Kane Gardner

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|-|Kane (Zero)=
|-|Metal Attacker=
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==Summary==
Kane Gardner is the main protagonist of the Chō Wakuseo Senki MetaFight, the original Japanese Nintendo Famicom version of the the Nintendo Entertainment System's Blaster Master.
This profile covers the Blaster Master Zero continuity of the franchise, a retelling of the original timeline, replacing the original Blaster Master on the Nintendo Entertainment System with it’s Japanese counterpart on the Nintendo Famicom, Chō Wakuseo Senki MetaFight.
Ten years before the events of Blaster Master Zero, Planet Sophia was attacked by the Invem Dark Star Army in the events of Chō Wakuseo Senki MetaFight. The Invem, led by Goez, drove the world to near ruin in this galactic war against Sophia and the rest of the universe. The only thing that stood in the Mutants' way was a newly made weapon tailored to fight the Invem threat, the very first Metal Attacker, driven by Kane Gardner and assisted by a young scientist Jennifer Cornet. Together, they sealed Goez in the Forbidden Sector of Planet Sophia, but the Mutant threat still remained.
Thus, they, along with the rest of Sophia set out on a new project. This project, the "MA Project" was a plan to create up to fight new Metal Attacker units, and send them throughout the universe to save as many planets as possible- and along with that, they made support droids that would help maintain and help MA Pilots in their endless fight against the Mutants. One of these droids was Eve Gardner, who would one day meet the Blaster Master: Jason Frudnick.
==Powers and Stats==
Tier: At least , possibly up to , Higher with Accel Charger | At least , possibly up to , far higher with Accel Blasts
Key: Pilot Suits | Metal Attacker
Name: Kane Gardner
Origin: Chō Wakuseo Senki MetaFight / Blaster Master, Blaster Master Zero
Gender: Male
Age: In his teens in Chō Wakuseo Senki MetaFight, an adult in Blaster Master Zero 3
Classification: Pilot of Metal Attacker, Commander of Planet Sophia's Sophia Force
Powers and Abilities:
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|-|Pilot Suit (Zero 3)=
*Skills: Superhuman Physical Characteristics, Genius Intelligence, Weapon Mastery (Able to use his Blaster Rifle/G-Blaster without any training as well as his sub-weapons), Vehicular Mastery (Able to pilot all the Metal Attacker to such an efficiency where he can outclass the superior models of the MA Project)
*Blaster Rifle & Grenade Bomb: Energy Projection (Via many Gun Modes, mainly Wave), Danmaku (With many of his gun modes, primarily Diffusion/Wave in the first game and Splasher in the second, and then back to Diffusion in the third), Explosion Manipulation (With Grenade Bombs), Homing Attack and Electricity Manipulation (With Lock-On Striker), Intangibility (Shots can pass through walls and terrain via RG-Blaster, Cross Wave, Reflex Striker, Lock-On Striker, and others, this is not Game Mechanics as these properties are pointed out by Jason's support droid Eve, who makes most of these weapons) can cause enemies to be stunned via various weapons such as Cross Wave, Blast Counters, or weapons that are the weaknesses of enemies, 
*Blast Counter: Precognition (His new suit and cape allows him to sense when an attack is coming and react to it before it is even let out in a manuever called a "Blast Counter", amplified with Vivid Sensor), Drastic Speed Amplification (Time dilates when he uses his Blast Counter, in reality, Eve states that Blast Counters enhance his speed to dodge enemy projectiles, amplified with Spin Dashing), Limited Teleportation and Healing (via Rushing Attacker), Forcefield Creation and Attack Reflection (via Spinning Reflector)
*Other: Statistics Amplification (With Accel Charger), Limited Dimensional Travel (via the VRV System, only usable when near cracks of space that lead to Super-Dimensional Space)
|-|Metal Attacker=Superhuman Physical Characteristics, Large Size (Type 0; most Metal Attackers are massive in comparison to their pilots), Energy Projection (Fires many different types of energy projectiles), Flight and Spaceflight (Via Hover Pack), Explosion Manipulation (Various missiles), Homing Attack (Via Homing Missiles), Underwater Mobility, Information Analysis, and Hacking (Throughout the games can pick up readings of both organic and inorganic targets, such as Access Keys, locations of mutants, the ability to hack into other Metal Attackers, even run simulations or certain scenarios, such as blowing up Planade-G), Self-Destruction (In the bad ending of Blaster Master Zero, Eve attempts to destroy the Mutant Core by flipping the self-destruct switch in SOPHIA III), Limited Intangibility (Many subweapon attacks go through walls), possibly Healing (Uses its energy to heal Kane when he enters the vehicle. Provides life support for extended periods of time, such as with Eve), Electricity Manipulation (Via Thunder Break and Spark Tackle), Surface Scaling (via Wall Climb and Wall Drive), Acrobatics (via Recoil Jump), Limited Dimensional Travel (via the VRV System, only usable when near cracks of space that lead to Super-Dimensional Space), Nigh-Immunity to Spatial Manipulation and possibly Time Manipulation (via Counter Barrier, can simply exist inside giant dimensional distortions, tears in space and time itself)
|-|Resistances=Resistance to Ice Manipulation/Heat Manipulation, Limited Gravity, Extreme Cold and Cosmic Radiation, Limited Poison Manipulation, Disease Manipulation, Acid Manipulation, Corrosion, Limited Light Manipulation, Limited Plasma Manipulation, Can endure the pressures in Area 8, located at the inner core of Earth for extended periods of time. Possibly resists the effects of Reversed Energy Vectors, partially reversed time, and other reversed effects from Super-Dimensional Space, better with Accel Charger. Very Limited Petrification (Scaling from Jason Frudnick, as he and Jennifer designed his Pilot Suit)
Metal Attacker has higher Resistances in general, in addition to Black Hole Creation (Was sucked up in a massive black hole and was completely fine afterwards in Area Omega)
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Attack Potency: At least Small Star level (Defeated Gonbei, who is comparable to Jason Frudnick), possibly Universe level (Can theoretically defeat SOPHIA-J1), Higher with Accel Charger | At least Small Star level, possibly up to Universe level (Kane's Metal Attacker can still damage and defeat Jason's SOPHIA-J1, the strongest Metal Attacker in existence. Metal Attackers are much more powerful than their pilots, outright stomping them effortlessly in terms of power. His Crusher Shot, while inferior to SOPHIA III's, should still somewhat scale to it) 
Speed: Massively FTL+ (Can dodge attacks from NORA MA-05 KUEBIKO) | Massively FTL+ (Metal Attacker can keep up with newly upgraded NORA MA-05R RISING GARUDA, the original GARUDA was able to go from Area G, the area right next to Planet Sophia, across the universe multiple times, arrive on planet Earth, and then come back to Planet Sophia within an extremely short timeframe. While Metal Attacker was ultimately slow enough to be blitzed, it should not be far behind, as it is capable of fighting SOPHIA-J1, which can fight GARUDA)
Lifting Strength: At least Above Average Human (Able to lift heavy machinery, was able to survive the pressures of Earth’s inner core without a problem, which has pressures of about 3.6 million atmospheres) | Much higher (with mere traction, can lift at least four or five skyscraper sized hydraulic presses)
Striking Strength: At least Small Star level, possibly Universe level. Higher with Accel Charger. Small Star level, possibly Universe level with Metal Attacker
Durability: At least Small Star level (fought Gonbei, who is comparable to Jason Frudnick, possibly Universe level (Can take Final Accel Blasts from SOPHIA-J1) | At least Small Star level, possibly Universe level (Metal Attacker is far weaker than, but comparable to G-SOPHIA SV)
Stamina: Very High (Able to fight constantly without tiring out, can withstand pressures of the inner core of Earth for extended periods of time while doing so unaffected. His entire journey in "Chō Wakuseo Senki MetaFight takes place in an intergalactic war, where Kane is the only defense for the universe against the entirety of the Invem Dark Star Army- as such, his stamina must extraordinarily high to compensate for the lack of manpower) | Infinite (Metal Attackers are machines with no need for fuel)
Range: Tens of Meters with different weapons and sub-weapons, higher with power-ups, at least Hundreds of Meters with Metal Attacker. Higher, possibly Planetary with Accel Blast (Should be comparable to Jason Frudnick's Final Accel Blast)
Standard Equipment: Blaster Rifle and Pilot Suit, his sub-weapons, modules for his suit, Blast Counter system (Zero 2 and 3, in the form of capes), Metal Attacker
Intelligence: Genius (A prodigy pilot of Metal Attacker.Blaster Master Zero 3 Official Website Single-handedly defeated the entire supporting cast of Blaster Master Zero consecutively, all of which utilizing the full extent of their Metal Attackers, their Support Droids, and Support Animals- all of which unsurprised when they all lost, including Jason Frudnick himself, despite their Metal Attackers being far more advanced newer models than Kane's own original Metal Attacker. Defeated Gonbei on foot despite Gonbei calling upon his Metal Attacker for assistance. Defeated a bloodlusted Leibniz and his RISING GARUDA, which consistently speed blitzes Kane's Metal AttackerWhile Leibniz's Metal Attacker does slow down when it tries to attack, there is no reason for this other than the fact that the player needs adequate time to properly react, making this Game Mechanics. Leibniz in this context was willing to do anything to defeat Kane as he was very emotionally invested in the conflict, so there is no reason why he would slow down at random intervals when attempting to do melee attacks, especially when he goes for his last resort moves.- normal GARUDA outspeeding G-SOPHIA already consistently. After defeating Leibniz, Kane immediately fought and defeated Jason and his SOPHIA-J1, the most powerful Metal Attacker in the series, approximately five generations of Metal Attackers ahead of Kane's ownJason has had five Metal Attacks all of which are stronger than the last, SOPHIA III (an improved version of Kane's Metal Attacker), SOPHIA ZERO, G-SOPHIA, G-SOPHIA SV, and SOPHIA J-1, one of these generations being SOPHIA ZERO, which is far more powerful than SOPHIA III, a superior version of Kane's Metal Attacker, to the point it can effortlessly destroy Skeleton Bosses (3 shots) while SOPHIA III requires to hit it far more (30 shots). G-SOPHIA SV uses G-Crusher Shot+s, which are far more powerful than G-Crusher Shots by several times, which were salvaged from SOPHIA ZERO's remains. He is also capable of doing defeating SOPHIA-J1 without his Metal Attacker, and SOPHIA-J1 utilizes Anti-Sophia Force Ammunition which is super effective against his Metal Attacker, as well as being faster and stronger than G-Crusher Shot+s. The gap of his experience compared to Jason's is 10 years vast to the point where his Metal Attacker is still able to defeat G-SOPHIA SV and SOPHIA-J1, meaning that he could likely replicate any feat Jason has done so far. Should be superior to Kanna, who defeated Leibniz- Leibniz having a blatently superior Metal Attacker with double the funding behind it compared to other MAs, that sports a hit and run flying projectile arsenal, a perfect counter to EIR's grounded close combat style. Has shown several times throughout Blaster Master Zero 3 to be able to help Jason while keeping his own standing as a Sophia Force commander, such as creating a sophisticated plan to break Jason out of prison on a dime when he didn't know about the sudden attack of Mutants by posing as an enemy and leading Jason to the safest way out of the Sophia Force Base and into a residential area with plenty of places to hide from the Sophia Force, which involved him posing as Jason's enemy, fight his G-SOPHIA SV, defeat Jason, yet also making sure his Metal Attacker took enough damage to make it look like Kane lost the fight from a third person perspective. He also managed to buy time for Jason so that he can save Eve before the Sophia Force attacked by announcing him as a threat to their operation to destroy Eve- and making the Sophia Force rethink their plan. Was confident that he can defeat Mutant Queen Eve, when Jason’s full power Elemental Blaster, which was similar to other Accel Blasts, had left her completely unharmed.)
Standard Tactics: 
*On foot, generally stays at a range to take advantage of his various gun modes, mainly starting with his most powerful (Wave or Wide Buster), but will get in close when he needs to and is capable of close-range combat with some gun modes. He switches Gun Modes often according to what is most effective, which is very enemy dependent or simply to try out the effectiveness. In other words, he's very adaptable to his situation and his enemies powers/tactics. He will take every chance to Blast Counter, which is whenever the opponent is about to attack.
*Typically prefers being in his Metal Attacker for combat, where he prefers long range combat coupled with the tank's many maneuver options such as flight. Very cautious and tries his many different options of switching weapons mid battle to find effective results quickly.
*He often utilizes the most effective weapon on a foe right away- instantly identifying what is needed and switches to it immediately to destroy a foe quickly.
Weaknesses: His Blaster Rifle becomes weaker the lower Gun Level he has, which lowers when taking damage without Energy Guard | Unable to use subweapons without weapon energy or ammo. 
===Notable Attacks and Techniques===
When the situation calls for Kane to continue forward on foot, he leaps out of SOPHIA THE 3RD NORA MA-01: METAL ATTACKER. While his attack power is outright pathetic compared to his Metal Attacker, he is more than capable of holding his own against the mutants of a smaller caliber. He is equipped with various weaponry depending on the game, ranging from explosives to turrets, but his main stay is the key shaped Blaster that comes with the Metal Attacker itself, acting as a, well... key to access the tanks he has acquired.
However, he is most powerful when fighting in his massive tank, the Metal Attacker, which like on foot, houses a multitude of weapons at its disposal, all far more powerful than Kane on his own.
 
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|-|G-Rifle (Zero 3)=
G-Rifle Modes
*RG-Blaster: The final evolution of the Blaster weapon. Fires straightforward projectiles, but as Kane's Gun Level increases, it becomes capable of charging an orange blast that pierces through walls and defenses, dealing devastating damage.
*High Diffusion: The final evolution of the Diffusion in Blaster Master Zero. It functions as a powerful shotgun weapon, firing more bullets than any other Gun Mode. It increases in range and amount of bullets as Kane's Gun Level increases. The final version launches a screen wide orange cone of energy shots.
*Turbo Whip: The final evolution of the Whip weapon in Blaster Master Zero 2. It's effectively the same as before, however, as Kane's Gun Level increases, it's capable of attacking multiple times with a frenzy of rapid strikes. The final whip strike attack turns the weapon orange in color.
*Lock-On Striker: The final evolution of the Striker weapon in Blaster Master Zero. Deploys a short-lasting field around himself. All of those in this field are "tagged", and Kane can fire a stream of electricity, which extends outwards and chains together the lightning to attack all at once. The field increases in range, as well as the maximum amount of tags as Kane's Gun Level increases. The most powerful version employs an orange field that covers the entire screen.
*Cross Wave: The final evolution of the Wave weapon. Fires a crescent wave surrounded by a rainbow spiral pattern. Becomes longer ranged along with a higher rate of fire and more firepower as Kane's Gun Level increases. Like before, it pierces through walls. The trails it leaves behind also deal damage
|-|Subweapons & Other=
*Energy Guard: A disposable power-up called Energy Guard α, which prevents Kane from losing Gun Level as he takes damage can hold up to as many as his own life, effectively doubling his health.
**Take this with a grain of salt, as one hit lowering Gun Levels could possibly count as Game Mechanics.
Blaster Master Zero
*Grenade Bomb: A grenade that he throws in front of him to blow up walls and damage enemies. Its short range is countered by its high power.
*Accel Charger: A "super mode" of sorts that temporarily unlocks the G-Suit's maximum potential. It raises all of his physical abilities to "super-dimensional" levels and removes the limiter on his weapons so they don't depower from use and enhances their damage as well on top of increases his senses and speed with his Blast Counters. He can even utilize Blast Counters without the need to predict attacks, and continuously use them when he likes. It lasts for 10 seconds in gameplay, but can be toggled on and off at Kane's discretion. It unfortunately takes a physical toll on the user. 
**In Blaster Master Zero 3, it is used to withstand the forces of Super-Dimensional Space, and redirects all of the physical increases to Kane to an effort to simply keep Kane alive- this seems to last for several minutes before wearing off instead of just 10 seconds. However, overuse of this will eventually turn Kane into a “Super-dimensional Lifeform”, a being beyond physical form and instead a being of thought in capable of living in Normal Space. This is a long-term effect.
*Hover: In Blaster Master Zero 3, Kane has a jetpack that allows him to slow his fall, allowing him to reach over gaps that he cannot jump over. It also effectively eliminates his susceptibility to fall damage.
Vison Reverse Visor System: Installed in Kane's helmet in Blaster Master Zero 3 is the VRV System. It allows Kane to travel through dimensional ruptures that had wiped away the very fabric of reality into itself- leaving behind a black void. The VRV System "reverses" Super-Dimensional Space and Normal Space so that Kane can enter Super-Dimensional Space. However, without the Accel Charger or simply not being in a SOPHIA model, he cannot survive.
|-|Blast Counters=
Kane’s cape is with weaved with mutant cells to detect attacks from enemy mutants and counter with a powered-up attack, no matter their speed. When a foe is about to attack (the queue for this can be extremely subtle, such as a GX680 mutant blinking its eye before it attacks, or sometimes, no queue at all whatsoever) or is defenseless, Kane renders himself "invulnerable" by various methods (such as speeding up or reflecting attacks) and strikes back in unique ways. Kane can chain multiple Blast Counters in a row depending on the situation, such as a continuous omnidirectional danmaku or multiple foes attacking. While this is meant for mutant-kind only, Kane can even detect attacks from other species, such as MA Pilots.
*Spin Dash: Kane move at extremely high speeds in a burst to dodge attacks in combat with a simple spin leaving behind red afterimages. It allows him to get past conveyer belts and to get around faster, however, it is mostly used to dodge attacks, as it does cost some resource to do such. By technicality, this isn’t a Blast Counter, but takes up much more CP, though this is heavily offset by Spin Balancers.
*Reflex Striker: Kane fires three blasts from Reflex Striker, and each shot is far, far, faster than before. Should Kane manage to Blast Counter an enemy, there is likely no hope for avoid the Blast Counter by dodging as the attack is far faster than Kane's normal attacks.
*Rushing Attacker: A powerful close range Blast Counter activated upon taking damage by melee contact, or contact with the enemy in general. Kane seemingly teleports at close range to fire a point-blank attack before backing off, his ghostly afterimages giving the illusion of teleportation. If there are multiple foes, Kane can teleport to each of them for a single point-blank shot each should the first be destroyed. Gun Level increases after success, and received damage will be restored. Despite being a close-range counter- it can still work on ranged attacks so long as it is connected to the enemy's body, like a long tongue-based attack.
*Spinning Reflector: Adds a reflector property to the Spin Dash, creating a shield around Kane to redirect an attack back at foes. Sub-weapons will be restored on success.
*Vivid Sensor: With this equipped, the window to recognize an attack and Counter it increases, as well as general efficiency. However, this slightly decreases their power.
|-|Metal Attacker (Zero 3)=
Main Cannon
*Crusher Shots: Standard shots that can destroy all kinds of blockades.
Subweapons
*Missiles: Fires three way missiles forwards. Pierces terrain.
*Thunder Break: Discharges a stream of electricity below, pairing well with its jumping capabilities.
*Homing Missiles: Launches missiles with uncanny tracking ability, attacking the nearest target persistently, making any amount of tight turns needed to do so. Pierces terrain.
*Accel Blast: Metal Atttacker's strongest weapon, after a significant amount of charging time. Requires all of the vehicle's SP. SOPHIA ZERO takes much less time to charge. When used by ANDREA, it was able to destroy the Mutant Cocoon effortlessly to reveal Drovolo Mastero.
Maneuver Chips
*Hover Pack: Metal Attackers's main method of maneuvering. It allows for gradual flight, and easier maneuverability around terrain. It's commonly used to gain an air advantage, evade attacks, and jump over many obstacles. Consistent flight
*Jump Booster: Instead of a consistent flight, the Jump Booster acts as continuous "air jumps".
*Dive Gear: Enables Metal Attacker to swim throughout all aquatic terrain with ease, when before, G-SOPHIA had atrocious aquatic maneuverability. It can also achieve spaceflight with this.
*Wall Climb / Wall Drive: The wheels of SOPHIA stick onto walls to allow for travel along any solid surface, such as ceilings and walls.
*Recoil Jump: Allows Metal Attacker to stick to walls and jump from them.
*Counter Barrier: Nullifies the effects of dimensional distortions, giant tears in space and time that destroy all who touch it.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
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