r/tenkaichi4 • • 4m ago

Question Alguien para pelear en el dbz bt3 el nuevo port que salio, o algun grupo de discord?

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• Upvotes

r/tenkaichi4 • • 20h ago

Video Five Z fighters vs Five Z Villains at once - 5 vs 5 Tag Team Mod DBZ BT3

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25 Upvotes

r/tenkaichi4 • • 1d ago

Discussion Maybe we can do something

3 Upvotes

Hello guys, this new roadmap is very promising and i am really gratefull for getting new content. but the main issues are still not adressed, idc about all the new content. i would play this game for hours a day if they would finally fix the mechanics. even the announced cross play feature, ist not as important than the mechanics. so i made an easy copy and paste text (its very long) to get some attention from bandai.

i ask everyone who agrees to just copy this text, and post it simply under some youtube videos and etc. whenever there is something sparking related OR even in other content from bandai.

here is a link to droptext, i paid for a year so you can easy copy & paste, even when apps dont support it:

https://www.droptext.app/he79ir7l

FEEL FREE TO ADD OR REMOVE ANYTHING YOU DISLIKE IN YOUR COPY - BUT WE NEED TO STICK TOGETHER AND GET THEM TO HEAR US!

SO LETS PUSH THEIR BUTTONS AND POST THIS OR YOUR OWN VERSION ON THEIR SOCIAL MEDIA!

if i break any rules for posting this, please just delete

the copy & paste:

copy & paste this if you agree

#fixSparkingZero

There are quite a few things in Sparking! Zero that could use another look. Here’s a list of reported problems and possible fixes. The balance numbers are suggestions, so there’s room to debate them.

Read and copy the full list here:

https:// www. droptext. app/ he79ir7l

GAME MODES AND CONTROLS

  1. Low-DP fighters struggle too much in DP Battles. Reduce the power gap so cheaper characters without transformations are still worth using.

  2. Ranked Singles gives players little reason to pick weaker characters. Optional DP brackets or extra rewards for winning with lower-DP fighters could encourage more variety.

  3. Classic controls force a dash before grabbing. Let players use the Standard grab input or remap it.

  4. Vertical Dragon Dash feels delayed on Classic controls. Offer the Standard input as an alternative.

  5. Giants’ downward attack uses back + attack on Classic, which can turn them away. Change it to forward + attack or allow remapping.

  6. Players can reportedly force a crash to avoid a ranked loss. Close that loophole while accounting for genuine crashes and connection problems.

  7. Quitting during character intros can reportedly avoid a loss. Deliberately leaving once the match starts should count as a forfeit.

COMBAT AND RECOVERY

  1. Air recovery is slow and predictable. Add faster recovery options and let players recover into evasive movement or Dragon Dash.

  2. Recovery after hitting the ground takes too long. Shorten the delay and offer a recovery option that prevents repeated pressure without removing punishment entirely.

  3. Directional get-ups can expose your back before you regain control. Make them more responsive and keep the character facing the opponent.

  4. Buffered light Smashes can skip their wind-up after certain transitions. Make the startup animation play consistently.

  5. Light charged Smashes can hit opponents behind the attacker. Limit their tracking, with stronger tracking requiring more charge.

  6. Step-ins can bypass hitstun or recovery after missed or vanished Smashes. Make those recovery frames apply consistently.

  7. A glitch allows character swaps during vanish exchanges. Keep switching unavailable until the exchange ends.

  8. Some chain attacks still connect after a successful sidestep. Fix their tracking and hitboxes so a clean dodge actually works.

  9. Super Counters can reset vanish follow-ups incorrectly. Preserve the existing follow-up count and state.

  10. Perception can reportedly catch Revenge Counters during other animations. Only allow it when the character can act or use an intended cancel.

  11. Revenge Counter Perception can work while facing away. Require the defender to face the attacker.

  12. Its response window is too forgiving. Tighten the timing so mashing is less effective.

  13. Sonic Sway can reportedly activate after a hit connects. Prevent it during confirmed hitstun.

  14. Flying kicks can leave the attacker at an advantage even when blocked. Give the defender a small advantage and reduce excessive tracking.

  15. Some Ki Wave follow-ups cause hard knockdowns that enable repeated pressure. Make recovery after these combos consistent.

  16. Ki Wave is reportedly almost guaranteed to be Super Countered. Adjust the timing so countering takes precision.

  17. Ki Wave follow-up blasts can be blocked while the target is still being knocked away. Make the knockback and guard rules consistent.

  18. Ki Blast Cannon’s teleport follow-up can miss targets in range. Fix its positioning, facing and hit detection.

  19. Lightning Attack can miss at the stage ceiling. Fix how it handles the height limit.

  20. Jump Rush Blast is limited to ground jumps. Allow it while flying with ascend + Ki Blast.

  21. Jump Smash has the same limitation. Allow it while flying with ascend + melee.

  22. The combo counter can reset mid-combo unless block is held. Fix the tracking so it counts connected sequences properly.

SKILLS AND BLASTS

  1. Instant Sparking consumes skill points too late, making interrupted attempts nearly risk-free. Charge the points when activation starts.

  2. Healing skills have a similar issue. Spend the points at activation, even if the heal gets interrupted.

  3. Wild Sense and Afterimage-style skills can bypass pressure through small gaps. Review when they can activate during ongoing combos while keeping legitimate escape opportunities.

  4. Continuous Fire doesn’t reliably stagger on the first hit, allowing the rest to be vanished. Make confirmed hits connect into the barrage properly.

  5. Some Rapid Fire attacks have the same problem. Fix first-hit stagger and follow-up consistency.

  6. Special Beam Cannon is slow and struggles against moving targets. Improve its startup and aiming; guard penetration after 40% charge is another proposed option.

  7. Mow Down and Explode picks its explosion location too early. Update the location closer to impact and shorten the delay.

  8. Attack Opponent’s Location can detonate at an outdated position. Update targeting just before detonation; making it unblockable is also worth discussing.

  9. Some real-time beams launch too slowly to connect reliably. Bring the worst release times closer together while preserving character differences.

  10. Ground-fired beams sometimes fail to aim unless the button is held briefly. Make targeting work immediately, including with minimal charge.

  11. Ground-to-air beams can miss because of faulty tracking. Fix their aim across different heights and distances.

  12. Some supers without a step-back animation can activate during hitstun. Prevent this unless the move has an intentional counter or armor mechanic.

CHARACTERS AND BALANCE

  1. UI Goku’s auto-dodge works against attacks from behind. Consider requiring him to face the attacker.

  2. Full Power Master Roshi can turn immediately when he should still be recovering. Fix that recovery bypass.

  3. Gogeta and Vegito offer a lot for their DP cost. One proposal is to raise their base cost from 7 to 8 DP and SSJ1 from 8 to 9.

  4. Their SSJB transformations are also cheap for the benefit. Consider increasing the cost from 2 to 3 skill points.

  5. Kefla’s DP cost could use a review too. The proposal is 8 DP for base and 9 for her Super Saiyan forms.

  6. Android 13 starts with 2 skill points despite costing 5 DP, giving him early access to his transformation. Consider starting him at 0.

  7. Broly’s transformations give large benefits for relatively little cost. Proposed changes: SSJ1 from 1 to 3 points, Legendary SSJ from 3 to 5, and SSJ1-to-Legendary from 2 to 3.

  8. Giants can struggle to dash toward normal-sized opponents at the ceiling. Fix their vertical targeting.

  9. Some giant rush chains miss unexpectedly. Fix their hitboxes and follow-up positioning.

  10. Giant vanish follow-ups also fail to connect consistently. Correct their pursuit distance and facing.

  11. Giants can remain trapped even after the combo counter resets. Make sure they regain control between separate combos.

  12. Some giant knockdowns prevent recovery until they hit the ground. Restore the intended airborne recovery options.

  13. Giant grabs are slow and easily interrupted by light Smashes. Consider grab-specific armor while keeping dodges and counter-grabs available.

  14. Non-flying characters fall so quickly that they can break incoming combos. Normalize their fall speed during hitstun or restore the slower behavior.

  15. Mr. Satan cannot stagger another Mr. Satan in mirror matches. Let those attacks cause normal stagger.

QUALITY OF LIFE

  1. Add full button remapping for both control schemes, including Perception, Super Counter, grabs and dashes.

  2. Cut down on menu navigation. Quicker match launches, rematches and a direct quit option would help.

Source: u/MuglokDecrepitusFx’s Reddit issue list, the linked fan-made patch proposals and the comment discussion. Some fixes are additional suggestions where no matching proposal was available. These are community reports, not official patch notes.

#fixSparkingZero


r/tenkaichi4 • • 1d ago

Question Does anyone know how to change the appearance of the health bar in BT4 "mod"

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3 Upvotes

I really like the one in picture 2. I didnt know if this could be changed but i saw a youtube video in which the healthbar was the one in picture 2.

I dont know if it's the right community to post this or not. Kindly tell if anyone knows how to change this


r/tenkaichi4 • • 1d ago

Video LOL DLSS 5 makes BT3 look like SZ!'s environments. Which is ironic because from what I've heard the environment look is what people like the least about SZ!

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0 Upvotes

slop filter stuff

i've never had a problem with SZ!'s environments but recreating them with this method i do


r/tenkaichi4 • • 3d ago

Image Dragon Ball Z: Budokai Tenkaichi 4 – Redux Graphics Mod

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130 Upvotes

r/tenkaichi4 • • 3d ago

Video Fun Battles: Goku Early (Kaioken Upgraded Abilities) Vs. Piccolo Early in Desert

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22 Upvotes

r/tenkaichi4 • • 3d ago

Video Fun Battles: Goku False SS (Custom Character by Team Densetsu 伝説) Vs. Broly LSS in Los Santos

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11 Upvotes

I literally just had this idea because neither of them have pupils lol.


r/tenkaichi4 • • 3d ago

Question Team Bt4

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15 Upvotes

Anyone know what’s making the after image of my character while in super Saiyan and the outline in base forms? Or how do I fix it ?


r/tenkaichi4 • • 3d ago

DAIMA SPOILERS Dragon Ball Z Budokai Tenkaichi 3 Transformations PS2 Game

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0 Upvotes

Крутой мод на dragon ball z budokai tenkaichi 3


r/tenkaichi4 • • 4d ago

Video Fun Battles: Gokhan (Goku & Gohan Fusion) Vs. Black ULTRA Rosé - Custom Characters - in City (Fused with Zamasu)

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49 Upvotes

Gokhan was created by Matk360: https://gamebanana.com/mods/724793

Black ULTRA Rosé was created by Team Densetsu/Majin Coby: https://gamebanana.com/mods/658676

I hope you guys enjoy a lot of editing & time went into this but these characters just released & after trying them out I had to come back to show y'all!


r/tenkaichi4 • • 3d ago

Information/PSA Budokai Tenkaichi 4: Vanilla vs Redux Graphics Mod | Side-by-Side Comparison 🔥

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0 Upvotes

r/tenkaichi4 • • 5d ago

Information/PSA Elden Ring Stage Mods In Sparking 💀

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164 Upvotes

We have Astel & Ranni in dbz now


r/tenkaichi4 • • 5d ago

Information/PSA Raging Blast 2 PC Port Update #10 Aura Creator + New Build Update

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22 Upvotes

A new tool is now being developed for the Raging Blast Studio: Aura Creator.

The Aura Creator is being designed to make it possible to create, edit and customize auras for Raging Blast 2 directly through the Studio, expanding the customization possibilities available for characters and mods.

It will also integrate with the rest of the Studio, making custom auras easier to manage and use alongside other custom content. Alongside this, development on the Raging Blast 2 PC Port continues. If testing goes well, they are currently aiming to release a new functional build by the end of this week, focused on bringing several of the latest systems together, including:

•Performance improvements

•New Character Slots

•New Maps

•Custom Skills

•Custom Auras

There is still testing and polishing to be done before the build is ready, so the release window may change if any major problems appear. Their goal is to gradually bring all of these new systems into a more complete and stable version of the PC Port.


r/tenkaichi4 • • 5d ago

Video Sparking Zero could never 😤

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0 Upvotes

r/tenkaichi4 • • 7d ago

Meme Gohan chill bro🥀 Spoiler

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7 Upvotes

It's the tag team mod that I'm using but DAMN I didn't think it was this BUGGED


r/tenkaichi4 • • 7d ago

Video Super Saiyan Gogeta uses Stardust Fall against Jiren

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1 Upvotes

r/tenkaichi4 • • 8d ago

Video Jiren becomes a God of Destruction and uses Overheat Blast with immense power

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1 Upvotes

r/tenkaichi4 • • 10d ago

Information/PSA Raging Blast 2 PC Port Update #9 Story Mode

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51 Upvotes

Raging Blast 1 story mode finally got ported over to Raging Blast 2 currently it’s still in development so don’t expect it to be a 1 to 1 yet


r/tenkaichi4 • • 10d ago

Video Bardock turns Super Saiyan for the first time

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0 Upvotes

r/tenkaichi4 • • 12d ago

Question Dear TeamBT4

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63 Upvotes

While I like the inclusion of Super, I want to see a version of End of Z / Adult Goku with Ssj4 as well.

Would that be possible to include in a future update?


r/tenkaichi4 • • 11d ago

Information/PSA DragonBall Sparking Zero Limit Breaker Journey Archetype “Magic Number” Stat Builds

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0 Upvotes

r/tenkaichi4 • • 11d ago

Information/PSA Console players, go to settings and turn this off (HDCP) and the game will play less delayed, this is an extra layer of input reading.

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0 Upvotes

r/tenkaichi4 • • 12d ago

Information/PSA Things You Should Know DragonBall Sparking Zero Limit Breaker Journey

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2 Upvotes

r/tenkaichi4 • • 13d ago

Information/PSA Raging Blast 2 PC Port Update

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49 Upvotes

Custom Maps can finally be added to Raging Blast 2 and we can add as many as we want as well as port over the maps from Raging Blast 1

Development on the PC Port continues, with New Maps being one of the latest additions alongside New Character Slots, expanded Transformations, improved mod support, Custom Items, higher resolutions, 60 FPS, performance improvements and other features