Flying through the sky at high speeds to lay the smackdown on an opponent is an essential part of Dragon Ball: Sparking Zero. Even more so when it’s to punch a giant ape. It’s something you’ll often do between regular dashes and “rush supers.” Unfortunately, there is a notable lack of consistency when it comes to the latter, and we want to put that right.
Alongside special attacks that feature giant energy beams, like the iconic Kamehameha or just a smattering of ki blasts, there are also Rush Super attacks. These feature your character flying towards the enemy to deliver a cinematic thrashing and a nice bit of damage.
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When performing Rush Supers, it’s become a common sight for players to miss and sail halfway across the map. Not only is it disappointing to miss out on a cool cinematic, but wasting your Ki and leaving yourself open to attacks just plain sucks. This guide is going to explain why this occurs and how you can prevent it from happening so much.
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There are a couple of reasons why your rush supers might not be landing, and the most common explanation is that the tracking isn’t accurate one hundred percent of the time. I’ve used some supers that land very consistently, and others that can feel like a gamble during a match. Flying at high speeds with a wonky camera certainly doesn’t help either.
An additional reason that compounds the issue is your opponent responding with an appropriate move. It’s easy for these attacks to connect in training mode against a lifeless CPU, but a real opponent who knows how to quickly recover might be able to dodge or even block it in time. That’s why we’re going to go over the best scenarios for these kinds of supers, so you don’t have to keep seeing your favorite version of Goku fly toward the camera at Mach 10.
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The best way to land these attacks is to deliver one after a heavy finish. You’ll know it’s performed correctly if your opponent bends forward while holding their stomachs. While these commonly have combo extensions for more damage, they’re also a great moment to show off with a flashy super.
A majority of characters have one or two Rush Chain combos that can result in a heavy finish, but some don’t have any at all. The inputs aren’t universal across characters either, so I recommend taking your fighters into training and then checking the Rush Chain Actions page. It isn’t explicitly stated, but this page is unique to every character.
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Another common method is to input the super after using a launcher or Vanishing Attack. Many Rush Supers start fast, meaning you can follow and catch up to the opponent as they’re still being knocked back. The big caveat here is that it can be ruined if they recover fast enough. Be wise about which launchers, as well as which supers, you use.
Taking the above into consideration, another idea is to launch them towards the ground and use a super as they make contact. These attacks can hit a grounded opponent, albeit at reduced damage. The other possibility is that they recover from the ground hit but don’t have enough time to dodge or counter.
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A useful condition in Dragon Ball: Sparking Zero is Paralyze. Landing an attack with this condition will leave the opponent in a defenseless state and stop their movement for three seconds. That’s more than enough time to throw out a rush super.
You can find quite a few characters with unique moves that paralyze the enemy. Examples include Majin Buu’s Paralyze Beam skill, and most versions of Frieza having the Psychokinesis skill. If the enemy is hunched over with purple electric sparks coming off them, then it worked.
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Similarly, you can do this when the opponent has entered the collapse state. Triggered when they’ve been guard broken with low Ki or overspent their Ki during an Impact, Collapse functions a lot like Paralysis and leaves them defenseless. The biggest difference here is that they can shorten how long they’re paralyzed by mashing buttons.
This is an especially dangerous state to be in, and one you should actively avoid. If it does occur to your opponent, I recommend trying to get in as many hits as possible before using a super. The visual tell for this is when the character is hunched over and their Ki gauge is red.
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It might be a common sight in various Dragon Ball media for characters to deflect attacks or take them head-on, but it’s a lot more common to see attacks completely whiff when it comes to video games. Besides looking embarrassingly uncool, a lot of supers and ultimate blasts have pretty long recovery times that leave the users vulnerable to attacks.
These are perfect moments to cash in with a strong cinematic attack of your own. Just make sure you’re able to dodge or vanish out of the way of their attack first. A Rush Super won’t be the best idea if you’re too far away, although a Z-Burst dash could get you nearby in time if you’re committed to using one.
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My last bit of advice is to reposition yourself before the attack hits. If you move the left stick around during the dash portion of the Rush Super, you’ll be able to sway a little bit. It’s not free-rein movement since you’re still going to be locked onto the enemy, but it is an interesting option.
I usually do this if I’m using a super at an awkward angle, such as the opponent being too far beneath me for the tracking to properly reach them. Another application for this is if you notice someone always dodging to the same side. Flicking the stick right before contact could result in you hitting them where they dodge.
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With so many varying move sets across the Dragon Ball: Sparking Zero roster, it’s vital to understand how to land the common Rush Super. Many factors will decide whether they’ll properly connect, but aim to perform them when your opponent can’t respond and you’ll have a lot more fun.
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