this very convenient option lets you easily keep the pressure up. Being able to perform high-flying combos with just one button is awesome. On the flip side, I didn’t always agree with what the game thought was an appropriate follow-up. Relying on it too much could be a little disorienting at times.
If you don’t like having to click an extra button to boost, this is for you. Dragon Dash Assist makes it so that simply moving in a direction for around two seconds will automatically convert it into a Dragon Dash. This won’t work if you’re in close range of the opponent or if the movement isn’t straight. Moving on the D-pad with classic controls is fine, but using the stick can be unreliable due to how precise it is.
It’s awesome that this is included, although I will say it’s not the most practical. The time it takes to activate isn’t great in a fast-paced game like this. Accidentally activating it and wasting your Ki doesn’t feel great either.
Sometimes you don’t want to do anything fancy and just want to fly in and hit your opponent with a heavy punch. The timing of that can be awkward when everyone’s moving around at high speeds. Dragon Dash Attack Assist aims to make this easier by automatically throwing out an attack when your dash is in close range to the enemy.
I find this to be a great idea but with some messy execution. Landing an attack from a homing Dragon Dash is fine, but it’s pretty hit or miss if you’re trying to connect while flying around. The timing of when the melee attack comes out is awkward too, since the animation takes a while and you need to be very close to begin with.
Dragon Ball: Sparking Zero is a fast game and I wouldn’t blame anyone who has trouble defending against the many quick attacks. If you keep getting punched in the face, Guard Assist can help by immediately blocking attacks from the front.
This is a great option for those looking for a slightly less intense experience. It’s not a broken feature since it doesn’t guard against side attacks and seasoned players will find ways to deal damage, but it does make things less overwhelming. I recommend newer players use this to learn the ropes and study for openings during different character rush attacks.
Even when you’ve been launched towards the stratosphere, it’s possible to get back in the fight pretty quickly. This typically requires a well-timed button press when sent flying into the ground, or a mashing of everything when you’ve been hurled through the air.
The purpose of Recovery Assist is to take that busy-work away and automatically recovers for you. I found this to be pretty useful when it worked. My timing for ground recoveries isn’t great, while air recoveries triggered about as fast as I normally could. Unfortunately, while it worked more often than not, sometimes it just didn’t. Midair Knock Back Recovery from Lift Strikes was one that rarely triggered for me.
Although it can feel like it at first, you’re not entirely screwed when stuck in your opponent’s combo. There are ways to get out and one of the best is with Revenge Counters. These can be activated in the middle of an enemy’s combo to knock them back and level the field again. The only caveats are that it requires you to time the counter just right and it consumes a skill count.
Revenge Counter Assist simplifies things by taking away the precision requirement. Unlike most of the assists we’ve mentioned, this one doesn’t seem to activate on its own. I still needed to press a button, although it didn’t need to be the specific Revenge Counter button. Even mashing the rush attack button during my opponent’s combo would activate it. If you’re still having trouble against the giant jackass that is Great Ape Vegeta, this can be a big help to interrupt his combos.
Battle Assists might be one of the coolest inclusions in Dragon Ball: Sparking Zero. These are pretty helpful accessibility settings that feel balanced enough without breaking the game. What feels completely at odds with this is the lack of explanation and general inconsistency.
Despite that, these are still worth checking out. They could really improve your experience and foster a much more enjoyable time.
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