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Evaluating Sparking Zero as a Fighter

Nov 15, 2024

Lecture Notes: Sparking Zero as a Competitive Fighting Game

Introduction

  • Traditional vs Arena Fighters
    • Debate on whether arena fighters are true fighting games
    • Examples include Sparking Zero, which is often contested in the traditional fighting game community
    • Comparisons to other games like Super Smash Bros.

Question: Is Sparking Zero EVO Worthy?

  • Initial skepticism about the game's competitive viability
  • Personal experience after a week of play showed similarities with traditional fighting games
  • Ongoing indecision about its competitive status

Characteristics of Sparking Zero

  • Skill and Tech

    • Like traditional fighting games, it rewards tech skill
    • Players need to master various techniques to improve
    • High skill ceiling demonstrated by experienced players
  • Advanced Techniques

    • Feint Dashing, On Block Pressure, Back Catching
    • Movement tech: teleporting behind opponents
    • Advanced combos and cancel techniques
  • Option Selects

    • Example: Up + Square leading to a super counter or vanish
    • Emphasis on timing and execution

Comparison with Traditional Fighting Games

  • Execution and Neutral Game

    • Execution in Sparking Zero can be demanding
    • Comparisons to advanced techniques in games like Street Fighter 6
    • Misconceptions about mashing and neutral play
  • Popularity and Audience

    • Large player base with 110,000 players
    • Comparisons with other popular fighting games

Arguments Against Competitive Viability

  • Lack of Balance

    • No balance efforts from developers
    • Character balance issues: Yajirobe vs. Gogeta
  • Casual Design

    • Game not designed with competitive intentions
    • Matches can devolve into rhythm game-like play
  • Technical Limitations

    • No rollback netcode, only delay-based
    • Lack of cross-play
    • Poor training mode with limited functionality
    • Must buy additional settings for training mode
  • Glitches and Bugs

    • Occasional inability to swap teams or use skills

Conclusion

  • Current State

    • Game is not suitable for competitive play at EVO
    • Matches often result in timeouts and lack depth
  • Potential for Competitive Play

    • Could be viable if balanced correctly
    • Needs improvements in training mode and rollback netcode
  • Future Considerations

    • Competitive play possible regardless of balance
    • Decision on EVO status remains open

Final Thoughts

  • Community input and feedback are encouraged
  • Ongoing discussions about the game's potential in competitive scenes