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These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Of the equippable parts available in K, "Orgone Cloud" is probably the best onenote Unit gains "Double Image" (at 130 Will, gain a 50% chance of evading any attack), a large "Barrier" (reduce damage taken by 2000 points), small EN regeneration (10% per turn) and ignores terrain penalties. Although it's available on the fifth playthrough of the game, players can easily acquire it on the first playthrough by inserting a Super Robot Wars Judgment cartridge into the Nintendo DSGame Boy Advance slot.
The "Combo Attack" pilot skill allows a pilot to attack both units in a partner unit; at higher levels, the pilot can target additional partner units. Thus, a pilot with a level 3 "Combo Attack" can target upwards to six enemies at once. Since "Combo Attack" is only applicable to melee attacks, these are effectively short-ranged MAP Attacks, except without the usual drawbacks such as limited ammunition, reduced Experience Points/credits earned and possible friendly fire. Additionally, "Combo Attack" deals full damage without any penalties, meaning players are free to spam to their hearts' content immediately on the first turn.
Unlike the "Chain Attack" pilot skill in previous SRWs, enemies don't need to be adjacent to one another or in a row; "Combo Attack" is far more effective so long as enemies are in range of the weapon that is "Combo Attack" applicable. Finally, destroying many units with a "Combo Attack" allows much faster Will gains for the pilot with the skill.
Rescued from the Scrappy Heap: Largely Gundam SEED Destiny characters; not only is Kira Yamato more reasonable (who doesn't attack the player's team on sight, but agrees to join them) and Cagalli's Chickification completely nullified, but K goes out of its way to make YuunaRomaSeinan less of a coward and more affectionate towards Cagalli, to the point where he acknowledges his faults and steps aside when Cagalli forcibly takes command of Orb. Yuuna actually manages to live through the Battle of Orb, on top of this. Unfortunately, the same can't really be said about the ZAFT characters (with the exception of Athrun Zala and maybe Heine Westenfluss).
Scrappy Mechanic: Many players consider the "Partner Battle" system useless, especially when standard Mooks later in the game have access to "Combo Attack". Also, partnering two units prevents the use of "Combo Attack", further discouraging the system. Those who do want to use the "Partner Battle" system find it does have some uses, such as always having mecha in range of each other to combine or easier access to Combination Attacks. Ultimately, it's a question of weighing the benefits of these vs. being able to use a "Combo Attack". These are largely the reasons why the system is revamped in Super Robot Wars L.
Following the release of Super Robot Wars Z, installments began standardizing many gameplay mechanics, such as "evasion decay"note As a unit is attacked, its evasion rate decreases every time it is targeted, raising the cost of Spirit Commands and balancing individual Will gains. The one gripe players have with K regarding standardization are terrain rankings on units. First, K goes with the idea that if a series is never set in space, it cannot have more than rank of "B" in space. This is fine until players realize that Mazinger Z, who was never been in space, gets a rank of "A". This also extends to the Fafners, while the Dann of Thursday (who not only fought in space, but fought to a draw against the Saudade of Sunday, an Armor built for space combat) gets a "B". Secondly, despite the primary units from Shinkon Gattai Godannar!! fighting somewhat often in water, and the Fafners originating from an island, none of them have a better rank of "B" in water (the exceptions are the Cosmo Diver, a dedicated underwater/space unit, and one of the unlockable Fafner units).
Additionally, multiple series in K don't have many flight-capable machines, which causes problems when late-game Mooks all take to the skies. This would probably be fine, provided the game gave players enough equippable parts allowing flight, but it doesn't.
Scenario 5 pits players against every named villain in the first half of Overman King Gainer, including Brunhilde, who in-series attacked friends and foes alike, yet in K only attacks the players' units. Fortunately, only Brunhilde needs to be destroyed, except it has 10000+ Hit Points (at Scenario 5, no less), and there are around 7-8 Fragile SpeedsterFlunky Bosses attacking the party at the same time. Fortunately, the scenario has easy Mooks to handle.
Scenario 6 kicks off the GUN×SWORD plot, only Van is attacked by a lot of Darius EmpireMooks. The player must ensure Van survive s for two turns until the Daikuu Maryu appears to aid him, which is easier said than done.
Scenario 7 is a mix of the two before: it begins with the Dann of Thursday, the El DoraV (unfortunately, it's an EN guzzler), the Brownie and Mist being attacked by a bunch of King Gainer grunts and bosses (again). A few turns later, the rest of the party arrives, only enemies also get two tough bosses as reinforcements - Cynthia Lane and Ray Lundgren. Like Brunhilde in scenario 5, they only attack the party, despite neither of them being aligned with the Siberian Railroad.
Any Virtual-ON-based scenarios: the first two are long and boring, set in corridors against Mooks with MAP weapons, while the last one is on an open field with more grunts and Elite Mooks with huge HP pools and the "Combo Attack" pilot skill, allowing them to crush the player's support units.
Scratch that: let's just say any long corridor-based scenario is long and dull (we're looking at you, final Fafner scenario).
In one Mobile Suit Gundam SEED C.E. 73: Stargazer scenario, players must prevent any enemy unit from reaching a certain point...IN SPACE. This sort of mission objective isn't a problem, except many series and their respective mecha in this game don't go into space from their home series, meaning they're stuck with a relatively low rank of "B" for terrain (see Scrappy Mechanic above). To emphasize, even a Lightning Bruiser like the King Gainer can easily get hit and often miss in space.
They Wasted A Perfectly Good Appearance: Despite the proper SRW appearance of Godannar (the series made its debut in Super Robot Wars Scramble Comannder 2), units like the Goddinner, Genesister and Volspinner do not make an appearance, let alone even be mentioned in K. However, thir pilots do make appearances during the intermission, just not their machines.
Despite the changes to its storyline, Gundam SEED Destiny still gets the short end of the stick in several areas. So what if Captain Talia Gladys dies in the game? Let players use the Minerva battleship instead of the Archangel, for a change.
K marks the first time the actual Virtual ON MARZ storyline is used (the cast treated their Super Robot Wars Alpha 3 appearance as a "bonus level" from their world), yet players only get 4 of the 9 MARZ characters to use.