YMMV / Dynasty Warriors: Gundam

  • Anti-Climax Boss: Musha Gundam In Heero/Jerid/Master Asia's Original mode.
  • Catharsis Factor: Oh, so much. Especially because of all the explosions and robot body parts flying everywhere.
  • Demonic Spiders:
    • The independently-launched funnels of Haman's Qubeley in the second game's Official mode. What makes them into significantly more pain in the ass than the funnels of the other boss suits that have them (the Nu Gundam, the Sazabi and the Alpha Azieru) is that they rapid-fire, stunlocking you almost instantly if you get hit. And did we mention that Haman is still attacking you in the meantime?
    • The METEOR-equipped Strike Freedom and Infinite Justice in Reborn. Generally, this upgrade is restricted to Burst mode and times out after about 30 seconds, but there are one or two missions where they get it permanently. What does this mean? Melee attacks that have five times the reach of your own, missile spam that leaves very few openings to attack, and complete immunity to getting stunned by anything. Pray you don't meet them in a melee-centric mobile suit.
  • Ensemble Darkhorse: The team-up of Domon, Zechs/Milliardo and Ple is quite popular with Gundam fans. If only for the sheer ridiculousness of the team members' antics and interactions.
    • The team-up of Yazan Gable and Gym Ghingnham have been very popular as well. So much so they, along with their respective mobile suits, received upgrades in Dynasty Warriors Gundam 3.
  • Foe Yay: One of Judau's lines, after defeating an enemy officer, delivered quite flirtatiously: "We gotta get together sometime after the war." And yes, he will say this to anyone, ranging from home series antagonist Haman Karn, to Domon Kasshu, to Ramba Ral. This was tweaked in the third game; now his line is "I hope to see you again - in peaceful times."
  • Game Breaker: Equipping the "Overdrive" skill on Wing Gundam Zero, God/Burning Gundam, Zeta Gundam or Turn A Gundam in the second game. Especially Turn A Gundam, which basically lets you run around nuking the field.note 
    • Two other skills include "Ace Pilot" which boosts base attack and defense by 10% every 100 kills, or 1 for every 10, and "Moonrace" which gives a random stat boost every 50 kills. Comboed with Overdrive and the right suit, and you can power up to insane levels if you take the time by clearing Mooks out before the bosses.
    • Master Gundam with "Overdrive" and "High Tension" can potentially 1HKO Ace Pilots.
    • Nu Gundam's most powerful charge attack is a 1HKO.
      • This was sadly nurfed in 3 though.
    • Strike Freedom Gundam. Its charge 5 attack is hardly ever blocked (even if the enemy was blocking before), and its charge 6 can instantly fill your SP bar when used on a group. This combined with SP Boosters like 'Overdrive' and 'High Tension' makes for a powerful combination.
    • Overdrive and Ace Pilot were made a lot harder to get in the third game. Fortunately Deathscythe Hell doesn't need either. Its charge 6 moves you into groups without taking you high off the ground, letting you charge up for a ground SP that's an instant unblockable KO; the bars you have only determine whether this applies to the ace in front of you or the 40 enemies around him too. And on the off chance you missed or didn't quite finish your kill, the cloaking device activates after that - and apparently that makes you invincible too.
    • Palace Athene doesn't have melee skills because it doesn't need them. C3 is ace-killer, C4 is good for crowd control and filling SP gauges. And as rank 2 MS it can use SP-attack three times in a row.
    • Heck, go back to the first game, Wing Zero was so over-powered in that game that it made every other unit look completely weak by comparison. Heck, after going through a story mode with a character in their unit, you could then switch to Wing Zero and easily get to 1000 kills, save allies that died, beat bosses that gave you trouble, ETC with little to no trouble at all, simply because Wing Zero's Buster Rifle had auto-piercing skills and could mow down rows of enemies easily.
    • Musha Gundam Mk 2's Air SP has extremely high power that goes straight through anything, a great strategy for online.
    • in DWG3, The Double X and its air SP attack (which clears entire fields in one shot, and does the same to aces with 3 SP) makes online mode a joke.
      • Give the Double X the Giant Killer ability and the rank 4 combo enhancement and watch the health melt off Mobile Armors, even at max difficulty.
    • The Unicorn Gundam as well - its charge 6 attack basically lets it clear fields with a few blasts of the Beam Magnum, and using an SP Attack causes it to go into Destroy Mode and get boosts to damage and speed, as well as a changed moveset that's good at both one-on-one and field combat. Not to mention that it's one of the easiest Gundams to get unlocked since its principal pilot is one of the initially unlocked pilots.
      • Equip it with a Minovsky Drive, Long Reach, and Sniper, and its pilot with Serene Mind, One Man Army, and Ace Killer, and you get a combat monster unstoppable at any range, blindingly fast, which can spam Destroy Mode and has advantages over both fields of enemies and enemy Aces. (Overdrive is an acceptable sub for Serene Mind, because the Unicorn's combo SP is quite possibly the best such attack in the game.)
    • One that not a lot of people realize because of it's relative obscurity, but the GP 02's aerial SP is essentially it's combo SP attack, only without the unnecessary bazooka-flailing. It launches a nuke right into the ground, for boatloads of instant, unblockable, high-coverage damage. At a level 3 charge, that attack can one-shot some enemy commanders. It's like an overdrive'd Turn A with way better combos, though it is much slower unless you slap a Speedster mod on it.
    • The Zeta Gundam in the second game is an utter terror against mobile armors. The half-circle Beam Spam its C6 attack fires already does significant damage to massed mooks but against mobile armors, each beam is considered to have hit individually - a point-blank attack against a knocked-down mobile armor takes off a good 40% or so of the target's health on Hard difficulty! And that's without any upgrades or pilot abilities; you just need to knock the mobile armor down with a well-timed smash attack then run up to it and blast away. Repeat three times: one dead mobile armor and one unscathed Zeta Gundam.
      • This can apply to any mobile suit that uses an attack with multiple beam shots. Equip it with Zero Range Shot (a very early equip that supercharges ranged attacks if they are fired point-blank), and mobile armors become a joke, even on the highest difficulty levels.
    • From Reborn, the Full-Armor Unicorn, full stop. Essentially everything that is good about the regular Unicorn is dialed up to eleven. Pretty much all of its attacks involve copious amounts of Dakka, Beams, Missiles, or in the case of its Destroy Mode, all of the above.
    • Another DLC unit, the Dendrobium Stamen. On top of having Macross Missile Massacre attacks, long reaching wave motion beam shots and an I-field, has a Charged SP attack that insta-kills anyone it hits. If set to 8 stars, they'll be reduced to a mere sliver of health.
    • Also from Reborn, the Susanowo. While lacking in ranged attack like the other suits - its C1 is a small dash and only its C6 and the end of its dash charge are ranged - but it more than makes up for it with its power. First off, the charged C1 is a cross sword beam that charges really fast and have a farther range than it should have. Secondly, its attack speed is ridiculously fast, and combine that with a very high melee stats mean that you will cut through swath of enemy with no problem. Then comes it Musou. My god its Musou. The first Musou, the ground one, is a simple dash and slash combo. Don't be fooled by its simplicity though. Any enemy standing in front of the Susanowo are guaranteed to be killed. Then the bodies of those fallen would knock into the ones behind them, killing those guys too. Then comes it charged Musou. The Susanowo fires a large sword beam horizontally. Not only is that sword beam is ridiculously large - pretty much takes up the whole screen horizontally when fired - it also have a very far reaching range. Also, said charged Musou, if timed right, can one shot Mobile Armor like the Psycho Gundam or the Big Zam or even the Dark Gundam. At max stars difficulty. On Hard.
    • Not quite as over-the-top but still overpowered is the 00 Raiser, whose basic SP attack is capable of emptying a 180 degree arc in front of you of grunt units and putting a large dent in ace's health bars. One well-timed blast can capture a field, and the fact it only needs one unit of SP energy makes in eminently spammable.
    • In Reborn, Strike Freedom is completely ridiculous. A complete overhaul gives it it's ex-Air SP as a charge attack, it's ex-True SP into it's new ground SP, and the METEOR Pack for a Level 2 SP/ Burst Mode. The Unit alone excels in every department from as it is, but once you equip the METEOR Pack, its all over. Half Screen attacks at minimal, and ranging to full screen blasts. Not to mention its the only unit to use it's level 2 SP for it's Burst SP attack.
    • The Mobile Armors in general from Reborn but the Destroy Gundam takes the cake. Not only can it not be grabbed or flinched due to being a MA, but its capable of spamming powerful Ao E attacks. Its abilities are so over the top that even 8* Hard mode missions become cake walks. It can even trash other Mobile Armors without hardly paying them any attention and can kill Aces accidentally while clearing out mooks.
  • Goddamned Bats: Doms, Rick Dias, and other bazooka-armed Mooks. Having a Mook suddenly knock you out of a combo with a dash attack is bad enough without them being able to do it from a distance. The missile mechanic thankfully got nerfed in the third game, though: not only can you swat down incoming missiles with a sword now, but they no longer knock you out of the air unless you're attacking.
    • Not to mention the Gundam Heads.
  • Ho Yay: Of the oddball crossover variety. For example, rescuing Seabook Arno from the bad guys, and hearing him gratefully remark, "My soul has drawn you here... or at least, that is what I want to believe." Glemy Toto's rescue lines are arguably even worse: they're the same ones he says when he falls in Love at First Sight with Roux!
    • And in the non-crossover category, Kira and Athrun's tendency toward long, soulful exchanges of dialogue. Possibly lampshaded in the following combination Special Attack dialogue:
      Scirocco: Women are the goddesses of war, wouldn't you agree?
      Athrun: How the hell should I know?
  • Narm: Ple's English actress, every time she tries to do Ple's iconic "Puru puru puru puru!" Though, as of the third game, she's been replaced. Not to mention her bizarre slip into a Texan drawl with the line "I'll cover y'all!" in the second game.
  • No Yay: Domon yelling about how no one can stand against the combined force of his and Master Asia's, err, "passion."note 
  • The Scrappy: Loran of Turn A Gundam. While all the characters in that were flanderized to hell and back, removing subtle nuances and non-annoying aspects, Loran got hit with this unbelievably hard. Constantly whining about how bad fighting is- in a fighting game- coupled with an annoying voice and calling out how bad all the other characters are for piloting mobile suits while piloting one himself did little to endear him to players. In the series itself, he is quite a pacifist but not obnoxious about it.
  • Scrappy Mechanic: Regenerative health in the third game. The new damage system allows for two types of damage - permanent "need an item to fix" damage and temporary "regeneratable" damage. Sounds great, right? Well, two things - one, it's given to every ace; and two, your damage to aces is usually about 1:5 permanent/regeneratable. What this means is that you can beat the living crap out of an ace, have to leave them before you can finish them due to a battle event, and come back to find the ace is back up to 80% health. It also makes the "chip away at a really tough ace" strategy useless, which goes a long way in making the Hard difficulty Knight Gundam That One Boss.
    • Prior to the third game, the friendship mechanic. Doesn't sound so bad until you experience the game blatantly force-feeding you with aces to shoot down and lose friendship with: aces spawning in right on top of you and preventing you from capturing fields (the Black Tri-Stars are particularly bad offenders at this); aces spawning on the opposite side of the map, spending a few seconds idle then aggroing onto you without provocation, completely ignoring everyone else until they catch up with you; or the worst of all, aces flagged as unkillable by anyone other than you, meaning that you can't even choose to pass up the kill XP for friendship by letting an ally score the final blow. This last one is particularly egregious as while it is usually applied to end-of-the-mission targets (which makes sense), it's not exclusive to them. Even randomly spawned aces not required to progress with the mission script can get the unkillable flag, like the one spawned as part of the "ace calls for backup, kill the ace before time runs out" event.
  • Squick: Ple often says things that sound rather precociously sexual, given that she's about eleven years old.
  • SNK Boss Syndrome: Reborn suffers from this horribly when the difficulty is set to 8 stars. All enemy officers and the enemy commander now have ridiculous stats, lasting a lot longer than you with a perfect plan while they can kill you in 2-3 cheap shots that reach far longer than any of your shots, can invoke Burst Mode whenever they wish and at times will stay active even if you somehow manage to power them down. They can also block attacks coming at them from any angle. However, the AI doesn't actually improve and you have the advantage in that enemy officers can actually take damage and flinch while they're using their SP attacks while you remain invincible using yours.
    • The last two Ultimate Mode missions are an absolute nightmare about this as both are set to 8 and if this is your first time playing, this is going to be hell to play through since you can't even call on SOS. The second to last one has you fighting against FOUR officers and the enemies have the three Reinforcement fields already taken and you have to protect the one field from being captured or it's over. However, you at least have multiple recovery items scattered throughout and enemy fodder to replenish your SP Gauge as well as two allies. But the final one? You're on your own here. You must fight and endurance match against the Knight Gundam FIRST (whose basic shots home in on you and can't even be deflected by Akatsuki's shield or Burst Mode), then both Musha Gundams one at a time each. All you have is one full HP recovery item and since there are no other enemies, you can only use Burst Mode once.
  • Stop Helping Me!:
    • In DW:G2, sometimes a giant mobile suit will be on your side in a battle. Finally! Sweet payback for all those David and Goliath battles you had to win by yourself! Or at least until you walk into your giant ally's Beam Spam and get nuked along with all the enemy mooks around you.
    • Or when part of your mission objective is to keep someone alive, and then they go into battle with a Mobile Armor with you, only to end up dying because the AI is stupid.
      • To be fair, it depends more on what they are listed as 'internally.' Much like Dynasty Warriors everyone still has their own 'AI' field (tactical, offensive, defensive, etc, just with more mixes to account for making their battle technique match their personality). Unfortunately it is invisible to you, the player. You can see this best when you compare Quess in the Azieru with Gyunei. Gyunei is an absolute monster (he'll tend to lose his own field because he kills so many of his own troops), while Quess is pretty weak and reserved when fighting. Gyunei is as dangerous to stand near as Lu Bu in DW even, if he's your ally. Yazan and Gym are equally dangerous when spawning in M As, thankfully very rare if you have unlocked Musha however.
    • Also, your allies will do things like kill-steal enemy aces from under you (especially when you're in a Zaku), rush up to you just as you're using an SP Attack (especially when your team attack is less fitting to the situation) and wipe out all the mooks milling around a Mobile Armor so you can't refill your SP Gauge. Thanks, guys.
    • In-universe example: if your relationship values with pilots are low and you save them, they'll say to you just that.
    Ghingham: You've got some nerve, getting in my way...! (Dozle says the exact same line)
    Shinn: Just so you know, I didn't ask for help! I could've handled that on my own!
    Domon: I can fight well enough on my own, thank you very much!
    Yazan: HA! Who said I needed YOUR help?!
    • Well, frankly, Haman tends to say that to everyone but Judau. And she gets confused if Char or Paptimus Scirocco helps her.
  • That One Boss
    • In the first game, Haman Karn on Judau Ashta's Official route. It's his second (and last) mission, and his first in the ZZ Gundam, so you'll probably have a pilot level of six and MS level of two when you reach the last fight. You fight Haman four times, and she runs away the first three times, but that's not the worst part. In the first three fights, she gets continuous reinforcements of Mecha-Mooks you can kill for armor, buffs and SP recovery. The fourth fight? No reinforcements, and when you get her down to 25% armor, she fully recovers and Turns Red.
      • Also in the first game, if you did not level grind the Hyaku Shiki in Char's story mode, well, let's just say that Paptimus Scirocco and Haman Karn decide they hate you more than they hate each other. In between Qubeley's beams and The O's heavy hitting, you will find it HARD to fight back. In theory, Kamille should be helping you here, and if you can separate Haman and Scirocco he's capable of keeping them busy. If you aggro both before Kamille gets there, though, you're boned.
    • In the second game, the Dark/Devil Gundam. Sweet Jesus, the Dark/Devil Gundam. Especially when you have to use the low-level Mobile Suits. It's armed with several powerful beam attacks, has the ability to paralyze any pilot who tries to get in close, and is protected by a set of Gundam Heads. At the first tier, there are only 5. At the second tier, there are 8. At the highest tier, they burrow after you. On top of that, the only way to get the Dark/Devil Gundam's main body to power down (and therefore become vulnerable to damage) is to destroy one of its Gundam Heads first, which can only be damaged in any significant manner when they attack and also become vulnerable. This doesn't seem too bad at first until you realize they are only weakened for the duration of their attack, meaning that when you try to hit it you're more than likely to be knocked flat on your ass by said attack or the zillions of other beams that the other Gundam Heads and the Dark/Devil Gundam itself are already firing at you nonstop, making destroying but a single Gundam head an exercise in both patience and ability! Then, when you finally DO get the main body powered down, you are given a window of all of seven seconds to inflict as much damage as possible before the entire process repeats all over again. GAAAAHHH!
      • That is, until you realize that the Heads are just as vulnerable to smash attacks as any other mobile armor, taking massive damage and temporarily stunning them. Three or so smash attacks will kill a Head. The only real issue is the Dark Gundam being a Damage-Sponge Boss and the fact that the second tier's Beam Spam makes it harder to get at the Heads, a problem made obsolete by the final tier when the Heads come out of the dangerzone by themselves; once that happens, intentionally passing over a burrowed Head without stopping will make it resurface without hurting you, allowing you to smash attack it into oblivion.
    • This time in the Third Game, we have Knight Gundam. One thing to note : He has two modes. Normal and SP. Where he gains a flaming sword and new armor. At first he isn't really a threat. That is until you attempt to unlock his SP equipment. Granted, this has to be done on Hard Mode. But take this into consideration. You can defeat Both Musou Gundams, two Dark/Devil Gundams, Big Zam, Both Psycho Gundams and Two Quin Mantas with absolutely no problem on hard. Knight Gundam can one hit kill any mobile suit with defense less than 350 and can kill any suit with just 2 hits. Not even the game breaking skills of Little Giant, Ace Killer, Temptation, Overdrive, High Tension, Beginner's Aid , Final Sacrifice, Armor Gain, Pressure Hit, etc can chip away at him. The only thing you can do? Hope you can stun lock him to death.
      • The biggest problem is that because he's an ace, he has regenerative health, so you can't just chip away at his health, forcing you to take the offensive. However, the Serene Mind and Knockdown skills let you use SP Attacks without having to attack him and giving you a free shot at him afterwards (though he can cancel out of the powerdown, the cheap bastard.) This gives you a fighting chance against him.
  • Win Back the Crowd: Dynasty Warriors Gundam Reborn seems to be an attempt by the creators at this, after the letdown that was the third game. The Friendship system and regenerating health mechanics have been removed completely, the gameplay and maps return to the style of the first and second games rather than the revamped third game (though the idea of having certain fields provide special effects was kept), battleships were reintroduced and made much more relevant to the gameplay, and the gameplay was sped up considerably, shortening the length of battles and making them more exciting. All of this coupled with the first opportunity in the series to pilot Mobile Armors means that player response has been generally positive.