* SugarWiki/AwesomeMusic: Along with the [[AwesomeMusic/{{Gundam}} awesome music from the individual series]], there are awesome original tracks such as [[http://youtu.be/JQiXKqIAW4A The End of Authority]], the music that plays during the final mission in ''Extreme Vs.'' where you have to fight all 3 phases of the [[SNKBoss Extreme Gundam]]. It got an even more epic remix in ''Full Boost'' as "[[https://www.youtube.com/watch?v=C0q7dSwAup8 End of Authority -Revised-]]".
* BrokenBase:
** Whether or not it was a good idea to port over ''Force''. Detractors mainly pointed to the fact that it's on the Vita, which didn't do well in America, has no arcade mode or online play, and is mostly single-player oriented. Supporters said that it's good to finally have something other than a ''Dynasty Warriors'' clone, see no problem with the single-player emphasis, and are willing to buy the game to see other games come to the West, including maybe ''Maxi Boost''.
** Some players are not OK that ''Gundam Versus'' is not bringing in units from ''G'', ''X'', ''SEED Destiny'', ''00'' (at least the 2nd season units, as the game already has some from the first), ''0080: War in The Pocket'', ''The Blue Destiny'' and many others from the ''Extreme VS'' sub series, while others are OK with the current roster. Some even think that what happened to the western export of ''Force'' would also apply to the western release of ''Gundam Versus'' later on due to the late release date for the West, like the missing units being added to the roster. The annoucement of the God and Master Gundams from ''G'' as additional units for ''Versus'' proved this to be increasingly true.
*** The game itself included 2 new mechanics, the Strikers and the Boost Dive. To older players that started on past Extreme VS titles, they were both regarded as {{Scrappy Mechanic}}s that makes cancelling attacks far too easier (as opposed to having to learn what attacks could allow a unit to cancel staying afloat in the air for a freefall or so) for the latter while for the former, the freedom to choose any Strikers allowed versatility which also further makes gameplay not as in-depth. Newer players justified their inclusion with the same reasons, but on a more positive note than a negative one.
%%** In light of the announcement of Gundam Extreme VS Maxi Boost ON's [=PS4-Port=] announcement, there are fans who believed they should have been given Extreme VS 2 instead of a game from 2016. One side argued that it would have cost the developers a fortune should they decide to port a game that is technically still developing in the arcades, unlike MBON which the developers have stated will be released at its final version to avoid imbalancing issues amongst the roster much like what had happened in Full Boost the moment a select few MB-Units were introduced as {{DLC}}s.
* CharacterTiers: Built into the game automatically thanks to the resource meter. The earlier games had a larger system, ranging from four stars to a half star (590 points to 200, out of 1000 per battle). Computer-controlled machines are always worth half their normal value. Of course, the actual tier rankings take a lot of different factors into consideration, including cost effectiveness.
** ''Gundam vs Gundam'' streamlined the system, setting the resource meter at 6000 points and dividing the characters into three tiers: 3000 points for big names like Nu Gundam and the AU protagonists' MidSeasonUpgrade[=s=], 2000 for middle-of-the-road machines, and 1000 for lower-level machines. ''Extreme Vs'' adds a 2500-point tier for machines that are just below protagonist level, like the [[Anime/MobileSuitGundamSEEDDestiny Infinite Justice]] and [[Anime/MobileSuitGundam00 Cherudim Gundams]] (and, for some reason, [[Anime/MobileFighterGGundam God Gundam]]; Master is 3000). ''Maxi Boost'' further shakes things up, removing the 1000-point tier in favor of a 1500-point tier and upgrading several characters, like God finally getting brought back to 3000[[note]]The real big winner is ''00'''s Arios Gundam, which jumps from 1000 to 2500[[/note]].
** ''Gundam Versus'' changes the system up again, setting the resource meter to 1000 and changing the tiers to 500, 400, 300, and 200. Effectively this is the same set-up as the ''Extreme Vs.'' sub-series, just with clearer numbers.
* FandomEnragingMisconception: Comparing any Gundam VS titles (especially post-Bandai Namco titles) to other arena fighters (ironically enough also mostly published by Bandai Namco) and believing them to be no different in terms of execution and gameplay is a surefire way to have players growl in disagreement at worst. Contrary to popular belief of non-fans,Gundam VS's gameplay does not have the general "Rock Paper Scissors" level of complexity that makes other Arena Fighters' controls and mechanics simple to understand. Should an experienced player of the Gundam VS series be asked about their thoughts on the series' gameplay,one of their answer would usually be that they have as much depth as many other far more competitive fighting games. It's less of an issue in Japan as the Gundam Extreme VS series is as popular as many other well-known games,but it is certainly more obvious overseas, not helped by the series being pretty obscure outside of Japan and certain parts of Asia.
* FanNickname: Prolonged energy beam attacks (like the ones used by Wing Zero and Double Zeta) are referred to as "gerobi" by players. "Gero" is a japanese onomatopeia for puking, and "bi" derives from the pronunciation for "beam." This is usually in reference to how long lasting and long ranged they tend to be.
* FirstInstallmentWins:
** The original series gets more characters than any other series in ''Gundam vs Gundam NEXT'', even if some of these inclusions are questionable (Guntank? Acguy?)
** Inverted with ''Extreme VS'', which gives the most recent series at the time of its release (00 and Unicorn) a disproportionate number of mobile suits and characters, and added even more via DLC and in the Full Boost arcade sequel. Though granted, older series are starting to get a similar treatment with each new DLC in ''Full Boost''. In fact, the ZZ roster gets the blessing from the DLC as this brings the list from 4 to 8 (mainly since this brings in the other ZZ pilots and the Zeta Zaku).
* GameBreaker: Units in ''Maxi Boost'' overall have more HP and, as such, their attacks deal more damage than in ''Full Boost''. The [[Anime/MobileSuitGundamUnicorn Banshee Norn]] was originally created for ''Maxi'', but added to ''Full Boost'' as DLC; however, the devs forgot to scale its damage to ''Full Boost'' levels, making the Norn a LightningBruiser of epic proportions.
* GoddamnedBats:
** '''Guntank'''. Weak, cheap (1000BP), bad at melee. Its main weapon are twin long-range cannons that can arc over obstacles. Normally this is not a big problem. But the Guntank carries '''30 ammo''' for them, and they maintain a fairy good tracking. Approaching it is an exercise in annoyance as the Guntank runs away and punishes your bad movement decisions over and over. There are other mobile suits with similar weapons such as the Ground-type Gundam and [=Ez8=], but they only have a few shots and can't fire as quickly due to the recoil. Learn how to time your boost or die. It was promptly [[{{Nerf}} reeled in]] post-''Next Plus'' installments.
** "Alex" Gundam is a walking SchmuckBait, baiting for your melee attacks only for Alex to [[InstantArmor put on its Chobham Armor]] so [[AttackReflector you get stun-locked in place]] ready for a dropkick or two. At least the Alex itself is pretty fragile when the Armor is purged or destroyed.
** Zeong ditches everything but the head in its [[ShedArmorGainSpeed last leg mode]]. Can turn your possible victory into frustrating stalemate because of its speed and small size.
** ''Extreme Vs.'' has the Hildolfr, which inherits the Guntank's annoying cannon sniping and combines it with a couple of melee moves and smoke dischargers that cut your attacks' tracking on them. It was considered such a GameBreaker that it received a severe {{Nerf}} in the transition to ''Full Boost'' (And even then, it still is a very infuriating low cost unit to fight against in later titles).
* GoodBadBugs: The ''SEED'' games introduced Green Homing: When an enemy machine is near you, the targeting reticule turns red and certain attacks (beam rifles/cannons, missiles, etc) get improved homing; when they're far away, the reticule turns green and they're harder to hit. Green Homing occurs when you fire while switching targets from a distant enemy to a nearby one, thus having your attack go after the long-range guy while applying the improved homing because the game thinks you attacked the close-range guy, letting you pull off some insane tricks.
* HighTierScrappy:
** The Launcher Strike and Strike Noir are banned from ''Alliance vs ZAFT'' tournaments because they're so powerful. Launcher because of its exceptional ranged ability (further enhanced by Green Homing) and the fact that the anti-ship vulcan can be used to cover its landings, making it virtually untouchable. The Strike Noir is out because it's a LightningBruiser of the highest order.
** ''Extreme Vs Full Boost'' had Wing Zero TV Version, which had a good tracking for its [[{{BFG}} Twin Buster Rifle]] as its main weapon, then had for its ChargedAttack a buff that replaces the main weapon with a full firing TBR. That charge shot fills up fast and catches units who surge towards the WZ. Then come the spread shooting wing vulcan for its sub weapon, the rolling buster rifle attack, and the ZERO System--a timed buff that cuts tracking to the WZ. Many players have utilized its weapon set and overpowered their opponents, until the {{Nerf}} updates within the next months which lengthened the time for its ChargedAttack and the rolling {{BFG}} attack, then reducing the ammo count of the spread vulcan from 90 to 60, and reducing the hitpoints of WZ from 650 to 620. ''Maxi Boost'' scales down the ZERO System further by boosting the tracking reduction, but this move is now a once-per-life use.
** Unicorn Banshee are a faster NT-D reloading than Banagher's Unicorn and a permanent NT-D advantage when its HP is half of its full health or less, insane melee advantage, and ''two'' ammo counts for its [[ThrowingYourSwordAlwaysWorks beam saber throw]], which has an incredible cone range that traps enemies who do not have good reflexes to dash backwards. Even if it did, Banshee can just fire the Armed Armor BS. It was so initially overpowered it was {{nerf}}ed at the following months: It's HP decreased from 640 to 600, then reducing the ammo count of the beam saber throw to only one, then tightening the permanent NT-D by dropping the HP requirement from half of its max HP to 240. Even today, after many {{nerf}}s it still sits at the high tiers for its cost.
** Having been ported into Full Boost as DLC from Maxi Boost, Sandrock Kai TV Ver. is notorious for requiring the least skill to play as effectively in an online match. His assist having a very good directional route when chasing its target, the Sword toss having a very fast start up time, the shield-property dash. Him being a 2000 cost certainly did not help matters at the very least, lessening the risks of taking a huge chunk off the life gauge.
* {{Moe}}: Of all the pilots introduced in all of ''Extreme Vs Series'' games, Sthesia Awar is one, full stop. If you would hear her lines as you use Extreme Excellia Phase in battles...
* PoorMansSubstitute: One route in ''Gundam vs Zeta Gundam''[='=]s Universal Century Mode allows you to recreate ''Anime/MobileSuitGundamCharsCounterattack'', only without any of the machines or characters exclusive to it. This results in Char running around in Puru-Two's Qubeley Mk-II, and Amuro using whatever the player chooses (though this route does unlock a ZZ Gundam for him).
* SignatureScene: Just like ''VideoGame/SuperRobotWars'', this series gives a good bit of {{Fanservice}} by letting the player re-create famous moments from the franchise such as [[Anime/MobileSuitGundam the RX-78's Last Shooting]], [[Anime/MobileFighterGGundam the Sekiha Tenkyo-God Finger]], [[Anime/MobileSuitGundamWing Wing Zero's last stand]], and so forth.
* TearJerker: '''Several''', as expected of the franchise.
** ''Gundam vs. Zeta Gundam'':
*** The route that leads to Char forming his Neo Zeon earlier: Despite preventing Lalah from sacrificing herself to defend her lover, Char and Amuro's clash at A Baoa Qu end up costing both Lalah and Sayla's lives. This makes Amuro stay with the Federation and Char remain with Haman and the Axis Zeon, the latter forming Neo Zeon and successfully dropping two colonies together on Jaburo and Kilimanjaro, despite Amuro and Kamille's combined efforts. Furthermore, it is heavily implied Haman and Kamille die in the battle for Luna Two, as Amuro and Char face each other alone on Axis with Amuro inheriting Kamille's Zeta Gundam. Ultimately, Char is victorious and the Axis is successfully dropped on Earth, causing the intended nuclear winter while Char disappears from everybody's sight, leaving the rest of humanity to sort themselves.
** ''Extreme Vs.'':
*** Yurin in the Farsia (and Desil in the Zedas) have several quotes with the rest of Flit's family, often sensing some of Flit's presence in them and realizing who they actually are mid or post-battle. If she wins battles against them, she is utterly distraught at the fact she just potentially killed them. If she is fighting alongside them, Desil is often omitted from the context and instead she's treated as being rescued/supported by them... Making the times she's shot down or that her team loses all the more bitter, especially the latter cases as the members of Flit's family are crushed by their failure in saving her while Yurin tries to comfort them (and herself) in vain before the Farsia blows up, taking her life.
* ThatOneAttack:
** You'd better get used to being hit by [[Anime/MobileFighterGGundam Dragon Gundam's]] Houka Kouten Jyusetsujin, because the AI-controlled Dragon '''loves''' using it. The initial rush has auto-guard properties, and if it connects you'll be eating an unfair amount of damage. By the way, be very careful if you try to rescue your partner from this move, since the fire will hit whether or not you're in the flag trap.
** Avalanche Exia has a sword-thrust melee attack that is guaranteed to be the one to hit first in a duel between itself and another unit charging in for an combo. If you so happen to be hit by it (Assuming you were not a using a unit capable of "counter-melee" attacking), be prepared for a short but painful furious volley of strikes from Avalanche Exia.
** Bael's "Special Melee/BC" attack involves it stabbing one of its dual swords into the target, moving both of them forward before ending it with either a cross slash (by pressing the Melee/B button) or a kicking itself off the enemy, leaving a small explosion that damages the target and anyone that runs into it [[HoistbyhisownPetard (including Bael itself)]]. What makes it ThatOneAttack is pretty much 'how fast' Bael drags the victim forward, making it challenging to interrupt the drag swiftly. Should the Bael player pull the stick up while the drag is still ongoing, it'll cause the dual wielding Gundam to drag its victim 'upwards', making it even more difficult for it to be interrupted as it still moves pretty quickly before ending the blade drag. The silver lining is that the damage proration will cause it to deal a pathethically low amount of damage.
* ThatOneBoss:
** The [[Anime/MobileSuitGundamCharsCounterattack Alpha Azieru]], thanks to the fact that it has two different rapid-fire all-range weapons, and absolutely LOVES using both of them on you at the same time and following up with its [[BreathWeapon mouth beam cannon]] while you're still reeling. Made all the worse by the fact that you have to listen to Quess giggling and mocking you as she spams you to death. The [[Anime/MobileSuitGundamThe08thMSTeam Apsalus III]] as well, thanks to its hard-to-dodge, highly damaging beam sweep and the infinite Gouf Flight Type assists that keep you from simply getting in its blind spot and hacking it to death with melee.
** Extreme Gundam Tachyon Phase, Extreme's melee form. You would think that since it's melee-themed, all you have to do is get at a distance and shoot, right? Wrong! It can hit at insane ranges thanks to its SwordBeam, the Extreme-standard "giant elemental pillars" attack (in this case lightning), and a high-speed dash that lets it quickly close the distance. On top of that, it has sword {{Attack Drone}}s and can grow its Tachyon Slicer to sizes that would impress [[VideoGame/SuperRobotWars Sanger Zonvolt]] himself. Oh, and if it ever manages to hit you with its shockwave sphere attack[[note]]Protip: The "tell" is holding the sword in front of its face[[/note]], you '''will''' eat a very painful ten-hit sword combo that will rip right through your HP.
** The [[Anime/MobileSuitGundamUnicorn Shamblo]] also deserves a mention. It's got an unbreakable barrier that covers the front half of its body and is always on (except when it uses a couple of attacks) and can cover an annoyingly wide range thanks to its reflector bits. If that wasn't enough of a problem, it also spams assists almost constantly, including a Zaku I Sniper that fires three Dynames-level sniper shots in a row and a Dom Tropen performing a melee attack that causes stun. And when it gets down to 50% health, Loni goes into Awakening mode, increasing its damage output and giving it a powerful Pressure shockwave attack that hits about half the map. Thankfully though, the Shamblo (and by extension some of the returning boss units) was made a bit easier to fight in ''Gundam Versus'' as all of its assist attacks were removed and you can weaken it via destroying some parts of it such as its arms which will remove its close range attacks. Granted, the Shamblo still can be a pain to fight as it still has its unbreakable and always-on barrier and it now can use the pressure attack from the get go.
* ThatOneLevel:
** ''Next Plus'''s Mission Mode has a stage where you only have one hit point and are forced to fight Kamille's Mk-II and the Hyaku-Shiki (both possessing [[BackFromTheDead Revival]] abilities) and on top of this, you're on a tiny platform in the middle of a volcano; one misstep and you're dead.
** In ''Federation vs. Zeon''[='s=] Mission Mode, the Federation has a stage where you have to prevent Zeon from stealing a Gundam. In this mode, however, the Gundam is absurdly powerful, meaning that one or two beam rifle shots are probably enough to kill you (unless you're also in a Gundam, which [[TooAwesomeToUse you probably aren't]]). In ''AEUG vs. Titans'' [[SerialEscalation it gets even worse]] with a similar stage, except that this time you're facing off against '''two''' Zeta Gundams at the same time (one with the beam rifle, one with the mega launcher).
** ''Federation vs. Zeon'' also has the opening battle for Operation Odessa on the Federation side. You have to defend a Big Tray from waves of Zeon mobile suits. The Big Tray, in contrast to the absurd pounding similar land-battleships take when you need to destroy them, has tissue-paper armor - so much as one hit from a Zaku's Magellan cannon takes a fifth of its health away. Even worse if you brought a beam rifle, as it will pierce through the Goufs trying to slice it up and deal friendly fire, and even regular weapons still have the chance of dealing a little extra accidental damage to it if you're a bad shot.
** The stage where you have to destroy 12 Acguys trying to run across Jaburo one at a time, and if so much as ''one'' of them makes it across, you lose - better take something that can one-shot them. Even worse, once nine of them and one minor named character have tried, that's put on hold so you can take part in a storyline Amuro vs. Char fight - not only do you have to worry about Char potentially dealing insane amounts of damage to you if decides to attack you (he's in his Z'gok at that point, which means he has beam weapons that ''will'' two-shot anything you have), he also has [[DemonicSpiders a Zock]] show up a little later to support him, meaning even more beam weapons that won't deal quite as much damage but in turn will be much more difficult to deal with. The only saving grace is that no more Acguys make an attempt to cross until after all the named characters leave or are destroyed.
** Any Federation mission that requires you to {{escort|Mission}} the Medea supply corps, since all it takes to lose a Medea is one good salvo from a Zaku's bazooka or rocket pods, and the game wastes little time in throwing as many of these missions at you as possible.
** ''Extreme Vs'' brings to the table several missions: one where you fight three Exias, two 00 Gundams, and then three 00 Quantas all in one stage, with barely enough time to kill them; one where you have to fight three Destroy Gundams at once; and one where you have to take down both the Turns and the Rafflesia in less than 30 seconds. The worst though is probably "Vs. Gundam (2)": in one life, without skills, and without a partner, fight a Double X and God Gundam tag team, then take on the 00 Quanta, Turn A, and the Destiny all at once.
* PanderingToTheBase: Let's be honest: by ''Extreme Vs.'', the series has become a serial offender due to all the incredible amounts of fanservice. And despite or perhaps in light of that, it ''works.''
* TheProblemWithLicensedGames: Mostly averted; even Series/XPlay gave ''Federation vs Zeon'' a positive review. However, the same couldn't be said for ''Gundam vs Zeta Gundam'', which Adam and Morgan found [[ContinuityLockout impenetrable to non-fans]] and too similar to its predecessor gameplay-wise. While the ''Extreme Vs'' games have been well received even in Western import reviews; Kotaku even described it as being the best video-game adaptation of an anime franchise to date.
* WinBackTheCrowd: The announcement of Maxi Boost ON's [=PS4=] Port practically made the passionate fanbase of the Extreme VS series (Especially those who are disappointed by Gundam Versus) tear up in joy, given that absolutely no one ever saw it coming (More so as it was reported that Bandai Namco stated Playstation 4 Porting is impossible for Maxi Boost and Maxi Boost ON), enticing them to look forward to the console experience of the 4th EXVS entry. It likewise helped that the release of MBON for consoles meant that a few players get to play as units who were absent in [=EXVS2=].
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