People Can't Pull Of Combos In Dragon Ball Sparking Zero

Поделиться
HTML-код
  • Опубликовано: 16 ноя 2024

Комментарии • 19

  • @josemourato8979
    @josemourato8979 7 дней назад +6

    I feel like a lot of tech in this game is just not used quite simply. It's not easy to super counter the first hits of a combo, so you usually get them when the opponent ends a 5 attack chain into sway to extend or during a finisher. If people stop going for the max damage route and start ending their combos early, they can dish out a lot more damage. Not only that but there is tech like sweeping into flank, stopping mid combo to sway if they opponent likes to span super counter ( they end up immediately doing a light forward attack which you can sway and punish) or simply sway into throw. And if you're in a vanish war you can end it by pressing circle or use dragon dash to mix timing. Basically there's ways to throw off super counter, cuz throwing off the opponent's timing with multiple mix ups is gonna make them way less consistent at counter

    • @chukman102
      @chukman102 7 дней назад

      Yea, I have learned to break my combos up to avoid them getting the upper hand on me. If I learn that they aren't good at escaping combos, then I extend the combos.

    • @Grown_B
      @Grown_B  7 дней назад

      @josemourato8979 Exactly!! Theres really alot of options to get damage, but like you gotta work for it. You gotta open yourself up to maybe lose those opportunities, but I think people are just used to these guaranteed true comboes for 30,000 damage and Its just not that type of game

  • @SonicClod
    @SonicClod 7 дней назад

    Agree with you. Never had a problem with the defensive mechanics in sparking zero even though it’s hard AF! Feels more like the anime. One thing I wish they would change is the time to select character in custom battles. 45 seconds is waaaay to short when you wanna just fool around with friends

  • @justcallmesage2279
    @justcallmesage2279 7 дней назад

    this was a dope video. i agree that i enjoy the way the defense in this game allows you to feel like you're in a dbz fight but landing those combos, whether if they're the longer or shorter ones feels amazing when you land them. i've been saying that playing the neutral in this game is so fun because of all the defensive options you have. you have to play around mechanics/player tendencies more than the character, make reads, take risks, and that's what makes throwing hands so dynamic and fun to play and watch in sparking zero. i think people have decided to lean into finding the best and easiest ways to win (meta/cheese tactics), rather than taking time to learn the game and it's mechanics to get better at the game. and its sad because i feel that's one of the reasons the community is imploding. it's not about fun for alot of em and it sucks.

  • @hakouthegamer7978
    @hakouthegamer7978 8 дней назад

    This is a nice video and you make a good point about it being a lot more similar to the show. With that said the issue here is that a " combo " is not supposed to be rewarding but should be the reward itself for countering or making a correct read. It is how you get consistent damage when you capitalize on an opponent's mistake. In Sparking that's removed so it feels like chaotic scrambles and stray hits so having more health or health skills or dodge skills became so strong that they are the optimal way to play for winning but I'd say least optimal for enjoyment.

    • @Grown_B
      @Grown_B  8 дней назад

      @hakouthegamer7978 I agree and thanks for commenting. I think I'm more in line with combos are still there and you can still get rewards for those reads but it's about being more intuitive and conditioning opponents. Knowing they have more defensive options. Do you in general feel like defense is somewhat lost in fighting games?

    • @chukman102
      @chukman102 7 дней назад

      I get that most fighting games are all about avoiding mistakes and punishing your opponent when they make one, but I don't think this approach can be done in a 3D fighting game like Sparking Zero. The environment can cause issues for players, character movement can sometimes be unpredictable at times, ki blasts are a cheap resource, and etc. I think letting the game punish players with long, deadly combos is a mistake.
      I think the only people who can complain are professional fighting game players who are used to a games with controlled environments and movement. It is ok if a game doesn't match your preference.

  • @chibinya
    @chibinya 7 дней назад

    I agree with a lot of what you said. I think think game is more fun to watch than actually play because of how battles end up playing out with lots of back and forth, but it is really unrewarding to not be able to get big damage from hard reads and dodges.
    100% on people complaining. Gaming communities are very toxic and negative and have been for years now. This game is really fun if you wanna have fun and nobody is forcing you to torture yourself. Yet people are always by "yay I got Z rank" and then explain it was 30 hours of misery. Wow, congrats bro.

    • @Grown_B
      @Grown_B  7 дней назад

      @chibinya I agree it does feel unrewarding to not get big damage sometimes but I think people have to kinda learn different ways to feel rewarded. Like challenge yourself in other ways and celebrate your success in other avenues. For example. I practice my Z vanishes alot in game. Things I could normally block or side step... I try to Z vanish them. So its super exciting to pull them off. Especially on multiple hit supers

  • @garlicblue6797
    @garlicblue6797 6 дней назад

    After one of month of the consistent b****in, finally someone that doesn’t sound like an idiot.😆👍🏾 If people are tired of ranked, you best try out everything in the game offline. You can still get hooked on this game by playing the cpu and trying out every character. I’m lucky enough to have a twin brother to play versus with. If you have friends that have the same philosophy of having fun instead of being cheap, this game is a great time!

  • @zszyTW
    @zszyTW 8 дней назад

    The solution is to vary our "combo" or strings. In games with combo breakers like Guilty Gear, mind gaming around that is apart of the game. Same with the Dead or Alive hold system, and Killer instinct Combo breakers. Once you've solidified your reactions though and get up in the ranks, it ends up as just whoever has the most ki to vanish wins. The anime arena games like this have never been about competitive autism though. Just have fun with the game for what it is.

    • @Grown_B
      @Grown_B  8 дней назад

      @@zszyTW I just did a video in this too

  • @chukman102
    @chukman102 7 дней назад

    Yea, I have the same mindset, but I will die on the hill that unblockable supers and ults are a bad mechanic. Afterimage strike is still annoying but I have gotten good enough to work around it most of the time.

    • @Grown_B
      @Grown_B  7 дней назад

      @chukman102 I can understand how you feel about unblockables. For me I think its okay. Kinda forces players to get better at other options and be more preventative with how they place themselves in situations. It does suck that people exploit it though. My opinion is that people will exploit and ruin anything though

  • @mk9999ful
    @mk9999ful 7 дней назад

    The meta is getting smaller no heavy hit combos with lift strike into rush does 20 k while full comvo does 13 with rush lol

  • @azbear2781
    @azbear2781 7 дней назад

    too long did not watch.
    Get to the point bro

    • @Grown_B
      @Grown_B  7 дней назад

      @@azbear2781 nah Im having fun talkin to everyone who watched. Go watch Shorts

  • @Chomusuke1
    @Chomusuke1 7 дней назад

    this game got old after a week. 12 different defensive techniques and their resources (if they even have any) recharge after like 10 seconds. xenoverse was better, mk was better, ninja storm did it better. this game goes in the f tier of competitive fighting games. basically isnt competitive its so bad lol