A series of hybrid Action/Fighting Games based upon the wildly popular Gundamanime franchise. Each game in the series follows the same basic format: The player chooses a Mobile Suit and a pilot, then engages in a series of third-person battles with the opposing forces. Both sides have a resource meter, representing their ability to wage war; to win, one must destroy enough enemy machines to deplete the enemy's resources, with the machines' value being determined by their overall power.The series has gone through ten iterations so far:
Mobile Suit Gundam: Federation vs Zeon (2000): The first game in the series, centering on Mobile Suit Gundam. It laid down the groundwork for the entire series, as well as being an overall fun and enjoyable game. Several months later, Capcom updated the game into Federation vs Zeon DX, adding in the Ground Combat Gundam and Ground Combat GM from The 08th MS Team to bolster the Federation's roster. The DX version was used to make the home version, which added a Campaign Mode wherein the player became a Federation or Zeon pilot and fought through the One Year War from the early skirmishes up until the final battle at A Baoa Qu.
Mobile Suit Zeta Gundam: AEUG vs Titans (2003): This first sequel shifted the story to the popular Zeta Gundam timeframe and introduced some new mechanics, such as Transforming Mecha. Like its predecessor, it later had a DX version which added in several Mobile Suits left out of the original release, added in the Awakenings system (Assault, Revive and Mobility) and was used to make the home version.
Mobile Suit Gundam: Gundam vs Zeta Gundam (2004): A sequel to the sequel, Gundam vs Zeta Gundam could be considered the "complete" version of AEUG vs Titans. It features every Mobile Suit from the previous games, as well as bonuses from Gundam ZZ: Judau and the ZZ Gundam, the Purus and their Qubeley Mk-IIs, and the ZZ version of Haman Karn. A home-exclusive release, the Campaign Mode from the previous two games was replaced with Universal Century Mode, where the player could explore the entire cast's role in the One Year War and Gryps Conflict, changing history by altering significant events and moving towards the best (for that faction, at least) ending.
Mobile Suit Gundam SEED: Alliance vs ZAFT (2005): Jumping to the Alternate Universe of Cosmic Era, this sequel focuses on Gundam SEED and greatly overhauls the game engine. The action is sped up thanks to several changes, including addition of Boost Dashing, melee combos made more plentiful and easier to execute, and the ability to activate Awakenings when your meter is only half-full. Later upgrades added in several Mobile Suits from Gundam SEED Destiny, including the five Second Stage Gundams and several custom ZAKUs from the first part of the show. The Playstation 2 port earned some flack for lacking any extra modes, a problem which was rectified somewhat in the Playstation Portable release.
Mobile Suit Gundam SEED Destiny: Alliance vs ZAFT II (2006): Focusing on Gundam SEED Destiny, this game's primary change from its predecessor is a greatly expanded cast list (with some re-balancing for the machines that appeared in that game) and the expansion of the Awakenings system similar to AEUG vs Titans DX (Speed for Mobility, Power for Assault, and Rush Mode from Alliance vs ZAFT. All with character specific effects...). Later upgrades added in the Strike Noir and Stargazer Gundam from the ONAGundam SEED C.E. 73 Stargazer, while the home version (dubbed Alliance vs ZAFT II Plus) adds in several slight variations to existing machines, such as Yzak Joule's GOUF Ignited and Andy Waltfeld's Gaia Gundam. Plus also features P.L.U.S. Mode, where the player takes on the role of Shinn Asuka and performs missions for the rest of the cast, earning new machines and making friends as he does.
Mobile Suit Gundam Extreme Vs. (2010): Released in arcades in late 2010 and in December 2011 for Playstation 3. The game resembles Gundam vs Gundam, but was rebuilt from the ground up with a few changes: Mobile Assists are only given to some characters, while every MS has a character-specific Super Mode dubbed an Extreme Burst, with several having Finishing Moves on top of that. It also uses a card system similar to Street Fighter IV that lets the player customize play options like the interface design and Mission Control. It is also the first game in the series to include mecha and characters from non-animated Gundam works, including Crossbone Gundam, Gundam IGLOO, and Gundam SEED Astray. The home version was released December 2011 for PlayStation 3 and gained several new units, including Blue Frame Second L and Gundam Dynames, not to mention DLC, which introduced Blue Destiny 1 among others.
Mobile Suit Gundam Extreme Vs. Full Boost (2012): Announced shortly before the home release of the original Extreme Vs., it was released in arcades of Japan in early 2012 and for Playstation 3 in January 2014 with EX-S Gundam added in as a code-activated PS3-exclusive unit.. The game adds a Combo Breaker feature, gives two choices of Super Mode, and gives everybody a Super Move. PS3 version will include Online Cooperative play mode, for anyone who wants to tackle the Arcade mode with another player across the globe. Several new characters have been introduced, with stories like Gundam SEED C.E.73 Stargazer and Hathaway's Flash joining the series.
Mobile Suit Gundam Extreme Vs. Maxi Boost (2014): Announced along with the home version of its precursor, Maxi Boost is the latest expansion to the game and a further refinement of Full Boost. Though the game reverts to a single Super Mode, a new ability called EX-Overdrive has been added, which can enhance the player's machine either in melee or ranged combat and can be combined with EX Burst to turn the tables of a battle. Naturally more characters are being added to the roster, most notably the debuts of Mobile Suit Gundam AGE (with the Asuno family in the AGE-1, -2, and -3) and Gundam Build Fighters (with Sei Iori's Build Strike, piloted by Reiji). It also sees the debut of an upgraded version of Leos' custom Extreme Gundam called Leos Type II Vs.
Amazing Technicolor Battlefield: The boss fight with the Strike Freedom in Next Plus takes place on a platform in multicolored space with the Devil Gundam's burnt-out husk in the background (presumably it's the Devil Gundam's stage after its defeat). The Turn A stage (the one with the White Doll statue) has a glowing Moonlight Butterfly-style sky. Extreme Universe is a variation since it's mostly metallic, but the floor is made of gigantic hexagonal pillars that Extreme Gundam can raise, drop, and destroy with its attacks.
And Your Reward Is Clothes: In Alliance vs. ZAFT II Plus' P.L.U.S. Mode, maxing a character's friendship will give them an alternate character portrait that shows them in civilian clothes and smiling at you.
Full Boost reintroduces the concept, letting the player choose between alternate costumes for their characters; for the most part this is simply choosing between their pilot suit and their uniform or civilian clothing.
Anime Theme Song: While the earlier games used background music from their respective series, Alliance vs ZAFT began the trend of throwing in theme songs, which continued into Gundam vs Gundam, where every show is represented by its theme (except for Zeta Gundam, due to the same licensing issues that plagued the US release).
Starting with Gundam vs. Gundam NEXT, each game has had its own theme song. NEXT's a remix of "Ai Senshi" by Gackt, Extreme Vs. had Linkin Park's "The Catalyst" from their A Thousand Suns album, and Full Boost has " FIGHT IT OUT feat. K(Pay money To my Pain)" by both Akihiro Namba and Takeshi Ueda. Maxi Boost has "Rave Up Tonight" by Fear, and Loathing in Las Vegas.
Art Shift: The Gundam vs. Gundam and Gundam Extreme Vs. games have character designs lifted from their respective shows and universes, which can make for a peculiar if not jarring mix in art styles.
Ascended Extra/Demoted to Extra: Zig-zags between these two tropes, as machines go from playable in one game to assists in another. A prime example is the Legend Gundam, which was playable in Alliance vs. ZAFT 2, vanished in Gundam vs. Gundam, returned in Next Plus as Destiny's Assist Character, then an enemy-only character in Extreme Vs. and Full Boost, and finally returning to fully playable in Maxi Boost.
In addition to this, several female characters like Elpe Puru and Cecily Fairchild suffered demotion between Next Plus and Extreme Vs., going from playable to being support characters.
Assist Character: Gundam vs. Gundam introduces Mobile Assists for every playable machine, with some (such as the Acguy) having separate assist-like moves. In Extreme Vs, assists are no longer universal, usually only possessed by the machines without enough weapons or moves to fill out the standard five-part moveset. Some machines (like the GP02A) have more than one Assist Character, which are "chosen" by holding in one direction or another while pressing the command.
Back from the Dead: AEUG Vs. Titans introduced the Revive Awakening, which lets you avoid death but costs one of your mobile suit's limbs (and everything connected to it, like weapons, shields, or abilities); it can be used multiple times, as long as you refill the meter beforehand. Gundam vs Gundam NEXT brought this ability back, but only gave it to certain machines which did this kind of thing in their home series. The Hyaku-Shiki loses its left arm, limiting its melee options and taking away the Mega Bazooka Launcher. The O can use this multiple times, first losing its head to no great effect, but losing its left arm and beam rifle the second. In the meantime, the Titan's Gundam Mk-II loses its left arm, which gets rid of its shield and its ability to reload, limiting it to what ammo it has left.
A couple of machines take this a step further, with a special "extra form" that it assumes upon being destroyed. The Zeong is reduced to just the head, which flies around and only has its Breath Weapon beam. In Extreme Vs., Gundam Exia turns into Exia Repair, which cuts it down to just its beam rifle and a stripped-down melee moveset.
Been There, Shaped History: Federation vs. Zeon Deluxe's method of handling events from the original anime is to basically throw the player right into the middle of it. From the Federation side alone, this results in situations such as the player rescuing Sayla when she takes the Gundam for a joyride, assisting Kai and Miharu in the battle over the Atlantic Ocean, assisting Amuro in destroying the Big Zam, and even killing Kycilia Zabibefore Char has the chance to. You even end up catching the eye of your side's supreme commander very early on, but other than that nobody seems to really notice you until the point the game decides you're on their level, unless you spent the level defending them.
Boring but Practical: Many low and mid-tier Mobile Suits are like this. Most of them don't really have flashy moves or potential one-hit kill attacks that the higher tier ones do, but they do usually have a well rounded moveset for both long and short range, meaning skilled players can make up for their shortcomings. Since they also have low costs, they can continue fighting again and again.
Bottomless Magazines: Averted in the traditonal sense, but MS that reload their guns manually like the Zeta and Unicorn Gundams never run out of magazines/e-pacs. Played straight by the Hyperion Gundam when it activates its N-Jammer Canceller, giving its beam SMG infinite shots until time runs out.
Breakable Weapons: In the UC games and the original Gundam Vs Gundam, shields only block damage if an attack happens to hit them, and can be destroyed if they take enough damage. If the shield has a weapon or special function linked to it, that disappears too. The Gundam X and Gyan suffer the worst from this, as their shields house important weapons (the former's beam rifle and the latter's missile and bomb launchers). Losing the shields reduces them to just melee (and, in the GX's case, vulcans).
The Gundam and ZZ can benefit from this, as losing their shields gives them access to Dual Wielding saber attacks.
Some weapons are "breakable" in the sense that, when they run out of ammunition, the MS discards them and swaps over to another. The Gouf Custom does this, ditching the Gatling shield in favor of the much weaker triple Gatling, while the Turn X (in Next Plus) starts with its beam rifle, swaps out for its bazooka, and then fires beams from its right hand.
The Rick Dias further extends this system: in one armament configuration, it is armed with two beam pistols, of which one is always kept on a storage rack on the mobile suit's back. "Reloading" consists of swapping the pistol in hand with the one on the rack, as the pistols only recharge while on the rack (the ammo count of both pistols is tracked separately but displayed together).
Capcom Sequel Stagnation: May be setting in, as Extreme Vs. was followed by Extreme Vs. Full Boost and then Extreme Vs. Maxi Boost. Ironically, ExVs was developed after the franchise moved from Capcom to Bandai Namco.
Cast Speciation: Maxi Boost began introducing alternate versions of existing characters, like an RX-78 Gundam that combines with the G-Armor, an armorless ZZ Gundam, the Perfect Strike Gundam, or the Avalanche Exia. The originals are still there, but Namco tried to make both machines distinct; for example, the original Strike Gundam form-changes between the Aile, Sword, and Launcher packs at willnote And it has the IWSP pack while the Perfect Strike uses weapons from all three at the same time.
The DLC from Full Boost consists almost entirely of slightly tweaked versions of existing MS, with new pilots, reduced costs, and one or two new moves. For example, there's a version of the Infinite Justice piloted by Lacus Clyne which relies heavily on the Strike Freedom as an Assist Character, or a version of the Gundam Mk-II piloted by Elle Vianno which loses the Super Gundam transformation in favor of assists from Beecha's Hyaku-Shiki and Iino's Zeta Zaku.
Character Select Forcing: Some of the mission mode stages will force you to use a certain machine. This is especially apparent in Next Plus' Plus Mode, which features routes that loosely re-create the events of the different Gundam anime.
Charged Attack: Alliance vs ZAFT introduced the Hold variety of this; the Charge Meter appears in the ammo indicator for the weapon to which it's linked.
Extreme Vs and Extreme Vs Full Boost makes some modifications to charged shots in some units, such as X-1 Full Cloth, Banshee, Wing Zero TV Version, Crossbone X-3 and Gerbera Tetra. Filling up the Charge Meter for the appropriate slot activates a timer-based function for them: Peacock Smasher for X-1 FC and Muramasa Blaster safety release for X-1 FC and X-3, Destroy Mode for Banshee, ZERO System for Wing Zero TV Version, and Sturm Booster for Gerbera Tetra.
Cherry Tapping: Pretty much any tertiary weapon (i.e., Gundam's Vulcan cannons) is like this, though there are some exceptions.
In Extreme Vs. Full Boost, Sazabi's Burst Attack involves dropping a miniature Axis on the map.
Composite Character: A couple of the machines in Extreme Vs. combine elements of past incarnations; for example, Next Plus had both versions of Wing Zero as separate characters; ExVs combines their best aspects into a single character. When the TV Wing Zero was re-introduced in Full Boost, it was given an entirely new moveset.
Extreme Gundam and its Leos counterpart can be considered these as the units weapons packs are based on recurring Gundam archetypes.
Taken up a notch in Maxi Boost with the Valiant Surface which combines and refines all of the aspects and weaponry of Leos' Extreme into a single perfect unit.
Continuity Nod: Fed vs Zeon has a rather hidden nod to the famous Lost Episode "Doan's Island" (besides the eponymous island being one of the stages). In the Federation Mission Mode, after Garma dies, a stage opens up in the Pacific that sends you to Doan's Island and pits you against a single Zaku II that only uses melee attacks. The stage is very easy to miss, since it's only available immediately after Garma's death; if you do any other mission first, it's Lost Forever.
Nearly every one of the original Gundam's animations is a reference to something it did in the anime, no matter how obscure; even one of the animations for firing the beam rifle at an opponent that's behind you is based on a recurring shot from space battles where Amuro would fire it one-handed from underneath the other arm.
Gundam Vs Gundam and Next Plus include both the Gundam GP01 and the Full Burnern variant from Mobile Suit Gundam 0083: Stardust Memory. Much like how Kou acquired it in the OVA, you can't select the Fb variant from the start, but instead respawn with it if you're shot down while using the original.
The Extreme Vs games take this to an interesting extent, as all the units in the game explode in series-accurate ways when shot down (CosmicEra MS have pink explosions, GN Drive-powered MS release their stored GN particles when defeated, etc).
Defeat Means Friendship: Averted in P.L.U.S. Mode, where beating up on a character will make them think less of you; if you want to befriend them, you have to do missions with them and avoid attacking them.
Degraded Boss: In Extreme Vs., the Divinidad Boss Fight comes in two forms: one is a standard boss battle against a single powerful machine, while the other involves fighting several weaker Divinidads before the real Dogatie shows up, mimicking the Final Battle of Crossbone Gundam.
Divergent Character Evolution: Next Plus introduced both the TV and movie versions of Wing Zero; the Endless Waltz version is slightly more melee-focused. This was retained when the TV version was brought back in Extreme Vs. Full Boost and was made more range-focused.
Even earlier than that, the Alliance vs. ZAFT games had the Aile Strike and Force Impulse Gundams, whose main distinction was their melee attacks (which fits with the mythos, since the Impulse was basically just a next-generation Strike). Gundam vs. Gundam started the divergence by letting the Strike change between its Aile, Sword, and Launcher Strikers on the fly, while the Impulse was stuck with the Force Silhouette but instead got all the tricks Shinn used to destroy the Freedom Gundam. Extreme Vs. added the Strike's IWSP pack from SEED-MSV, and when the Impulse returned in Full Boost it gained the ability to swap between Force, Sword, and Blast forms, while Force is almost completely unchanged from Gundam vs. Gundam.
Downer Ending: Gundam vs Zeta Gundam has a route that results in the events of Char's Counterattack happening early, and boy is it depressing. It starts when both Lalah and Sayla are killed during the One Year War; jump ahead to the Zeta era, where Char and Haman lead the Axis Zeons against the Federation; Haman and Kamille are killed at Luna 2note An assumption, since both get special dialog if shot down on this stage and don't show up in later stages whether or not they lived. The game doesn't give an out-and-out ending for this, but Fridge Logic suggests that tihngs went From Bad to Worse, since without Nu Gundam and the psychoframes, there's no way Amuro can stop Axis...
Downloadable Content: Extreme Vs. has Zeong, Blue Destiny 1, The-O, Gottrlatan, Freedom Gundam and Arche Gundam. To coincide with The Best re-release of the game, both the Xi Gundam from Hathaway's Flash and the GP03 Dendrobium Stamen from Stardust Memory were released (both being Y500 apiece like the 1st 6), alongside a DLC pack which has the 1st 6 DLC in one bundle for Y2000. Later, the Arios + GN Archer, Strike Noir, Zaku III, and Astray Gold Frame were also added.
The first press run of the game included a code to unlock the Hi-Nu Gundam; it was later made available as free DLC (everything else is Y500 a unit). The same thing is going to happen with EX-S Gundam at Full Boost.
Full Boost is also getting its own selection of new characters; the first announced, as Day 1 DLC, are Johnny Ridden's High Mobility Zaku from MSV, and Lacus Clyne in the Infinite Justice from SEED Destiny. Unfortunately, many of the upcoming DLC units appear to be "clones" of already existing units with a different pilot (Quatre in the Wing Zero, Kamille in a Titans Gundam Mk-II, Lunamaria in the Impulse, etc), and very few actually new Mobile Suits, most being official palette swaps of existing units like Andrew Waltzfeld's Gaia Gundam and Gato's Gelgoog.
Dualvertisement: Between Extreme Vs. and Gundam EXA, the manga celebratingGundam Ace Magazine's 10th anniversary. The Final Boss of both games is EXA's villainous ex- and his Extreme Gundam, while Full Boost makes protagonist Leos Arroi playable with his own custom version of Extreme, and his partner Cecia Avea joins as a navigator.
Duel to the Death: In Alliance vs ZAFT II Plus, one of the Enemy missions with Andrew Waltfeld is this; you're dropped into the map back-to-back with a single hit point, meaning first blood wins.
Dummied Out: In Gundam vs Gundam NEXT Plus, hacking can be used to gain access to normally unplayable machines like the bosses or the MS added for Next Plus Mode. The Next Plus mecha are incomplete, with maybe one or two attacks...with a couple of exceptions. Buster, Blitz, and Lunamaria's ZAKU were mostly copied over from Alliance vs. ZAFT, while Sandrock Kai was included for a stage where you fight the entire Wing Team. Hacking these four as playables shows that they're already mostly complete, only really lacking voice clipsnote All the more unfortunate for Sandrock, since Quatre's seiyuu Ai Orikasa is already in the game as Fara Griffon., assists and balanced stats.
Extreme VS has renders of various mobile suits such as Gundam AGE-1 and the G-Armor as well as the Striker Custom from Gundam Katana. However, the first two units would never see action until several years later with Maxi Boost. Bits of data also refer to other units like the EX-S which later became DLC for Full Boost as well as an ELS unit.
Early-Bird Cameo: Banahger Links with the Unicorn Gundam and Marida Cruz with the Kshatriya appear in Gundam vs Gundam NEXT before the actual Gundam Unicorn anime.
Everything's Better with Spinning: The Gundam has a jumping spin slash, the Guncannon has various roundhouse kicks, and the Gelgoog can spin its beam naginata to deflect attacks; Double Zeta has a spinning piledriver; God Gundam's God Slash Typhoon; Wing Zero has its famous Rolling Buster Rifle attack, while Epyon has a spinning sword slice; The O has its own spinning slash; As well as Leos' custom Extreme Gundam with a spinning slash at its basic phase.
Excuse Plot: Gundam vs Gundam. Devil Gundam taking over arcade machines? Who cares, let's get to the fighting.
Extremity Extremist: The Gouf, as well as the God and Master Gundams, have extremely few ranged moves, focusing almost entirely on melee combat; Gundam Epyon has absolutely none, fighting only with a heat whip and beam sword.
This gets changed up a little in Extreme Vs, where God and Master have more standard ranged attacks, but are still melee focused. This also applies to the Susanoo, which lacks a standard projectile, instead having a move which powers up its melee attacks (though it does still have the beam chakram and Tri-Punisher).
In Extreme Vs. Full Boost, the aforementioned Gundam Epyon makes a comeback since its last appearance from Next Plus. Its moves are all still set to pure melee, and its Assist Character is removed, emphasizing more on heavy melee combos, as shown here.
Yes, an Epyon player would have to go Leeroy Jenkins on 2v2 PVP matches, eating much damage before dealing that much to the enemy, due to this.
Rather prominently, Gundam vs Zeta Gundam has routes where the three main characters each end up with the Titans for various reasons. For Amuro, he and Lalah defected from the war and both ending up working willingly for the Newtype Labs. For Kamille, his parents were killed by the AEUG's attack on Green Noah, leading him to join the Titans for revenge. For Quattro, his story is an extension of the Project Zeta storyline, and he defects to the Titans after causing Garma's death as per the original series.
Fanservice: Non-sexual variety: Allowing the player to go to town with their favorite Mobile Suits is a pretty big draw for Gundam fans.
Crossbone X-3 whirls Giri's Quavareze around by its tail and throws it to the target, with the damage increasing depending on how long you delay the move.
Corin's Kapool can fling Miashei Kune's Kapool at enemies as well; if it connects, it glomps onto them, temporarily lowering their speed.
Finishing Move: Extreme Vs adds these, usable only when the player is in Extreme Burst Mode. Examples include the 00 Gundam's Raiser Sword and Strike Freedom's METEOR Full Burst. Only a part of the units then have EX Burst Attacks. By Full Boost however, ALL units are given each an EX Burst Attack.
For Want of a Nail: The Project Zeta storyline in Gundam vs Zeta, where Garma Zabi doesn't die, which leads to Ramba Ral and the Black Tri-Stars surviving as well and eventually to Zeon conquering the Federation at Jaburo.
In Spite of a Nail: The outcome of this storyline is the Federation rebelling against Zeon during the Zeta era, which is literally just the original Gundam series' events played out with more powerful MS.
Fragile Speedster: Waltfeld's Gaia Gundam moves faster than Stella's and has better melee combos, but has below average HP compared to other units in its tier. The Hambrabi also has thin armor.
Game-Breaking Bug: In Extreme Vs, a bug can give the 00 Gundam permanent Trans-Am (which includes defensive teleportation in the form of Quantumization, making it nigh-on impossible to hit).
In Maxi Boost, the Hyperion Gundam also has a mode that gives it invulnerability for a short amount of time, as well as there being a bug to make it permanent. Might or might not be fixed for the console release though
Glass Cannon: Arios in Extreme Vs. is a combination of this and Fragile Speedster; it only has 300 HP (tied with the GunEZ and Hildolfr), but it's one of the fastest 1000-tiers in the game and can bring some nice firepower to bear thanks to its missiles, rolling fire attack, and permanent invincible GN Archer assist.
Good Counterpart: Leos' Extreme Gundam is this for the boss version, with his three forms (Xenon, Eclipse, Aios) explicitly lining up with the Tachyon, Carnage, and Ignis respectively. Most of its moves are copied directly from their counterpart, meaning you can see what it's like to be on the giving end of those attacks rather than the receiving end.
Invisible Wall: Alliance vs. Z.A.F.T. replaced the older games' mission boundaries with these. Unlike the normal version of this trope, this is actually a good thing, since the boundaries were frustratingnote going outside would get you auto-piloted back, leaving you completely open to attack, annoying note "You've left the mission area, please return!", and slowed down the game.
If Mu La Flaga (Akatsuki) is partnered with Quattro Bajeena (Hyaku-Shiki), he'll say "Yours is golden too, huh? Well then, let's show them our Golden Combination!"
When you partner Char (piloting Sazabi) and Zechs (piloting Epyon), they give a lot of back-and-forth monologues in which they give off their anti-Earth rhetoric; one of Char's post-battle quotes further lampshades the fact that Zechs' attitude is an act by having him ask if Zechs is really serious about his ideals.
Then you have inter-universe commentary in regards to mobile suits. Some examples include Shinn mistaking Char's Red Zaku for Luna, Domon wondering if Akatsuki and Hyaku Shiki are in Hyper Mode and Ribbons noting that the classic Gundam looks like 0 Gundam but without a Solar Furnace.
Last Chance Hit Point: The Revive Awakening from the UC games lets you stave off death, but costs a limb (and any weapons or abilities tied to it) in return. The crossover games give a similar ability to units which kept fighting in spite of damage in their home series; examples include the Zeong's head detaching or Exia turning into the Repair version.
Patrick Colasour's GN-X III in Full Boost. It it has exceptional mobility for a 1000-cost unit, a temporary Super Mode, and careful management of its two weapons (the GN Lance Machinegun and GN Beam Rifle) means you'll never run out of ammo. However, its Burst Attack involves grabbing the opponent and blowing them up, dealing massive damage while reducing the GN-X to 1 HP. Shades of Dan Hibiki...
Lightning Bruiser: The Strike Noir in Alliance vs ZAFT II and Turn A and Unicorn Gundams in Gundam vs Gundam NEXT; the Noir is actually banned from tournament play in Japan, while the Turn A and Unicorn have their own balancing factors.
Luckily My Shield Will Protect Me: In the Universal Century games and the first Gundam vs Gundam, some MS carry shields which absorb hits if they just so happen to be in the path of the attack, but will "break" if it takes too much damage (and you lose any weapons it carries. In the SEED-based games, Next Plus and Extreme Vs, shields are used by tapping Back then Forward, never break, and can completely block anything that hits them from the front, no matter whether it's simple vulcan bullets or a BFG that completely washes over your machine and should, by all rights, obliterate it. In a recent update, Extreme Vs gave every single MS the ability to Shield Guard whether or not it actually has a shield (if it doesn't, it just blocks with its arms).
The Extreme Vs. version of 00 Raiser takes this to greater heights by having a 360 degree guard. Meaning it blocks any attacks from any direction as long as it's guarding.
And Xi Gundam comes in to join the three, well maybe at an even better level. Why? It fires additional two Funnel Missiles every time it fires its beam rifle; it deploys six funnel missiles for its sub weapon, which will be increased by four when Minovsky Craft is activated; it fires numerous funnel missiles as its second charge shot; it fires additional six funnel missiles every time it fires its double beam cannon. And even MORE at its EX Burst Attack.
In the MA Bosses' side, there's the Extreme GundamMysticPhase that tops all the other MA Bosses. It has Xi Gundam's funnel missiles and it fires them to you in storms.
Subverted when the FA Unicorn is at it's "Awakened" formnote This is achieved when the FA Unicorn detaches its boosters, then after purging its armaments in its second form—ultimately the third form of FA Unicorn where it loses it's missiles and grenades.
In the sequel of Extreme Vs, Full Boost, Leos' custom Extreme Gundam sports this trope also at its three power suit-like "Phases": ZenonPhase, EclipsePhase, and AiosPhase.
Mighty Glacier: The Power Awakening turns your character into this, beefing up the damage you deal and granting resistance to hitstun (unless you take a big enough hit to knock you down).
At Extreme Vs, this was applied to only some of the units in standard play. For example: ZZ Gundam has 20% resistance to damage, and a passive resistance to most hitstuns while it performs the startup animation of its attacks—-albeit only when its Full Armor is not purgednote ZZ purges its Full Armor when it attacks with the Hyper Mega Cannon; then, both Zeta and ZZ have resistances to all hitstuns when the Biosensor Rage mode is activated, with ZZ regardless of whether the Full Armor is purged or not.
However, this was applied to most units when they are performing their own EX Burst Attacks.
Extreme Vs Maxi Boost adds more features to the Mission Control characters by allowing them to interact with you while you are in the game. As of the first LocTest (Location Test) of Maxi Boost, only Murrue Ramius was seen doing this, as she was the only Mission Control character placed for the test.
Mood Dissonance: Depending on who the enemy is or what particular scene a boss battle is based on, it can be a bit jarring at times to hear the triumphant victory chime.
Not So Different: In Gundam vs Zeta, Kamille's Titans route gives him a final battle with Amuro; at several points during the fight, they both shout out various stock phrases (like "Why you!" and "I'll get you!") in perfect unison.
Offhand Backhand: The Hyaku-Shiki performs a gun-based version of this if you fire its beam rifle at an enemy behind you.
In Extreme Vs Full Boost, several more are introduced that perform a similar function as this, such as Rebornsnote It fires its GN Large Fin Fang instead of its Buster Rifle when shooting targets behind it and Rozen Zulunote One of its INCOM arms will detach and fire to the enemy behind it.
One Steve Limit: Gundam vs. Gundam mostly had this in effect, but then Next Plus introduced the Titans' Gundam Mk-II and all three of the Qubeleys. Maxi Boost goes a step beyond, introducing the Gundam + G-Mechanote Namely, the G-Armor fighter plane which Tomino gladly removed in the movie trilogy, Avalanche Exianote A variation equipped with high mobility armor, and Perfect Strike Gundamnote From the HD remaster of Gundam SEED, as well as making the basic ZZ Gundam and the Full Armor version separate charactersnote In past games, the Full Armor ZZ would lose the armor if it used its hyper-mega launcher + missiles attack.
Orgasmic Combat: Tifa from Gundam X spouts some rather naughty lines in the Gundam DX, complete with orgasm scream when DX dies during the final blow. Just use the DX in Arcade and you will know why. Luckily averted starting with Extreme VS, where Tifa only says "No!" when defeated (Alongside Garrod going "Tifa, TIFA!!!" and also a defeat groan from him).
Original Generation: As mentioned under Dualvertisement, Extreme VS draws from the manga Gundam EXA for new characters. The final boss is evolution-obsessed ex- and his Extreme Gundam. Extreme VS Full Boost adds protagonist Leos Arroi and his own custom Extreme Gundam, as well as his partner Cecia Avea as Mission Control.
Palette Swap: Subverted; the various custom-colored machines (such as Char's Zaku II and Heine's GOUF Ignited) all play differently from their baseline counterparts and each other.
Patchwork Map: Gundam Vs. Gundam, emphasizing its Crisis Crossover nature, gave each series a map that was thrown together from random locations and plot elements. Gundam Wing gets off relatively light, its map being the Sanc Kingdom with Libra visible in the sky; meanwhile, G Gundam gets a map that throws together landmarks from all over the world on a Floating Island colony surrounded by beam ringposts.
Popularity Power: All over the place. The most popular shows get the most MS (First Gundam and Wing each have seven in NEXT Plus), while popular characters get all or most of their MS, like Charnote gets his Zaku, Zeong, Hyaku-Shiki and Sazabi in NEXT Plus and Kiranote gets the Strike, Freedom, and S-Freedom, and even things like the Acguy, which was a complete and total joke in the original series, gets a loving treatment because fans adore the Ugly Cute little bugger.
There's also what might be called Shilling Power, as Gundam 00 and Gundam Unicorn, the shows Sunrise is really trying to push at the moment, get a lot of attention. In Extreme Vs., 00 gets eight MSnote 00-Raiser, Cherudim, Susanoo, Exia, 00-Qan[T], and Raphael, with Dynames joining in the home version and Arche being DLC, and all four Unicorn MS (Unicorn, Kshatriya, Sinanju, and Delta Plus) get Super Moves, making it the only series that can make that claim. Not to mention that both series get three operators apiece, including some questionable choices like Nena and Micott.
Maxi Boost takes things to the point of absurdity, with no less than five different mobile suits piloted by Setsuna F. Seiei — the Exia and 00 Gundam/Raiser from the Gundam 00 TV series, 00-Qan[T] from the movie, and Avalanche Exia and 00 Gundam Seven Swords from the 00V line.
A more literal expression from Extreme Vs., where Bandai-Namco held special events to determine what would be added to the game first. The first event was Deathscythe Hell and Relena versus Crossbone X2 Kai and Cecily (Winner: The Wing cast), the second was Ghiren Zabi versus Lacus Clyne (Winner: Gihren), and the third and final pitted Crossbone Full Cloth against Raphael Gundam (Winner: Full Cloth). Of course, everything ended up being in the game after all, the winners just got in a week or two earlier than the losers.
Then Full Boost continues such events. The first event was Hambrabi versus Gundam Mk-II (Winner: Hambrabi). The Gundam Mk-II that lost the poll in the process is then contested in the second event, where it's to battle Gundam X-Divider (Winner: Gundam X-Divider). The third was Crossbone X-3 versus Gerbera Tetra (Winner: Crossbone X-3). As EXVS did, the winners are unlocked weeks to a month earlier than the losing ones.
Power Creep, Power Seep: Can you really say, with a straight face, that Amuro Ray's Gundam is as good a machine as things like the Gundam F91 and the Akatsuki?
Relationship Values: In P.L.U.S. Mode of Alliance vs ZAFT II Plus, each character's attitude towards Shinn determines how the AI handles them; if they like you, they'll defect to fight alongside you, but if you've pissed them off they'll jump ship and try to kill you. Get a character's friendship to max, and you can opt to play as them rather than Shinn.
Scoring Points: The Universal Century games were notoriously strict with their scoring system, due to ranking Accuracy and Evasion. The Cosmic Era games lightened things by restricting the score to number of enemies shot down, damage taken, and time remaining. Scoring high enough in any game in the series earns Nintendo Hard bonus stages.
Self-Destruct Mechanism: In Alliance vs ZAFT II Plus' P.L.U.S. Mode, an AI-controlled Athrun can attempt to perform the Aegis Gundam's self destruct grapple from the famous deathmatch between himself and Kira. In Gundam vs Gundam, the player can perform the move on command. And of course, Wing Zero self destructs as part of its Defeat Pose.
Extreme Vs and its sequel Full Boost adds in more, like Zaku III-Kai's self destruct grapple. Played for Laughs with the GN-X III's self-destruct maneuver: it's piloted by "The Immortal" Patrick Colasour, so it survives with a single hit point.
Set Right What Once Went Wrong: The sure-fire method of getting the happiest ending in Gundam vs Zeta Gundam Universal Century Mode is to avert as much tragedy and death as possible.
Shout-Out: Several attacks from Street Fighter snuck their way into the game, including the Shoryuken, Spinning Piledriver, and Spinning Bird Kick. Since Capcom made this series, this should come as no surprise.
Interestingly, God Gundam has a nod to SNK, as one of its melee combo strings ends with Dragon Punches thrown with alternating arms, like Yuri Sakazaki's Yuri Chou Reppa.
In Extreme VS., the God Gundam has a melee string that uses the Shoryurappa.
Rise of Incarnates, a PC game made by Bandai Namco for Western audiences, produced with the combined efforts of the teams behind Extreme Vs., Tekken, and the Soul Series. The official press information for the game even name-drops the Gundam Vs. Series.
Sphere of Destruction: Alliance vs ZAFT II included the Windam Missile Type, whose entire draw was being able to fire nuclear missiles. Several weapons in Gundam vs Gundam have similar effects, including the Zaku Kai's hand grenade traps, Gundam Physalis's atomic bazooka, Zanneck's mega beam cannon, Gundam Spiegel's explosive kunai, Wing Zero's twin buster rifle, and Gundam Double X's twin satellite cannon, and Turn A's hand-thrown nuke. Extreme Vs brings most of these back while adding in a couple more, like Crossbone X-1 Kai's atomic shell.
Suicide Attack: In Next Plus, Aegis Gundam can grapple an enemy and self-destruct. In Extreme Vs., the Zudah can ram an opponent while in Overboost Modenote making matters worse, it self-destructs whether or not you connect with the attack. In the same game's Trial Mission Mode, the GM (Mobile Suit Gundam MS IGLOO version) and Gaga also do this; there's even a mission where you fight nothing but suicide-happy Zudahs, GMs, and Gagas, with the ultimate goal of just surviving.
In Extreme Vs., both of Graham Akre's MS (the Susanoo and Brave Commander Test Type) have a Seppuku attack where they spin around and stab themselves through the "gut" with their blades. It does incredible damage if it hits, while Graham's machine suffers damage and crumple-stun either way (and yes, it can kill itself this way).
Subverted with Patrick Colasaur in the GN-X III: when it performs a "Suicide" attack, it survives with 1 HP, a reference to Patrick miraculously surviving just about everything in the series.
Super Mode: In the Universal Century and Cosmic Era, there are Awakenings: Assault (increased damage and super armor), Mobility (increased speed and boost), and Revival (Back from the Dead). The SEED games rename the former two to Power and Speed, and replace Revival with Combo (infinite ammo and the ability to combo pretty much anything into anything else).
In Gundam vs Gundam, several machines have unique Super Modes, including the Zeta Gundam (Biosensor Rage Mode), Gundam F91 (M.E.P.E. Mode), Shining, God, and Master Gundams (Meikyo Shisui), Turn A Gundam (Moonlight Butterfly Mode), Freedom and Strike Freedom (S.E.E.D. Mode), and Gundam Exia, 00-Raiser, and Reborns Gundam (Trans Am Mode). The O has the ability to use all three of the old-style Awakenings.
Extreme Vs restores Awakenings, now called "Extreme Bursts" and character-specific; for example, the 00 Gundams get Trans Am, Freedom and Justice get S.E.E.D. Mode, Nu Gundam gets Psychoframe Resonance, etc.
Full Boost splits Extreme Bursts into two separate varieties: A(ssault)-Burst, which makes you faster and more powerful, and B(last)-Burst, which buffs your defense and increases the range of your attacks.
Maxi Boost goes back to just the original Extreme Burst, but adds in a second Super Mode called EX-Overdrive. Overdrive is separate and distinct from EX Bursts and is triggered by meeting certain conditions in battle. It comes in two flavors, the melee-centric F(ight)-Drive and the range-centric S(hoot)-Drive.
Super Move Portrait Attack: A character portrait flashes up when you activate your Awakening in the older games; in Gundam vs Gundam NEXT, one flashes up if you land the attack that ends the battle.
In Extreme Vs, you get one if you activate your Extreme Burst when the gauge is full.
In Extreme Vs Full Boost, it's upgraded: you get one even if you activate your EX Burst half-full, albeit cropped to the character's face and surrounding parts only.
In Full Boost Hambrabi can call in the two other Hambrabis and assist him in attacks. Also, the now-2000-cost Kapool features the tag team of Corin Nander and Sochie, with Miashei as assist. There are several moves that feature the three Kapools doing a Combination Attack.
There Is No Kill Like Overkill: In Extreme Vs, Wing Zero's Finishing Move is a three full-power Twin Buster Rifle shots in rapid succession, while the Double X's is a G-Falcon empowered Twin Satellite Cannon along with two GX-Bits firing their Satellite Cannons. Then taken even further with the X-Divider, which has it firing a Satellite Cannon alongside four G-Bits also firing Satellite Cannons.
Throwing Your Sword Always Works: The RX-78 Gundam (beam javelin), Altron Custom (twin beam trident), Double X (hyper beam sword) and Exia (beam daggers) in Gundam vs Gundam and NEXT; Altron's functions like a Precision-Guided Boomerang while the other three stun the opponent. In Extreme Vs, Char's Gelgoog has two different naginata throw moves, one identical to Altron's and another working like the RX-78's. In Full Boost, Marida's Banshee throws two beam sabers at conical range. Gai's Blue Frame has him tossing his massive sword like a boomerang
Victory Pose: Used extensively, along with Defeat Poses. Later games have the winner have different poses depending on what attack they finished the opponent with.
Vocal Dissonance: In North America, Mobile Suit Gundam and Zeta Gundam were dubbed by two different groups because of a voice actors strike. The US version of Gundam vs Zeta Gundam uses both groups, creating an odd dissonance between the One Year War and Gryps Conflict versions of characters. This is especially noticeable in the Project Zeta What If? route, where the events of the original series take place in the Zeta era, meaning you'll have Amuro talking with Matthew Erickson's voice when he suddenly shouts something about Char in Brad Swaile's.
This creates another odd moment in the Project Zeta story where Mirai refers to the Argama as White Base, because of recycled vocal samples (in the Japanese version, the dialog was redone by the original actors and thus this isn't an issue).
Whip Sword: Crossbone Gundam X1 Kai has an interesting twist in Extreme Versus: it throws its beam zanber into the enemy machine, grabs the hilt with its scissor anchor, and then spins rapidly, lashing his opponent repeatedly.
Wrestler in All of Us: Several MS have throws among their melee strings (God gets a back drop, Spiegel gets the ninja staple Izuna drop, and Epyon gets a Bird Mode Spinning Piledriver), but the championship belt goes to Judau's ZZ Gundam, which uses grapples and throws almost exclusively.
Full Boost adds one more unit to this trope: Leos' Extreme Gundam Xenon Phase. One of his moves copies God Gundam's grapple and Heat End.
...As well as several tropes from the Gundam franchise.