Disk One Nuke: Surprisingly considering they learn moves a lot faster than other characters, and the first move they learn is Chun-li's focus palm strike that takes out an enemy's barrier. Oh, and they also learn their MAP attack a bit early too, that practically says "go send them to a crowd with a 100% gauge and let 'em rip". Doesn't even diminish even when the other characters finally catch up.
Doppelgänger Attack: Morrigan's Astral Vision when they use either their Limit Break (her Darkness Illusion) or MAP attack.
Energy Ball: Chun-Li's Kikoken and Morrigan's Soul Fist.
Shout Out: The "Dead Rising" baseball bat attack is a callback to one of Frank's supers from Tatsunoko Vs Capcom. Most of the rest of his arsenal is stuff he could use in the original Dead Rising, although his flipkick from that game has turned into something a lot more like Guile's Flash Kick.
Walking Armory: Lei-Lei/Hsien-Ko even complains that her arms might come off from all of the arsenal that she's carrying.
Achey Scars: Averted in this game; Reiji no longer has to clutch his head whenever Saya appears.
A sort of a Call Back to Endless Frontier, where he only clutched his head whenever he sensed something. This "something" did not include Saya, who is a party member in EXCEED.
Ass Kicks You: Xiaomu does this in their Down-A attack. It breaks a five-gauge barrier. (Of course, you could just save yourself the trouble and just cast their 30-XP spell where it does the same thing with a Critical Hit bonus)
Cosplay Otaku Girl: Xiaomu shows this up in their MAP attack where she cosplays as different things with each attack.
Nitro Boost: Ichiro's "Captain Command - Wind" skill is the closest, casting a +2 Square Movement on every ally. Definitely useful on a Timed Mission or if you want your characters to get to their location faster.
Sword and Gun: Ichiro does keep a gun with him and he'll use his right hand to shoot enemies.
To be fair, he doesn't have Alt Eisen Nacht and Weissreiter Abend to call and wipe out his enemies. That and he loses his utter dominance over Critical Hit(in this game this is based on timing instead of chance) and his utterly broken Quad Solitaire. It seems Banpresto finally succeeded at balancing him.
At least until you realize that they have two attacks that can break a five-gauged barrier (Haken's Texas Hold 'Em and Kaguya's Nyorai no Hachi (A) and Five Card Stud (Left + A)). That and they can attack an extra square away (two if casting Haken's first spirit command), easy chainable combos thanks to their natural high Tec stat, and if you're good with the timing, a lot of Critical Hits.
Badass in Distress: The first time you see him, Jin's undergoing pain from the Devil Genes, so Akira and Pai must get to him (which is practically on your first turn unless you foolishly went and tried beating up the Mooks.
More Dakka: After firing Storm Waltz, they then summon their gatling guns out of nowhere and proceed to fire even more bullets.
Nerf: After twogames where KOS-MOS by her lonesome was a powerful Game Breaker, they're just reduced to Lightning Bruisers in this game. Still a powerful one but doesn't really get any barrier-busting moves nor any awesome quirks with their skill set (aside from Boost), not to mention their walking range (but not their attacking range) is practically paltry so you don't exactly benefit too much out of them.
Red Oni, Blue Oni: T-elos is the more impulsive one, while KOS-MOS is the calmer one.
Ascended Glitch: Zero's dash & slash exploit in X4, it's one of his regular attacks in here.
Call Back: X questions Zero again if X becomes a Maverick/Irregular prompting Zero to cut him off and not think on useless things, just like their conversation in X's ending in X4.
Calling Your Attacks... Not: For some reason both X and Zero don't call some of their attacks, this happens when this particular attack is only part of a combo which ends with an attack that they do call out:
X doesn't call Tornado Fang, Frost Tower, Double Cyclone and Triad Thunder.
Zero doesn't call any of his attacks but Rakuhouha, Genmurei and Raijingeki.
Charged Attack: X's regular Charged Shot and his Special Charged Shot. He also charged some of his Variable Weapons in this game.
Composite Character: X being able to use Variable Weapons from his first four adventures at once, without changing colors between them even; also being able perform attacks that otherwise only his fully armored self could do, such as his quadruple charged shot and the hadouken.
Heroic BSOD: Zero suffers from this when he sees Iris and the latter shaking his belief to the very core. You then have to save both X and Zero within Turn 8, otherwise it's game over.
Kamehame Hadouken: X's Hadouken of course, bonus points for his hadouken getting the same treatment Ryu's Shinku Hadouken gets in most crossovers, it turns into an actual gigantic beam wave, much more in common with the Kamehameha than a Hadouken.
Wall Jump: While X and Zero are known for using this frequently in their source game, it's notable in their Special Attack when they wall jump up thin air.
Wolverine Publicity: Zero especially, although curiously enough he couldn't replace or even appear on the Box Art along with X, marking the first time ever X was chosen over Zero for anything promotional related.
Shout Out: Jill uses her double knee drop from her appearances in the Mercenaries games as well as her burning shoulder tackle and four-shot rocket launcher from Marvel vs. Capcom 2. Her cartwheel kick is her charged melee attack from Resident Evil: Revelations. Chris, conversely, is using a combination of weapons from Resident Evil 5 and Revelations, including the unlockable Hydra shotgun and the Pale Rider revolver.
Teased With Awesome: Their MAP attack. You won't get any access to any MAP attacks until you at least level up Frank and Lei-Lei/Hsien-Ko a lot, who learn it the earliest.
Support Solo Units (in order of who joins the party)
What the Hell, Hero?: Calls out Batsu why he wasn't at Roppongi where they were supposed to fight each other, though Batsu couldn't really do much about that one with all the dimension warping going on. Then calls him out again after Batsu suggests that they fight it out at where they are now while surrounded by enemies.
Oh Crap: Every single time she summons Blodia only to forget she's in its way. You'd think she'd learn already after every single time.
Overly-Long Name: Estelle didn't even catch it the first time Flynn introduced her. And if you pair her up with Dante and Demitri, the latter complains that it's too long and requests that she repeat all that.
Royal Brat: Wants to be addressed by her full title and name.
Useless Useful Spell: One of her support skills is capable of giving the unit she's paired with +10% to all parameters with a 20% of giving a 100% cross point gauge to enemies. Better start praying the Random Number God is on your side.
Walking Armory: There's her main weapon, then there's the ammo strapped to her, then there are the grenades, and then there's her clothes that look really heavy on her. Justified as she was still participating at a war when she got caught up in the mess.
As Herself: Her voice actress is referred to as this. Who it actually refers to is a SEGA employee who not only voices Ulala, but also did all the motion capture for Ulala's dancing in her series. Hence, she is voicing 'herself'.
Beware the Silly Ones: Sure, you might chuckle at how she 'fights', but do you want to know how badass she really is? In Part 2 of her game she came back from the brink of death through sheer willpower to save the entire milky way and sent the Big Bad hurtling across outer space. Granted, Clap Your Hands If You Believe played quite a role in all this, but still!
"Coco Tapioka The Huge Dancer" in the Western release, as it seems Namco couldn't secure the rights to the original song outside of Japan.
Magic Dance: Capable of directing attacks from her assists with this. Fitting since her game is about leading an entourage.
Nitro Boost: Also has a skill that casts a +2 Square Movement to all ally units. The downside to hers compared to Ichiro and Flynn's is that her skill is a Passive Skill and requires 120% on the XP Gauge when it's the turn of the unit she's assigned to in order to take effect.
Parental Abandonment: At the age of 12, she was rescued from a spaceship accident which killed not only everyone aside her onboard, but also her parents.
Stationary Boss: He won't move from his position. Sadly, he's also in the best position (for him) because you can't hit him unless you are at least two squares away in front of him (three if you have a unit who can attack from three squares or more)
SNK Boss: Let's just say he hits hard a lot and be done with it.