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*** By extention, [[http://cardfight.wikia.com/wiki/Mythical_Hellsky_Beast,_Fenrir Mythical Hellsky Best, Fenrir]] changes the revelation ability, empowering them so that instead, units can choose one of two possible futures.

to:

*** By extention, extension, [[http://cardfight.wikia.com/wiki/Mythical_Hellsky_Beast,_Fenrir Mythical Hellsky Best, Fenrir]] changes the revelation ability, empowering them so that instead, units can choose one of two possible futures.
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Added DiffLines:

* In season 2, Ren is stated to often lose to Kai despite using psyqualia, and doesn't even try to fight [[spoiler: Leon]], yet in season 3 he is one of the people Kai looks up to as someone he is failing to catch up with. This is because in season 2 Ren, just like Aichi, is using a Gold Paladin decks which, as above, works very much like Royal Paladins. However, Ren used ''Shadow'' Paladins, which had a different fighting style, and were only released at the end of the season. Basically, during season 2 [[WorfHadTheFlu Ren had the flu]] and could not fight at his best, but once he had his Shadow Paladins back he also went back to be beyond Kai's reach. This is also the reason he keeps trying new decks through the season: he knows Royal Paladins are a bad fit, and is subconsciously looking for his actual deck.
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** Ultima: Ultima allows for deck calling in the style of the Paladin clans, deck manipulation akin to Oracle Think Tank and Genesis, and finally strong trigger effects similar to that of the Angel Feathers' rescue mechanic.

* Imaginary Gifts in the V Series can be akin to a morale boost as those units with their Imaginary Gifts are typically considered the leaders of their respective clans. Taken a step further:
** Accel empowers reserve units allowing them to get on the field without worrying about formation.
** Force empowers existing units and that encouragement allows them to fight harder.
** Protect empowers backup units, giving them the power to fully guard their Vanguard.

to:

** Ultima: Ultima allows for deck calling in the style of the Paladin clans, deck manipulation akin to Oracle Think Tank and Genesis, and finally strong trigger effects similar to that of the Angel Feathers' rescue mechanic.

* Imaginary Gifts in the V Series can be akin to a morale boost as those units with their Imaginary Gifts are typically considered the leaders of their respective clans. Taken a step further:
** Accel empowers reserve units allowing them to get on the field without worrying about formation.
** Force empowers existing units and that encouragement allows them to fight harder.
** Protect empowers backup units, giving them the power to fully guard their Vanguard.
mechanic.

Added: 15

Changed: 460

Removed: 1096

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Moving this to g and v


!!For the anime



* The existence of G-Units is a big whopping pile of FridgeLogic when applied to the original series. With flashbacks cementing their existence and usage (both strides AND G-Guardians) as far back as when Shin was part of the pro circuit, it raises the glaring question as to why G-Units were conspicuously absent throughout all of the first four seasons. The issue is never addressed, so the answer seems to be just don't think about problems in the timeline.
* When Leon fight Chrono during the G Quest, he uses a deck focusing on Blue Wave cards such as Tetra-Drive Dragon, his ace card during the latter half of season 3 rather than a deck focusing on Maelstrom, which not only was his ace card during season 2 but is arguably a more iconic card for the clan. However when you remember that Leon only used Maelstrom when he was an antagonist, it becomes more understandable.
* Why unveil the G-Guardians at the Ultimate stage of the G-Quest rather than during the G-Quest? In-universe, it's a marketing reason, introducing G-Guardians with two of the top teams in an exhibition match will show its power to the fullest extent.
* Diffriding can be seen as a derivitive of Psyqualia. With Psyqualia, it's said that it connects the fighter to their units on Cray. Diffriding goes the other way around, it allows a unit to connect with their fighter and inhabit their body as if they were their fighter.
* In the reboot, Ibuki is every player that complains about how the game is RuinedFOrever and loudly declares they're quitting but continues to play anyway.

to:

* The existence of G-Units is a big whopping pile of FridgeLogic when applied to the original series. With flashbacks cementing their existence and usage (both strides AND G-Guardians) as far back as when Shin was part of the pro circuit, it raises the glaring question as to why G-Units were conspicuously absent throughout all of the first four seasons. The issue is never addressed, so the answer seems to be just don't think about problems in the timeline.
* When Leon fight Chrono during the G Quest, he uses a deck focusing on Blue Wave cards such as Tetra-Drive Dragon, his ace card during the latter half of season 3 rather than a deck focusing on Maelstrom, which not only was his ace card during season 2 but is arguably a more iconic card for the clan. However when you remember that Leon only used Maelstrom when he was an antagonist, it becomes more understandable.
* Why unveil the G-Guardians at the Ultimate stage of the G-Quest rather than during the G-Quest? In-universe, it's a marketing reason, introducing G-Guardians with two of the top teams in an exhibition match will show its power to the fullest extent.
* Diffriding can be seen as a derivitive of Psyqualia. With Psyqualia, it's said that it connects the fighter to their units on Cray. Diffriding goes the other way around, it allows a unit to connect with their fighter and inhabit their body as if they were their fighter.
* In the reboot, Ibuki is every player that complains about how the game is RuinedFOrever and loudly declares they're quitting but continues to play anyway.
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to:

* In the reboot, Ibuki is every player that complains about how the game is RuinedFOrever and loudly declares they're quitting but continues to play anyway.

Added: 460

Changed: -14

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None


Relating to the new Keywords exclusive to Clans:

* Nubatama’s Afterimage: The Nubatama are ninjas. After creating a division (binded opponent’s card return to hand), the Ninja have enough time to prepare an illusion (afterimage). However they need to act fast to prevent their illusion from being discovered as fake. Since in anime logic, lighter load = more speed (hence requirement of having less than 6 cards in hand).
** Nubatama's Dominate: Dominate plays more to their demonic roots rather than their ninjutsu causing a literal DemonicPossession. It makes a bit more sense if you establish them not as dragon ninjas but as yokai spirits utilizing ninjutsu, thus the powers of possession and afterimage would work out as well.

* Neo Nectar’s Bloom: Flowering (bud become bigger due to petals opening up, represented by two unit with the same name), turning a bud into flower (gaining new effect).

* Spike Brothers’ Charge: Spike Brothers are based on American Football, in charging state basically means they are running towards their opponent (to tackle them).
** Not just tackling, but recklessly tackling. They get one really good hit in (the big benefits of attacking while charging), then injure themselves so they have to go back on the bench (bottom of the deck).

* Link Joker's Lock: They're alien invaders, thus they keep their target in stasis to analyze them and keep them away while preserving their being. After being integrated as a clan of Cray, they also use it on themselves to keep themselves in stasis, to preserve energy and devise a strategy, thus gaining abilities upon unlocking.
** By extension, a Reverse unit is given the ability to lock their own allies. In this regard, they are basically absorbing their allies strength to empower their own. Thus why Shadow Paladins and Tachikazes do not have a Reverse unit as they would require a full sacrifice rather than simply stealing their powers.
** Deletor’s Delete: The vanguard’s attack and ability become blank, basically, you are deleting the text in the ability box as well as their power level in the card.
*** Delete can also be seen as an evolution of lock: forcibly ejecting the fighter from their vanguard, then locking it so they can't get back in. The same protections that keep a vanguard from getting hurt also protects them from being lock, but deleting overcomes those protections. In doing so, the fighter is left as a defenseless astral body once again, still able to call for reinforcements but only nominally able to fight themselves.
** Deletor's Vanish Delete: Basically deleting unit from existence (presumably, [[FridgeHorror permanently]]).

* Tachikaze’s Engorge: Since Tachikaze are dinosaur... for fridge horror: the reason why rearguards retired is because the said-unit with the said-ability, [[MonstrousCannibalism ate them]]. Being Engorge state basically means they are satisfied (from eating/retiring the rearguard), hence have the energy/motivated to do other stuff (activating another ability based on how many unit retired/eaten).
** It gets creepier. There are Human units with Engorge and Human units in Tachikaze. [[ImAHumanitarian They]] [[CannibalismSuperpower Engorge other Humans.]]

* Bermuda Triangle’s Harmony: Bermuda Triangle are idols, harmony is basically an idol group/duet (having two units with harmony ability on same column/stage).

* Granblue’s Hollowed: Japanese Kanji used for the keyword is Apparition and since Granblue are basically undead, retiring at the end of turn after being in hollowed state meaning they are returning back to grave (after returning from it).

* Pale Moon's Magia: Stage Magician should come into mind, Magician declared a hat-pulling trick but you don’t know what would the magician put out of his empty hat (able to call any unit from soul to rearguard circle) but a magic trick is ultimately still an illusion anyway (return to soul at end turn).

* Oracle Think Tank’s Oracle: the idea of having more cards in hands(5 or more cards in hand to activate ability) means that they are prepared for their opponent after foreseeing the future.

* Nova Grappler’s Rush: The japanese Kanji of this keyword is: Fighting Spirit, basically, Rush is a [[HeroicSecondWind heroic second wind]] (effect trigger after the Unit with the ability, Stand due to other effect).

* [[ShockAndAwe Narukami’s]] Thunderstrike: They restrict their opponent’s movement (binding them) so as to strike them with [[ShockAndAwe lightning]].

* Gear Chronicle’s [[TimeTravel Time Leap]]: They can travel through time. Binding a unit means using the unit to call for reinforcements for a Unit of higher grade from the future (hence from Deck to field).
** Why only one Grade higher (chain of command, getting help from their immediate Superior. Having Commanders means Gear Chronicle do have some form of Hierarchy)

** Why the Higher Grade Unit return to the bottom of the deck at the end turn?
*** Because they just went to the past (stuck down there), it will take a while for them to return to the present by taking the [[TheSlowPath long way back]]. Of course, you can always use time-leap again to get their lazy ass back quickly...


* Aquaforce Wave: Aquaforce is a military unit, their multiple attacks probably represent them [[ZergRush attacking in waves]] (new ability after multiple attack because the previous waves are merely to buy time to get another group to come in with better equipment more suited to deal with their enemies.).

* Royal Paladin's Brave: Considering that Brave activates when the player has three or less cards in hand, they become more powerful to protect what little reinforcements they have left.
** Taking it from another angle, Brave units are going all out knowing full well they may not get reinforcements.

* Kagero's Blaze: Fire becomes stronger the more area they cover, translated in the game, the more you have on the field compared to your opponent, the stronger they become.

* Gold Paladin's Unite: As sort of the direct opposite of Royal Paladin's Brave, having more reinforcements means they can work together to become stronger.

* Angel Feather's Rescue: Medics would rush in to get one of their injured out of danger, but in doing so this would put themselves in danger as well, thus why the Vanguard takes damage.

* Dark Irregular's Darkness: Vampires would sustain themselves by constantly drinking the blood of the living, thus why darkness deactivates at the end of turn since it would only sustain themselves for a small time.

* Dimension Police's Burst: Superheros constantly push themselves to the limit and upon getting stronger, they may also gain new superpowers. If we apply this to the Dimension Police's Mecha, they unlock more features the more they are powered up.

* Megacolony's Dark Device: As an evil organization, they have a means to gain the upper hand when their opponent is down (or in this case rested).

* Great Nature's Success: Getting the result they want (in this case the power threshold) means they will have the confidence to move on to the next step (the ability that activates when they become successful).

* Murakumo's Shadowstich: By intentionally being blocked, a ninja can plant something worse while they are being distracted by the head-on attack.

* Genesis's Revelation: By peering into the future, they can predict what will happen. If that card is sent to the soul, a unit is rested as they just used their energy to change the future.
** By extention, [[http://cardfight.wikia.com/wiki/Mythical_Hellsky_Beast,_Fenrir Mythical Hellsky Best, Fenrir]] changes the revelation ability, empowering them so that instead, units can choose one of two possible futures.

* Shadow Paladin's Ritual: Occults would believe that they would appease deities or become stronger by sacrificing their own, but not just anyone will do. Thus the skill only counts grade 1's in the drop zone

All of the Zeroth Dragons take some inspiration from the clans of its nation in some fashion when it comes to their skills. Even the exclusion of the G-Zone can be taken as something from any self-retire clan.

* Meggido: It firsts calls from Hand or Drop Zone like with Bermuda Triange and Granblue respectively, and the ability to swap units as with Aqua Force.

* Drachma: It combines the retire skills from Kagero and Narukami, taken a step further with Narukami as it binds those cards as well. It also forces discard like with Nubatama. The G-Zone exclusion effect can be taken as an extra cost similar to Tachikaze. And while there aren't direct references to Murakumo, Murakumo and Nubatama were once one in the same.

* Zoa: It gives the extreme power gain to one rear gard that Neo Nectar and Great Nature are well known for. And while it doesn't paralyze any units, remember that insects, what Megacolony is established as, typically uses toxins or poisons to utilize it's paralyze skills. Taken to its logical extreme, if applyed enough, like say granting one of its rear guards a lot of poison to use, then it will turn it lethal, thus why a successful hit with that unit wins you the game immediately.

* Dust: Dusts's primary skill is to remove all of their opponent's abilities and reduce both the Grade and power to 1. This demonstrates the powers of Pale Moon, in which magician can hypnotize their volunteer, Gear Chronicle, regressing time so that they return to a weaker state, and Dark Irregular, with how vampires can take their victim's energy. This leaves the extra damage the opponent takes which can be similar to a blitz in football a la Spike Brothers.

* Stark: Stark takes Dimension Police's strong Vanguard abilities and Nova Grappler's multiple attacks and give both of them to the Stark. That being said, it does not possess any abilities of Link Joker, namely their ability to lock, but that makes sense as Link Joker was established as a clan of Cray with the Messiahs late into the lore's timeline (Gear Chronicle is argued to have always been a clan just hidden for a long time).

* Ultima: Ultima allows for deck calling in the style of the Paladin clans, deck manipulation akin to Oracle Think Tank and Genesis, and finally strong trigger effects similar to that of the Angel Feathers' rescue mechanic.

to:

* Relating to the new Keywords exclusive to Clans:

* ** Nubatama’s Afterimage: The Nubatama are ninjas. After creating a division (binded opponent’s card return to hand), the Ninja have enough time to prepare an illusion (afterimage). However they need to act fast to prevent their illusion from being discovered as fake. Since in anime logic, lighter load = more speed (hence requirement of having less than 6 cards in hand).
** *** Nubatama's Dominate: Dominate plays more to their demonic roots rather than their ninjutsu causing a literal DemonicPossession. It makes a bit more sense if you establish them not as dragon ninjas but as yokai spirits utilizing ninjutsu, thus the powers of possession and afterimage would work out as well.

* ** Neo Nectar’s Bloom: Flowering (bud become bigger due to petals opening up, represented by two unit with the same name), turning a bud into flower (gaining new effect).

* ** Spike Brothers’ Charge: Spike Brothers are based on American Football, in charging state basically means they are running towards their opponent (to tackle them).
** *** Not just tackling, but recklessly tackling. They get one really good hit in (the big benefits of attacking while charging), then injure themselves so they have to go back on the bench (bottom of the deck).

* ** Link Joker's Lock: They're alien invaders, thus they keep their target in stasis to analyze them and keep them away while preserving their being. After being integrated as a clan of Cray, they also use it on themselves to keep themselves in stasis, to preserve energy and devise a strategy, thus gaining abilities upon unlocking.
** *** By extension, a Reverse unit is given the ability to lock their own allies. In this regard, they are basically absorbing their allies strength to empower their own. Thus why Shadow Paladins and Tachikazes do not have a Reverse unit as they would require a full sacrifice rather than simply stealing their powers.
** *** Deletor’s Delete: The vanguard’s attack and ability become blank, basically, you are deleting the text in the ability box as well as their power level in the card.
*** **** Delete can also be seen as an evolution of lock: forcibly ejecting the fighter from their vanguard, then locking it so they can't get back in. The same protections that keep a vanguard from getting hurt also protects them from being lock, but deleting overcomes those protections. In doing so, the fighter is left as a defenseless astral body once again, still able to call for reinforcements but only nominally able to fight themselves.
** *** Deletor's Vanish Delete: Basically deleting unit from existence (presumably, [[FridgeHorror permanently]]).

* ** Tachikaze’s Engorge: Since Tachikaze are dinosaur... for fridge horror: the reason why rearguards retired is because the said-unit with the said-ability, [[MonstrousCannibalism ate them]]. Being Engorge state basically means they are satisfied (from eating/retiring the rearguard), hence have the energy/motivated to do other stuff (activating another ability based on how many unit retired/eaten).
** *** It gets creepier. There are Human units with Engorge and Human units in Tachikaze. [[ImAHumanitarian They]] [[CannibalismSuperpower Engorge other Humans.]]

* ** Bermuda Triangle’s Harmony: Bermuda Triangle are idols, harmony is basically an idol group/duet (having two units with harmony ability on same column/stage).

* ** Granblue’s Hollowed: Japanese Kanji used for the keyword is Apparition and since Granblue are basically undead, retiring at the end of turn after being in hollowed state meaning they are returning back to grave (after returning from it).

* ** Pale Moon's Magia: Stage Magician should come into mind, Magician declared a hat-pulling trick but you don’t know what would the magician put out of his empty hat (able to call any unit from soul to rearguard circle) but a magic trick is ultimately still an illusion anyway (return to soul at end turn).

* ** Oracle Think Tank’s Oracle: the idea of having more cards in hands(5 or more cards in hand to activate ability) means that they are prepared for their opponent after foreseeing the future.

* ** Nova Grappler’s Rush: The japanese Kanji of this keyword is: Fighting Spirit, basically, Rush is a [[HeroicSecondWind heroic second wind]] (effect trigger after the Unit with the ability, Stand due to other effect).

* ** [[ShockAndAwe Narukami’s]] Thunderstrike: They restrict their opponent’s movement (binding them) so as to strike them with [[ShockAndAwe lightning]].

* ** Gear Chronicle’s [[TimeTravel Time Leap]]: They can travel through time. Binding a unit means using the unit to call for reinforcements for a Unit of higher grade from the future (hence from Deck to field).
** *** Why only one Grade higher (chain of command, getting help from their immediate Superior. Having Commanders means Gear Chronicle do have some form of Hierarchy)

** *** Why the Higher Grade Unit return to the bottom of the deck at the end turn?
*** **** Because they just went to the past (stuck down there), it will take a while for them to return to the present by taking the [[TheSlowPath long way back]]. Of course, you can always use time-leap again to get their lazy ass back quickly...


* ** Aquaforce Wave: Aquaforce is a military unit, their multiple attacks probably represent them [[ZergRush attacking in waves]] (new ability after multiple attack because the previous waves are merely to buy time to get another group to come in with better equipment more suited to deal with their enemies.).

* ** Royal Paladin's Brave: Considering that Brave activates when the player has three or less cards in hand, they become more powerful to protect what little reinforcements they have left.
** *** Taking it from another angle, Brave units are going all out knowing full well they may not get reinforcements.

* ** Kagero's Blaze: Fire becomes stronger the more area they cover, translated in the game, the more you have on the field compared to your opponent, the stronger they become.

* ** Gold Paladin's Unite: As sort of the direct opposite of Royal Paladin's Brave, having more reinforcements means they can work together to become stronger.

* ** Angel Feather's Rescue: Medics would rush in to get one of their injured out of danger, but in doing so this would put themselves in danger as well, thus why the Vanguard takes damage.

* ** Dark Irregular's Darkness: Vampires would sustain themselves by constantly drinking the blood of the living, thus why darkness deactivates at the end of turn since it would only sustain themselves for a small time.

* ** Dimension Police's Burst: Superheros constantly push themselves to the limit and upon getting stronger, they may also gain new superpowers. If we apply this to the Dimension Police's Mecha, they unlock more features the more they are powered up.

* ** Megacolony's Dark Device: As an evil organization, they have a means to gain the upper hand when their opponent is down (or in this case rested).

* ** Great Nature's Success: Getting the result they want (in this case the power threshold) means they will have the confidence to move on to the next step (the ability that activates when they become successful).

* ** Murakumo's Shadowstich: By intentionally being blocked, a ninja can plant something worse while they are being distracted by the head-on attack.

* ** Genesis's Revelation: By peering into the future, they can predict what will happen. If that card is sent to the soul, a unit is rested as they just used their energy to change the future.
** *** By extention, [[http://cardfight.wikia.com/wiki/Mythical_Hellsky_Beast,_Fenrir Mythical Hellsky Best, Fenrir]] changes the revelation ability, empowering them so that instead, units can choose one of two possible futures.

* ** Shadow Paladin's Ritual: Occults would believe that they would appease deities or become stronger by sacrificing their own, but not just anyone will do. Thus the skill only counts grade 1's in the drop zone

* All of the Zeroth Dragons take some inspiration from the clans of its nation in some fashion when it comes to their skills. Even the exclusion of the G-Zone can be taken as something from any self-retire clan.

* ** Meggido: It firsts calls from Hand or Drop Zone like with Bermuda Triange and Granblue respectively, and the ability to swap units as with Aqua Force.

* ** Drachma: It combines the retire skills from Kagero and Narukami, taken a step further with Narukami as it binds those cards as well. It also forces discard like with Nubatama. The G-Zone exclusion effect can be taken as an extra cost similar to Tachikaze. And while there aren't direct references to Murakumo, Murakumo and Nubatama were once one in the same.

* ** Zoa: It gives the extreme power gain to one rear gard that Neo Nectar and Great Nature are well known for. And while it doesn't paralyze any units, remember that insects, what Megacolony is established as, typically uses toxins or poisons to utilize it's paralyze skills. Taken to its logical extreme, if applyed enough, like say granting one of its rear guards a lot of poison to use, then it will turn it lethal, thus why a successful hit with that unit wins you the game immediately.

* ** Dust: Dusts's primary skill is to remove all of their opponent's abilities and reduce both the Grade and power to 1. This demonstrates the powers of Pale Moon, in which magician can hypnotize their volunteer, Gear Chronicle, regressing time so that they return to a weaker state, and Dark Irregular, with how vampires can take their victim's energy. This leaves the extra damage the opponent takes which can be similar to a blitz in football a la Spike Brothers.

* ** Stark: Stark takes Dimension Police's strong Vanguard abilities and Nova Grappler's multiple attacks and give both of them to the Stark. That being said, it does not possess any abilities of Link Joker, namely their ability to lock, but that makes sense as Link Joker was established as a clan of Cray with the Messiahs late into the lore's timeline (Gear Chronicle is argued to have always been a clan just hidden for a long time).

* ** Ultima: Ultima allows for deck calling in the style of the Paladin clans, deck manipulation akin to Oracle Think Tank and Genesis, and finally strong trigger effects similar to that of the Angel Feathers' rescue mechanic.mechanic.

* Imaginary Gifts in the V Series can be akin to a morale boost as those units with their Imaginary Gifts are typically considered the leaders of their respective clans. Taken a step further:
** Accel empowers reserve units allowing them to get on the field without worrying about formation.
** Force empowers existing units and that encouragement allows them to fight harder.
** Protect empowers backup units, giving them the power to fully guard their Vanguard.
Is there an issue? Send a MessageReason:
None


* Stark: Stark takes Dimension Police's strong Vanguard abilities and Nova Grappler's multiple attacks and give both of them to the Stark. That being said, it does not possess any abilities of Link Joker, namely their ability to lock, but that makes sense as Link Joker was established as a clan of Cray with the Messiahs late into the lore's timeline (Gear Chronicle is argued to have always been a clan just hidden for a long time).

to:

* Stark: Stark takes Dimension Police's strong Vanguard abilities and Nova Grappler's multiple attacks and give both of them to the Stark. That being said, it does not possess any abilities of Link Joker, namely their ability to lock, but that makes sense as Link Joker was established as a clan of Cray with the Messiahs late into the lore's timeline (Gear Chronicle is argued to have always been a clan just hidden for a long time).time).

* Ultima: Ultima allows for deck calling in the style of the Paladin clans, deck manipulation akin to Oracle Think Tank and Genesis, and finally strong trigger effects similar to that of the Angel Feathers' rescue mechanic.
Is there an issue? Send a MessageReason:
None


* Zoa: It gives the extreme power gain to one rear gard that Neo Nectar and Great Nature are well known for. And while it doesn't paralyze any units, remember that Megacolony typically uses toxins or poisons to utilize it's paralyze skills. Taken to its logical extreme, if applyed enough, like say granting one of its rear guards a lot of poison to use, then it will turn it lethal, thus why a successful hit with that unit wins you the game immediately.

to:

* Zoa: It gives the extreme power gain to one rear gard that Neo Nectar and Great Nature are well known for. And while it doesn't paralyze any units, remember that insects, what Megacolony is established as, typically uses toxins or poisons to utilize it's paralyze skills. Taken to its logical extreme, if applyed enough, like say granting one of its rear guards a lot of poison to use, then it will turn it lethal, thus why a successful hit with that unit wins you the game immediately.
Is there an issue? Send a MessageReason:
None


* Dust: Dusts's primary skill is to remove all of their opponent's abilities and reduce both the Grade and power to 1. This demonstrates the powers of Pale Moon, in which magician can hypnotize their volunteer, Gear Chronicle, regressing time so that they return to a weaker state, and Dark Irregular, with how vampires can take their victim's energy. This leaves the extra damage the opponent takes which can be similar to a blitz in football a la Spike Brothers.

to:

* Dust: Dusts's primary skill is to remove all of their opponent's abilities and reduce both the Grade and power to 1. This demonstrates the powers of Pale Moon, in which magician can hypnotize their volunteer, Gear Chronicle, regressing time so that they return to a weaker state, and Dark Irregular, with how vampires can take their victim's energy. This leaves the extra damage the opponent takes which can be similar to a blitz in football a la Spike Brothers.Brothers.

* Stark: Stark takes Dimension Police's strong Vanguard abilities and Nova Grappler's multiple attacks and give both of them to the Stark. That being said, it does not possess any abilities of Link Joker, namely their ability to lock, but that makes sense as Link Joker was established as a clan of Cray with the Messiahs late into the lore's timeline (Gear Chronicle is argued to have always been a clan just hidden for a long time).
Is there an issue? Send a MessageReason:
None


* Shadow Paladin's Ritual: Occults would believe that they would appease deities or become stronger by sacrificing their own, but not just anyone will do. Thus the skill only counts grade 1's in the drop zone

to:

* Shadow Paladin's Ritual: Occults would believe that they would appease deities or become stronger by sacrificing their own, but not just anyone will do. Thus the skill only counts grade 1's in the drop zonezone

All of the Zeroth Dragons take some inspiration from the clans of its nation in some fashion when it comes to their skills. Even the exclusion of the G-Zone can be taken as something from any self-retire clan.

* Meggido: It firsts calls from Hand or Drop Zone like with Bermuda Triange and Granblue respectively, and the ability to swap units as with Aqua Force.

* Drachma: It combines the retire skills from Kagero and Narukami, taken a step further with Narukami as it binds those cards as well. It also forces discard like with Nubatama. The G-Zone exclusion effect can be taken as an extra cost similar to Tachikaze. And while there aren't direct references to Murakumo, Murakumo and Nubatama were once one in the same.

* Zoa: It gives the extreme power gain to one rear gard that Neo Nectar and Great Nature are well known for. And while it doesn't paralyze any units, remember that Megacolony typically uses toxins or poisons to utilize it's paralyze skills. Taken to its logical extreme, if applyed enough, like say granting one of its rear guards a lot of poison to use, then it will turn it lethal, thus why a successful hit with that unit wins you the game immediately.

* Dust: Dusts's primary skill is to remove all of their opponent's abilities and reduce both the Grade and power to 1. This demonstrates the powers of Pale Moon, in which magician can hypnotize their volunteer, Gear Chronicle, regressing time so that they return to a weaker state, and Dark Irregular, with how vampires can take their victim's energy. This leaves the extra damage the opponent takes which can be similar to a blitz in football a la Spike Brothers.
Is there an issue? Send a MessageReason:
None



to:

* Diffriding can be seen as a derivitive of Psyqualia. With Psyqualia, it's said that it connects the fighter to their units on Cray. Diffriding goes the other way around, it allows a unit to connect with their fighter and inhabit their body as if they were their fighter.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** By extension, a Reverse unit is given the ability to lock their own allies. In this regard, they are basically absorbing their allies strength to empower their own. Thus why Shadow Paladins and Tachikazes do not have a Reverse unit as they would require a full sacrifice rather than simply stealing their powers.
Is there an issue? Send a MessageReason:
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** Nubatama's Dominate: Dominate plays more to their demonic roots rather than their ninjutsu causing a literal DemonicPossession. It makes a bit more sense if you establish them not as dragon ninjas but as yokai spirits utilizing ninjutsu, thus the powers of possession and afterimage would work out as well.
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*** Delete can also be seen as an evolution of lock: forcibly ejecting the fighter from their vanguard, then locking it so they can't get back in. The same protections that keep a vanguard from getting hurt also protects them from being lock, but deleting overcomes those protections. In doing so, the fighter is left as a defenseless astral body once again, still able to call for reinforcements but only nominally able to fight themselves.
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** Not just tackling, but recklessly tackling. They get one really good hit in (the big benefits of attacking while charging), then injure themselves so they have to go back on the bench (bottom of the deck).
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* In Episode 105-6 Miwa tried to get Aichi to transfer to his school by saying that there is a Vanguard boom in popularity going on in there. He says that, but that doesn't explain why their Vanguard fight club has only four members, even worse than Miyaji.
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* The existence of G-Units is a big whopping pile of FridgeLogic when applied to the original series. With flashbacks cementing their existence and usage (both strides AND G-Guardians) as far back as when Shin was part of the pro circuit, it raises the glaring question as to why G-Units were conspicuously absent throughout all of the first four seasons. The issue is never addressed, so the answer seems to be[[Retcon just don't think about it.]]

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* The existence of G-Units is a big whopping pile of FridgeLogic when applied to the original series. With flashbacks cementing their existence and usage (both strides AND G-Guardians) as far back as when Shin was part of the pro circuit, it raises the glaring question as to why G-Units were conspicuously absent throughout all of the first four seasons. The issue is never addressed, so the answer seems to be[[Retcon be just don't think about it.]]problems in the timeline.

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