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* TheWikiRule: Dustloop wiki has a great (but incomplete as of August 2015) rundown of units in ''Extreme VS Full Boost'' [[http://www.dustloop.com/wiki/index.php?title=Gundam_Extreme_VS._Full_Boost here]].
* WinBackTheCrowd: The announcement of Maxi Boost ON's [=PS4=] Port practically made the passionate fanbase of the Extreme VS series (Especially those who are disappointed by Gundam Versus) tear up in joy, given that absolutely no one ever saw it coming (More so as it was reported that Bandai Namco stated Playstation 4 Porting is impossible for Maxi Boost and Maxi Boost ON), enticing them to look forward to the console experience of the 4th EXVS entry. It likewise helped that the release of MBON for consoles meant that a few players get to play as units who were absent in [=EXVS2=].

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* TheWikiRule: Dustloop wiki has a great (but incomplete as of August 2015) rundown of units in ''Extreme VS Full Boost'' [[http://www.dustloop.com/wiki/index.php?title=Gundam_Extreme_VS._Full_Boost here]].
* WinBackTheCrowd: The announcement of Maxi Boost ON's [=PS4=] Port practically made the passionate fanbase of the Extreme VS series (Especially those who are disappointed by Gundam Versus) tear up in joy, given that absolutely no one ever saw it coming (More so as it was reported that Bandai Namco stated Playstation 4 Porting is impossible for Maxi Boost and Maxi Boost ON), enticing them to look forward to the console experience of the 4th EXVS entry. It likewise helped that the release of MBON for consoles meant that a few players get to play as units who were absent in [=EXVS2=].[=EXVS2=].
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** The [[Anime/MobileSuitGundamUnicorn Shamblo]] also deserves a mention. It's got an unbreakable barrier that covers the front half of its body and is always on (except when it uses a couple of attacks) and can cover an annoyingly wide range thanks to its reflector bits. If that wasn't enough of a problem, it also spams assists almost constantly, including a Zaku I Sniper that fires three Dynames-level sniper shots in a row and a Dom Tropen performing a melee attack that causes stun. And when it gets down to 50% health, Loni goes into Awakening mode, increasing its damage output and giving it a powerful Pressure shockwave attack that hits about half the map. Thankfully though, The Shamblo (And by extension some of the returning boss units) was made abit easier to fight in ''Gundam Versus'' as all of it's assist attack were removed and you can weaken it via destroying some parts of it such as it's arms which will remove it's close range attacks. Granted the Shamblo still can be a pain to fight as it still has it's unbreakable and always on barrier and it now can use the pressure attack from the get go.

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** The [[Anime/MobileSuitGundamUnicorn Shamblo]] also deserves a mention. It's got an unbreakable barrier that covers the front half of its body and is always on (except when it uses a couple of attacks) and can cover an annoyingly wide range thanks to its reflector bits. If that wasn't enough of a problem, it also spams assists almost constantly, including a Zaku I Sniper that fires three Dynames-level sniper shots in a row and a Dom Tropen performing a melee attack that causes stun. And when it gets down to 50% health, Loni goes into Awakening mode, increasing its damage output and giving it a powerful Pressure shockwave attack that hits about half the map. Thankfully though, The the Shamblo (And (and by extension some of the returning boss units) was made abit a bit easier to fight in ''Gundam Versus'' as all of it's its assist attack attacks were removed and you can weaken it via destroying some parts of it such as it's its arms which will remove it's its close range attacks. Granted Granted, the Shamblo still can be a pain to fight as it still has it's its unbreakable and always on always-on barrier and it now can use the pressure attack from the get go.



** The stage where you have to destroy 12 Acguys trying to run across Jaburo one at a time, and if so much as ''one'' of them makes it across, you lose - better take something that can one-shot them. Even worse, once nine of them and one minor named character have tried, that's put on hold so you can take part in a storyline Amuro vs. Char fight - not only do you have to worry about Char potentially dealing insane amounts of damage to you if decides to attack you (he's in his Z'gok at that point, which means he has beam weapons that ''will'' two-shot anything you have), he also has [[DemonicSpiders a Zock]] show up a little later to support him. The only saving grace is that no more Acguys make an attempt to cross until after all the named characters leave or are destroyed.

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** The stage where you have to destroy 12 Acguys trying to run across Jaburo one at a time, and if so much as ''one'' of them makes it across, you lose - better take something that can one-shot them. Even worse, once nine of them and one minor named character have tried, that's put on hold so you can take part in a storyline Amuro vs. Char fight - not only do you have to worry about Char potentially dealing insane amounts of damage to you if decides to attack you (he's in his Z'gok at that point, which means he has beam weapons that ''will'' two-shot anything you have), he also has [[DemonicSpiders a Zock]] show up a little later to support him.him, meaning even more beam weapons that won't deal quite as much damage but in turn will be much more difficult to deal with. The only saving grace is that no more Acguys make an attempt to cross until after all the named characters leave or are destroyed.



* WinBackTheCrowd: The announcement of Maxi Boost ON's [=PS4=] Port practically made the passionate fanbase of the Extreme VS series (Especially those who are disappointed by Gundam Versus) tear up in joy, given that absolutely no one ever saw it coming (More so as it was reported that Bandai Namco stated Playstation 4 Porting is impossible for Maxi Boost and Maxi Boost ON), enticing them to look forward to the console experience of the 4th EXVS entry. It likewise helped that the release of MBON for consoles meant that a few players get to play as units who were absent in EXVS2.

to:

* WinBackTheCrowd: The announcement of Maxi Boost ON's [=PS4=] Port practically made the passionate fanbase of the Extreme VS series (Especially those who are disappointed by Gundam Versus) tear up in joy, given that absolutely no one ever saw it coming (More so as it was reported that Bandai Namco stated Playstation 4 Porting is impossible for Maxi Boost and Maxi Boost ON), enticing them to look forward to the console experience of the 4th EXVS entry. It likewise helped that the release of MBON for consoles meant that a few players get to play as units who were absent in EXVS2.[=EXVS2=].

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* HighTierScrappy:
** The Launcher Strike and Strike Noir are banned from ''Alliance vs ZAFT'' tournaments because they're so powerful. Launcher because of its exceptional ranged ability (further enhanced by Green Homing) and the fact that the anti-ship vulcan can be used to cover its landings, making it virtually untouchable. The Strike Noir is out because it's a LightningBruiser of the highest order.
** ''Extreme Vs Full Boost'' had Wing Zero TV Version, which had a good tracking for its [[{{BFG}} Twin Buster Rifle]] as its main weapon, then had for its ChargedAttack a buff that replaces the main weapon with a full firing TBR. That charge shot fills up fast and catches units who surge towards the WZ. Then come the spread shooting wing vulcan for its sub weapon, the rolling buster rifle attack, and the ZERO System--a timed buff that cuts tracking to the WZ. Many players have utilized its weapon set and overpowered their opponents, until the {{Nerf}} updates within the next months which lengthened the time for its ChargedAttack and the rolling {{BFG}} attack, then reducing the ammo count of the spread vulcan from 90 to 60, and reducing the hitpoints of WZ from 650 to 620. ''Maxi Boost'' scales down the ZERO System further by boosting the tracking reduction, but this move is now a once-per-life use.
** Unicorn Banshee are a faster NT-D reloading than Banagher's Unicorn and a permanent NT-D advantage when its HP is half of its full health or less, insane melee advantage, and ''two'' ammo counts for its [[ThrowingYourSwordAlwaysWorks beam saber throw]], which has an incredible cone range that traps enemies who do not have good reflexes to dash backwards. Even if it did, Banshee can just fire the Armed Armor BS. It was so initially overpowered it was {{nerf}}ed at the following months: It's HP decreased from 640 to 600, then reducing the ammo count of the beam saber throw to only one, then tightening the permanent NT-D by dropping the HP requirement from half of its max HP to 240. Even today, after many {{nerf}}s it still sits at the high tiers for its cost.
** Having been ported into Full Boost as DLC from Maxi Boost, Sandrock Kai TV Ver. is notorious for requiring the least skill to play as effectively in an online match. His assist having a very good directional route when chasing its target, the Sword toss having a very fast start up time, the shield-property dash. Him being a 2000 cost certainly did not help matters at the very least, lessening the risks of taking a huge chunk off the life gauge.



* TierInducedScrappy:
** The Launcher Strike and Strike Noir are banned from ''Alliance vs ZAFT'' tournaments because they're so powerful. Launcher because of its exceptional ranged ability (further enhanced by Green Homing) and the fact that the anti-ship vulcan can be used to cover its landings, making it virtually untouchable. The Strike Noir is out because it's a LightningBruiser of the highest order.
** ''Gundam vs Gundam'' gave the Freedom Gundam an ability called S.E.E.D., that let the player instantly cancel whatever he was doing, providing insane combo opportunities and elevating Freedom to God Tier. In ''Next'', the ability (now called Next Dash) is made part of the basic game engine, while Freedom's ability becomes a miniature Awakening. ''Extreme Vs'' scales Next Dash (now Extreme Action) back even further by removing the ability to use it during melee combos.
** ''Extreme Vs Full Boost'' had Wing Zero TV Version, which had a good tracking for its [[{{BFG}} Twin Buster Rifle]] as its main weapon, then had for its ChargedAttack a buff that replaces the main weapon with a full firing TBR. That charge shot fills up fast and catches units who surge towards the WZ. Then come the spread shooting wing vulcan for its sub weapon, the rolling buster rifle attack, and the ZERO System--a timed buff that cuts tracking to the WZ. Many players have utilized its weapon set and overpowered their opponents, until the {{Nerf}} updates within the next months which lengthened the time for its ChargedAttack and the rolling {{BFG}} attack, then reducing the ammo count of the spread vulcan from 90 to 60, and reducing the hitpoints of WZ from 650 to 620.
*** ''Maxi Boost'' scales down the ZERO System further by boosting the tracking reduction, but this move is now a once-per-life use.
** Before that however, was Unicorn Banshee. A faster NT-D reloading than Banagher's Unicorn and a permanent NT-D advantage when its HP is half of its full health or less, insane melee advantage, and ''two'' ammo counts for its [[ThrowingYourSwordAlwaysWorks beam saber throw]], which has an incredible cone range that traps enemies who do not have good reflexes to dash backwards. Even if it did, Banshee can just fire the Armed Armor BS. It was so initially overpowered it was {{nerf}}ed at the following months: It's HP decreased from 640 to 600, then reducing the ammo count of the beam saber throw to only one, then tightening the permanent NT-D by dropping the HP requirement from half of its max HP to 240. Even today, after many {{nerf}}s it still sits at the high tiers for its cost.
** Also in ''Extreme Vs. Full Boost'', the Epyon, despite being a melee only unit, can tear practically any mobile suit once it gets close. It's lightning quick attacks can take a huge amount of health out at once, and with it's Bird Mode and other maneuverability, it can close the gap horrifyingly fast. The only saving grace is that it's a 3000 cost unit. This is an interesting example however because some say the opposite, that it's so useless that it isn't even worth using. One example is Epyon getting hit pretty hard in gunfights from 2v2 player matches, wherein any Epyon player would try so hard to close in on a unit only to eat a projectile or beam attack from any direction.
*** ''Maxi Boost ON'' gives Epyon an alternate EX Burst attack that is the aforementioned ''ZERO System'' as buff for its liability in the battlefields. Time will tell if this will break Epyon's tier.
** Having been ported into Full Boost as DLC from Maxi Boost, Sandrock Kai TV Ver. is notorious for requiring the least skill to play as effectively in an online match. His assist having a very good directional route when chasing its target, the Sword toss having a very fast start up time, the shield-property dash. Him being a 2000 cost certainly did not help matters at the very least, lessening the risks of taking a huge chunk off the life gauge.
** Come ''Extreme Vs. Maxi Boost'', and the first unit unlock was Gundam Zabanya. Sure, it has no melee weaponry. But because of that, more ranged attacks are distributed to its command slots, and the result is a beast on gunfire. At the time of its release, it had already a chance to attack using "indiscriminate fire", which has ''ridiculously good'' tracking, at the beginning of the match or whenever it respawns. Also, having shields in front of it while it's firing its rifles means it can block gunfire while it answers with its own. Then there's the spread attack wherein its pistol bits fire in all directions and its EX Attack that catches units fast thanks to its highly accurate tracking. The next update therefore removed its ability to "indiscriminate fire" at the beginning (now being charged at first), and lengthened the cooldown of almost all of its weapons.
** Reborns Gundam is already a force to reckon with in Full Boost, with the Fin Fangs, fast startup-assists that travel pretty quickly and doubles as a barrier against confronting enemies, swift-firing gerobi etc. Maxi Boost ON however took it to the next level with the modification on the Gundam's ability to switch between Reborns Gundam and Reborns Cannon. Said modification being the speed of the transformation getting increased compared to Full Boost and Maxi Boost, adding some momentum that helps "Fucking Ribbons" become even more untouchable in online matches. It is telling that Reborns Gundam was perhaps the first (And as of this writing, only) playable unit to be labelled an "S tier" unit in the tier sites in regards to ''MBON'' alone, while the highest every other units could ever go was "A tier".
** Knight Gundam in ''2'' as it came out was at the top of the "A tier" among 2500 units due to its moveset with tracking main projectiles and especially ThatOneAttack "Spark Fire" which makes it the best ''2500'' unit at its time for a unit that seemed melee-oriented. It's gotten to the point that in a couple months, it received its first nerf but it remained at the top regardless. Then the biggest tournament being Premium Dogfight 2019 that 62 teams that competed, among them ''19'' teams used Knight and ''2'' were in the Grand Finals. Since then, it received enough big nerfs especially to ThatOneAttack it is now in middle of the "B tier".
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* AuthorsSavingThrow:
** ''Force'' started with a limited roster outside of the UC series, no arcade mode or online play, and a lot of missing features from the previous entries. Bandai Namco counteracted this by adding those features in free patches along with more Mobile Suits, and the version of the game seeing western export includes all of these patches from the start.
** One of the complaints fans had with ''Gundam Versus'' was the lack of representation from the fan favourite ''[[Anime/MobileFighterGGundam G Gundam]]'' series, which was finally sorted when Bamco announced the release of Domon[=/=]God Gundam and Master Asia[=/=]Master Gundam for late January 2018. Unfortunately it ultimately did little to make up for the game's overall disappointment with fans.
** ''Maxi Boost ON'' instantly received this treatment even before the official pricing and release date of the game were revealed in the wake of the confirmation that split-screen multiplayer (which, unlike ''Full Boost'', runs on 60fps) and LAN connection matches would make a return, both of which weren't present in ''Gundam Versus''.
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Fan Nickname is now an Audience Reaction per TRS, moving example from Trivia to YMMV

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* FanNickname: Prolonged energy beam attacks (like the ones used by Wing Zero and Double Zeta) are referred to as "gerobi" by players. "Gero" is a japanese onomatopeia for puking, and "bi" derives from the pronunciation for "beam." This is usually in reference to how long lasting and long ranged they tend to be.
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** Maxi Boost ON instantly received this treatment even before the official pricing and release of the game in the wake of the confirmation that Split-Screen Multiplayer (which, unlike Full Boost, runs on 60fps) and LAN Connection Matches would make a return,both of which weren't present in Gundam Versus.

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** Maxi ''Maxi Boost ON ON'' instantly received this treatment even before the official pricing and release date of the game were revealed in the wake of the confirmation that Split-Screen Multiplayer split-screen multiplayer (which, unlike Full Boost, ''Full Boost'', runs on 60fps) and LAN Connection Matches connection matches would make a return,both return, both of which weren't present in Gundam Versus.''Gundam Versus''.

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