Dragon Ball: Sparking Zero is a game packed with numerous characters and mechanics alike. Although it does feature training modes to help you master the various systems available, some things just aren’t explained well. Impact Actions are a great example even though it’s a commonly encountered mechanic. Something that has an even worse explanation is Super Movement, a quick-paced dodging technique exclusive to the Sparking! state.
With only a single sentence mentioning its existence in the game, there is a bigger chance you’ve seen someone do this online or accidentally done it yourself before finding it in the Battle Training mode. Even though it doesn’t have many proper applications, this niche movement option is a great tool to have under your belt.
Super Movement is a technique that’s only available in the Sparking! state. That means you’ll need to charge your Ki to its maximum and beyond at the cost of a skill count. Once you’ve entered Sparking!, use a Dragon Dash (RT+A for Xbox and R2+Cross for PlayStation) and then press the Guard button (RB or R1). Your character will quickly start vanishing left and right with little recovery time. Keep on pressing the button and they’ll look like they’re flickering across the stage.
You’ll mainly want to use this to dodge supers or Ultimate Blasts. With the right timing, you can even avoid supers with the most annoyingly perfect tracking. It won’t be as useful against obscenely large attacks such as a Spirit Bomb though.
Not everyone on the roster can use Super Movement. Larger characters like Toppo and Broly, in addition to giants like Great Ape Vegeta and Janemba, simply don’t have access to the technique. The lines do get a bit blurred when it comes to different forms, as Jiren normally can’t use Super Movement, but his Full Power version can. I was lucky to figure that out while unlocking his confusing endings, but figuring it out for most other characters will just be trial and error.
The biggest piece of advice I can give regarding this technique is to not overdo it. Yes, I completely agree that spamming it and seeing your character zip across the screen looks awesome! Unfortunately, there are some pretty big downsides to doing this:
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As cool as it looks, I strongly suggest performing Super Movement only once or maybe twice at a time. It only takes one well-timed use to dodge a super or ultimate blast. The only reason to spam it a little is if you’re dashing straight to your opponent and want to freak them out a bit. It can look pretty intimidating when someone is zigzagging at high speeds in your direction.
Being careful with Super Movement isn’t the only tip we’re sharing. If you need extra leeway to work around Super Movement’s limitations, or maybe just want to flex with it more, you might want to consider making room for some choice Ability Items.
The primary issue we want to treat with these is how much the technique drains your Ki. In addition to general Ability Items that help conserve Ki, some specifically work with Super Movement. Here are the ones to look out for:
Super Movement is certainly one of the more niche mechanics in Dragon Ball: Sparking Zero, with plenty writing it off as being useless. While many are rightfully sad that spamming can be detrimental, you can benefit from mastering this. It’s still obscure enough that you can scare or confuse the hell out of someone online using it. Plus, I can confidently say that nothing has felt as cool as dodging a beam super and flying alongside it to deliver a beat down. It gives big power level energy and we should all be here for it.
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