Steam · Action

DRAGON BALL: Sparking! ZERO

DRAGON BALL: Sparking! ZERO Delivers Blistering Arena Clashes With Heavy Hits. Spike Chunsoft revives the classic Budokai Tenkaichi formula with fast tracking, huge roster variety, and surprisingly sharp melee exchanges.

Vance · Oct 10, 2024 · 22 hours on PC via Steam

Responsive Movement and Heavy Impact

The first thing I check in any 3D brawler is how clean the inputs feel when you try to escape pressure. Sparking! ZERO gets the basic stick feel right. Your character darts the instant you feather the boost button, and breaking away from a rush attack does not feel like you are fighting a mountain of input lag. When two fighters collide at full speed, the stop on hit gives actual weight to every strike.

That direct control matters because the pace here is relentless. You cannot just mash your way through a combo string and expect tracking to do all the work. If you mistime a high-speed dodge, you eat a full rush combo straight into the ground. Recovering out of hitstun gives you just enough room to vanish behind your opponent, provided your reaction time is ready before the next blow lands.

High-speed dashes let you circle around attacks and reset spacing instantly.
High-speed dashes let you circle around attacks and reset spacing instantly.

Melee Precision and Beam Duels

Melee strings snap into place with clean hitboxes that follow the character models well. Whiffing a heavy strike leaves you wide open to counter hits, exactly as it should. If an opponent side-steps your rush sequence, the recovery animation keeps you committed just long enough to take punishment from behind. It rewards players who watch spacing instead of blindly throwing punches.

Super moves and beam clashes carry real physical presence on screen. When energy attacks collide, the button duel demands immediate rhythm rather than mindless rolling of the stick. English voice acting is fully supported right alongside the English interface, so dialogue callouts during these beam showdowns match the timing of the visual blasts without distracting subtitles getting in the way.

The destruction adds to the hit feel without muddying the visual read of the duel. Buildings crumble and terrain shatters when an ultimate attack connects, yet the camera stays anchored to the lock-on target. You rarely lose track of where your character is facing in the middle of all the flying dust.

Beam clashes lock fighters into direct tests of timing and button speed.
Beam clashes lock fighters into direct tests of timing and button speed.

A Massive Roster With Distinct Weight

Having over 180 fighters in the base game usually means developers cut corners on attack animations and clone movesets across the board. Spike Chunsoft avoided that trap for the most part. Heavy brawlers feel distinctly sluggish in their startup swings compared to lighter martial artists, forcing you to adjust your combo timing whenever you switch fighters.

Transformations mid-match change your movement speed and attack range on the fly. Powering up into a new state alters your combo routes, giving you faster recovery options and larger blast hitboxes. It keeps longer tournament matches from settling into repetitive poke patterns, since both players can shift their offensive pace midway through a round.

Roster options let you alter character size, attack reach, and recovery speeds.
Roster options let you alter character size, attack reach, and recovery speeds.

Solo Perspectives and Online Duels

The story campaign lets you play through key series battles from the perspective of eight different characters. These routes feature alternate branch paths depending on whether you win tough fights under specific conditions or beat bosses quickly. Some encounters push the AI aggression high enough that you have to rely heavily on vanishes and tight guard timing to stay alive.

Beyond the solo battles, custom battles let you set up your own fight parameters and share them with other players. Jumping into online tournaments puts your defense to an honest test against human opponents who know how to punish lazy beam setups. For a package priced at $49.99 on Steam, the sheer amount of fighting content holds up under intense play.

Custom battle scenarios let you build unique encounters and share them online.
Custom battle scenarios let you build unique encounters and share them online.

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Comments 16

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bucketOct 13, 02:41 PM

Proper brilliant this mate. The beam clashes feel so heavy and crunchy. Reckon I'm hooked after only 20 minutes. Glowing recommend from me!

needacoffeeOct 14, 02:10 PM

Really digging the melee exchanges, the hit stop is so satisfying. AI counters can be tough but I'm hopeful the devs will tune it. Keep up the great work!

ciao_tonyOct 12, 09:52 AM

combat is punchy but the ai in story mode is ridiculous rn. versus mode saves it. camera is annoying but u get used to it. worth on sale imo.

needacoffeeOct 14, 02:10 PM

Really digging the melee exchanges, the hit stop is so satisfying. AI counters can be tough but I'm hopeful the devs will tune it. Keep up the great work!

bucketOct 13, 02:41 PM

Proper brilliant this mate. The beam clashes feel so heavy and crunchy. Reckon I'm hooked after only 20 minutes. Glowing recommend from me!

Rory POct 12, 10:54 AM

so the camera clipping into walls during pressure is a con? sounds like a feature to me lol. can i recreate that goku vs cell scene? seriously tho is the ai really that bad or is it just the specific branches? might pick this up for the nostalgia.

ciao_tonyOct 12, 09:52 AM

combat is punchy but the ai in story mode is ridiculous rn. versus mode saves it. camera is annoying but u get used to it. worth on sale imo.

prost_markOct 12, 12:44 AM

brings back memories of playing tenkaichi with my brother (on a tiny crt). hit stop is nice but the ai counter spam is annoying. still a solid fan service game (even if the camera bugs are there).

timberOct 11, 05:16 PM

how does it run on steam at 1440p? the hit stop on heavy strikes looks so satisfying in the screenshots. is the camera clipping a big issue or just occasional? also how's the sound design?

danny bOct 13, 12:50 AM

@timberhey so i'm playing on steam at 1440p and it runs prety smooth for me, no major framerate dips. the hit stop on heavy strikes is so satisfying, the sound design really sells the impact. camera clippping maybe once every few matches but not a dealbreaker. great job to the devs on this one

mkc78Oct 10, 11:04 PM

Character weight and recovery feel solid across the board, but the story mode AI pulling off instant counters every two seconds gets old fast. Kills the fun of actually trying combos.

ciao_tonyOct 10, 10:37 PM

Camera clipping is annoying af but the combat feels punchy. Worth it on sale maybe. The vanish spam AI is real tho.

outofpaperagainOct 10, 09:01 PM

Does the story mode really have 180+ characters to fight or is it just the main cast? I really hope they add more from Dragon Ball Super later!

Stevie COct 11, 08:18 AM

@outofpaperagainNah the roster actually is over 180 characters right now. The hit stop on beam clashes feels so crunchy, even when the camera clips into a rock wall during the chaos.

outofpaperagainOct 11, 09:53 PM

@Stevie Cwait so the roster is really 180 characters? that's insane. do they all have different range and weight? i hope they add more from super later but this is already a lot lol

l33t_strpureOct 10, 08:57 PM

Camera clipping plus vanish spam makes this a total letdown for 50 bucks.

crumpetOct 12, 12:54 AM

@l33t_strpuretbh the camera clipping and vanish spam killed it for me lol. not worth 50 bucks tbh. miss the old tenkaichi pacing.

guten_garyOct 13, 12:03 PM

@crumpetY'all are fixin to pay fifty bucks for this? I recon it's alright but the AI spam and camera clipping make it a wait for sale for me. That's like two and a half breakfast platters. Still, the roster is impressive.

possum_81Oct 13, 09:05 PM

@l33t_strpureCamera clipping is a feature not a bug mate. It's called immersion. Git gud.