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There are warriors who have wings made out of steel...

They are just about to take off for the last battle that determines the fate of the world...

These warriors will never give up, because they've got tenacious and strong hearts, that are filled with great love...

They are ready to sacrifice their own lives to blaze a new trail for the future, for new hopes... and dreams.
— Opening narration to Wings of the Legend

A long-running, Massive Multiplayer Crossover Turn-Based Strategy video game franchise, Super Robot Wars is based on almost every Humongous Mecha series ever made in Japan. In Western terms, imagine if The Avengers (both teams of that name), the Justice League, Spider-Man, the Fantastic Four, the X-Men, the Teen Titans, the Doctor (all incarnations), The A-Team, Sherlock Holmes (and all other incarnations), the Ghostbusters (plus both incarnations of the unrelated Filmation team), He-Man, She-Ra (both incarnations), the Scoobies, Mystery Inc., and RoboCop fought alongside G.I. Joe, The Autobots (and all subsequent incarnations), the BPRD, Stargate SG-1, Battlestar Galactica (and the original series), every single Power Rangers team, Matthias and Martin the Warrior, the Pan-Pacific Defense Corps, the crew of the Serenity, the Clans, Starfleet, and the Rebel Alliance all teamed up while injected with industrial levels of weapons-grade Hot Blood. Now imagine an existential threat it would take to bring them all together, and imagine them pounding it flat.


The first Super Robot Wars was released on the Nintendo Game Boy, and featured mecha from Mazinger Z, Gundam (various series) and Getter Robo (referred to as the "Holy Trinity" of the franchise and would star in nearly every game from then on). As the franchise grew, more series were added, as well as their characters. Each game would take the storylines of all the series and merge them into one (mostly) coherent whole. This often required some creative interpretation, particularly in the case of Gundam, as characters, mecha and events that took place decades apart in the original stories now occur within a matter of weeks of each other, if not, simultaneously.

The usual setup for your average Super Robot Wars game is simple: take the story of every Humongous Mecha series included, put it in a blender, and set to "liquefy". The player usually sees the story through the eyes of an original character and their mecha, possibly through different protagonists and different story routes. As the story begins to wind down, an additional threat makes itself known, and the gathered heroes come together to beat the unholy hell out of it. Of course, the interactions can sometimes have an interesting effect on various characters. The Super Robot Wars Alpha games, for example, are highly regarded by many fans for making Shinji Ikari much less of a wuss.


Starting from the second game, entirely new mecha and characters were introduced. These became known as "Banpresto Originals."note  In 2002, Banpresto released Super Robot Wars Original Generation for the Game Boy Advance, which consisted entirely of the original characters and mecha created for the series over the years; a sequel was released in 2005. Both titles, including Spin-Off Endless Frontier, are the only Super Robot Wars games to be officially released outside of Japan, due to the obvious lack of licensing problems. However, by The New '10s, franchise publisher Bandai Namco Entertainment began a new international push via its licensed installments and the realities of modern Internet commerce (see "International Era" folder more).

The series is occasionally referred to by English speakers as Super Robot Taisen, the original Japanese name. While some of this usage can be attributed to Japanophilia, the scant few American releases of the series were specifically titled "Super Robot Taisen" to avoid a trademark conflict with the Robot Wars series. (The Irony of using an English translation of a Japanese title while using rōmaji for an English-language title should be noted.) Strangely, "Super Robot Wars" is a Japanese invention: "大戦" (taisen) is the actual term used, and the only bit of Japanese in the title. At some point, "Super Robot Wars" began to be used as an alternate "English-language" title in Japan, akin to "Mobile Suit Gundam" and so on. This title has been used for the English-language Asian releases starting with Moon Dwellers, essentially making it the official English title of the series going forward.

Compare Another Century's Episode, the third-person Mecha Game equivalent also thought up by Banpresto, and SD Gundam G Generation, a similar Turn-Based Strategy series, but centered exclusively around the Gundam franchise.

The Super Robot Wars games, based on the classification from a template in The Other Wiki:
    open/close all folders 

    The Original 

    Classic Timeline 

Beginning with the second game, Banpresto introduced the archetypical Super Robot Wars story structure: rather than sentient robots, the plot would be an amalgamation of several series, with their respective characters interacting with each other. The overarching story would be centered on that installment's Original Generation, and its Final Boss being what brings all characters together; some Fix Fic elements also started to be introduced here. However, as this was the beginning of how Banpresto was still learning to implement simultaneous story-lines, the narrative wasn't extensive (often being hit with the likes of Hand Wave and/or Negative Continuity).

  • Super Robot Wars 2: The first game to have an overarching story and Banpresto Originals, the plot follows a Civil War between The Federation and the separatist Divine Crusaders. 2 was released on the Famicom in December 1991; a remake was released for the Game Boy in June 1995, with a user interface similar to Super Robot Wars 4, but isn't considered canon to the timeline.
  • Super Robot Wars 3: Sequel to the second game, it is the first Super Robot Wars for the Super Famicom. Released in July 1993, it revolves around the attack of the "Inspectors" of the intergalactic Zuvorg Alliance. 3 would introduce backgrounds during combat animations, discrete stats for pilots and their machines, and upgrades for units. This installment is often considered by fans to be one of the most difficult ever released in the franchise.
  • Super Robot Wars EX: A sequel, of sorts, to the third game, it was released in March 1994 for the Super Famicom. EX takes place in Masaki's enigmatic world of La Gias and is the first title involving the Masou Kishin storyline. EX features a "Multiple Scenario" system, where the plot is determined by the order the player selects the scenarios they play; it is also the first game to allow weapon upgrades.
    • Important Banpresto Original characters debuting here: Hwang Yang Long, Tytti Noorbuck, Mio Sasuga, Presia Zenosakis, Xenia Grania Bilseia, Monica Grania Bilseia, Feilord Grania Bilseia, Kirkus Zan Valfarbia, Zashford Zan Valfarbia, Telius Grania Bilseia, Gennacy I. Kozireh, Simone Culian, Rebecca Turner, Ahmed Hamdi, Ratel Acros, Mira Lioness, Rodney Jesh, Elis Radius, Luozorl Zoran Roiel, Saphine Grace
    • Series Debuts: Aura Battler Dunbine, Go Shogun
  • Super Robot Wars 4: The proper sequel to 3 and the final story of the Classic Timeline, 4 deals with the invasion of the "Guests" paramilitary force from the Zuvorg Alliance. Released in March 1995 on the Super Famicom, this is the first Super Robot Wars title allowing players to choose from eight Banpresto Originals, each with staple personalities, to be the protagonist. 4 features the first use of "equippable parts" to units to improve performance or restore hit points or energy. Additionally, certain scenarios may contain hidden items or credits on the map, which can be collected by moving a unit onto its location. Finally, 4 allowed players to manually decide whether to counterattack during enemy turns. This title was remade a lot of times, from Super Robot Wars 4 Scramble (January 1996; no longer canon) to Super Robot Wars F/F Final (April 1998 for Sega Saturn, later ported to the PlayStation; F Final being the one considered canonical). Gilliam Yeager from Hero Senki: Project Olympus makes an appearance here, and it is also the debut appearance of the super robot Shin Getter Robo (in 4) and Mazinkaiser (in F Final).
  • Super Robot Wars Gaiden: Masou Kishin - The Lord of Elemental: The first (official) Super Robot Wars Gaiden Game, with its events occurring on the fringes of the Classic Timeline (before the start of 2 and after the end of 4). This is actually the first Original Generation game, as it includes only Masou Kishin characters. Released in March 1996 on the Super Famicom, Gaiden is the first installment to use non-Super-Deformed visuals and an angle view of the scenario map at 45° (commonly seen in releases post-Gaiden). It is also the first game in the franchise where a unit's elevation and the direction it is facing at the end of its turn are important for combat calculations; this would be repeated in future Masou Kishin installments.
    • Important Banpresto Original characters debuting here: Ricardo Silvera, Zeoroot Zan Zenosakis, Wendy Rasm Iknart, Lubikka Hakinnen, Lasett Novaste

    Alpha Saga 

If the "Classic Timeline" was Banpresto learning the ropes with story-telling, this saga is where they honed and refined at building a complete narrative. The Super Robot Wars Alpha series brought about a complex story-driven Crossover spanning several series, with each installment becoming more interconnected and interwoven with its overall Myth Arc; Call Backs and Continuity Nods would be abundantly used. Alongside several quality of life updates to its Turn-Based Strategy formula and some Original Generation becoming Breakout Characters in the franchise, the Alpha saga is often considered one of the fandom's favorite continuities, features the best-selling games in the entire franchise (Alpha 1 was a sniff away from one million units sold, and all four games blasted past the half-million mark) and is generally considered the bedrock upon which the modern, 21st-century fanbase of the franchise is built.

  • Super Robot Wars Alpha: The first Super Robot Wars to feature a complex storyline, centered on the invasion of Earth by the Ze Balmary Empire and, to some extent, on the terrestrial Choukijin plot (though in some regards, the plot is an expanded form of the plot of Shin SRW). Released in May 2000 on the PlayStation, it was the first game to allow customization of pilot skills, statistics and terrain ratings. Alpha also introduced the "Skill Point" system (later localized as "Battle Mastery" in Super Robot Wars Original Generation), where decisions made in and out of scenarios can affect game difficulty and chances of unlocking secret characters, parts and units. Old characters from the Classic Timeline, Shin Super Robot Wars, and also Ingram Plissken and Viletta Vadim from Super Hero Operation, make an appearance. An Updated Re-release, bordering on a remake in scope, was released on the Sega Dreamcast in 2001, featuring 3D visuals, increased difficulty, secret boss characters and a cameo of the G-Breaker, a robot from Bandai's Sunrise Eiyuutan.
    • Important Banpresto Original characters debuting here: Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, Ricarla Borgnine, Eri Anzai, Kenzo Kobayashi, Robert H. Oomiya, Kirk Hamill, Mai Kobayashinote 
    • Series Debuts: The End Of Evangelion, Mobile Suit Gundam F90, Super Dimension Fortress Macross (Includes the original TV series and the movie Macross: Do You Remember Love?), Macross Plus
  • Super Robot Wars Alpha Gaiden: A Gaiden Game of the Alpha series involving Time Travel to an apocalyptic future and the battle against the Ancestors/Machinery Children; to this day it remains a fan favorite. Released in March 2001 on the PlayStation, Alpha Gaiden introduces simultaneous weapon upgrades for units and brings back Masou Kishin characters for their final appearance before the Original Generation sub-series, which was a source of speculations that Banpresto got sued by Winkysoft for using their characters (in reality, the team wanted a break from the recent spate of Masou Kishin-centric stories). Alpha Gaiden features the franchise's first vocal theme song Hagane no Messiah, performed by JAM Project.
  • Super Robot Wars Alpha 2: The proper sequel to Alpha, released on the PlayStation 2 in March 2003. Alpha 2 was the first installment to introduce squad-based mechanics and revolves around the Sealing War against the "Garden of Baral". The game also marks the promotion of Sanger Zonvolt, formerly The Dragon in Alpha Gaiden, into a protagonist, and confirmation of the canon heroes of Alpha 1, and thus the "main" heroes of the series, as Kusuha Mizuha and Brooklyn Luckfield.
  • Super Robot Wars Alpha 3: The most crowded Super Robot Wars at the time of its release (33 individual series), Alpha 3 was released in August 2005 on the PlayStation 2. The sequel to Alpha 2, the game concludes the Balmar War saga and the Alpha series. It's also famous for introducing Virtual-ON characters, the first time another company's video game series was brought into the franchise. The SRX Team, who were absent in Alpha 2 sans Viletta, make a full blown return, as do all of the previous game's originals.

    Compact/Impact/MX (Mostly standalone stories) 

Taking advantage of the Bandai WonderSwan, Banpresto released a series of standalone titles, yet are considered to be under the same banner. All installments listed have a unifying feature: the ability to select the order of scenarios that was played. Some of the series eventually made the jump from the WonderSwan handheld onto the PlayStation 2 console. Another thing shared between these games are the same main Leitmotif remixed for each, titled "Commencement of a Distant Battle"/"Fight For Tomorrow".

  • Super Robot Wars Compact: The first Super Robot Wars for the WonderSwan, released in April 1999, Compact features the "Select Scenario" system, where players can decide on the order which scenarios are played, but is devoid of originals. In December 2001, it gets an updated port to the Bandai WonderSwan Color with added visuals, audio and gameplay mechanics to reflect Compact 2.
  • Super Robot Wars Compact 2/Super Robot Wars Impact: This installment has such a huge storyline, it was separated into three games for the WonderSwan altogether. Released between March 2000 to January 2001, Compact 2 revolves around the mysterious Einst and features the first use of the "Support Attack/Defend" system. Finishing each game allows the player to carry their completion data to the subsequent game via the WonderSwan's internal memory. In March 2002, all three installments were compiled into Impact for the PlayStation 2, the first Super Robot Wars for this console, adding in new scenarios (to a total of 100 in a single play-through!), series and an original character.
  • Super Robot Wars Compact 3: Released in July 2003 for the WonderSwan Color, Compact 3 deals with the Shura invasion. Notably, Compact 3 features no space-based scenarios whatsoever and the game fully utilizes the characters and plot from Dunbine: The Tale of Neo Byston Well, rather than just their units in previous installments.
    • Important Banpresto Original characters debuting here: Folka Albark, Fernando Albark, Alion Lucada, Altis Tarl, Maythis Mark, Magnaz Ald, Alkaid Nassh, Mizal Touval
    • Series debuts: Acrobunch, Betterman, The Vision of Escaflowne, Mechander Robo
  • Super Robot Wars MX: Taking the jump to the PlayStation 2 for good, MX was released in May 2004; one year later in December 2005, it gets ported to the Sony PlayStation Portable with minor gameplay adjustments and additional scenarios. The game introduces the "Favorite Series" system, which increases the upgrade limit and experience gained for all pilots and units from a selected series. MX involves the artificially intelligent Medius Locus/AI-1 saga and was originally intended to be the sequel to Impact, due to similar entries, but developers scrapped the idea.
    • Important Banpresto Original characters debuting here: Hugo Medio, Aqua Centrum, Albero Est, Eldy Mitte, Mitall Zapad
    • Series debuts: Hades Project Zeorymer, RahXephon

    Z Saga 

After languishing several years post-Alpha 3 by focusing on the Super Robot Wars Original Generation continuity, including standalone handheld titles, Bandai Namco Entertainment was ready to recreate the magic from the Super Robot Wars Alpha saga by attempting to take its complex story-telling Up to Eleven with the Super Robot Wars Z series, resulting in such an extensive narrative that parts of the trilogy had to be separated between multiple games. This saga was the first in the franchise to dabble with the theme of Alternate Universes, a setting revisited and used in different ways for subsequent titles, particularly the International Era.

This saga was also the point where the franchise took an increase in Animation Bump, with High Definition visuals to go along with traditional sprite work once the titles hit seventh-generation consoles, making it a graphical cornerstone of the modern era.

Additionally, the Z saga was developed in the midst of the Mecha boom post-Turn of the Millennium, caused by the likes of Code Geass, Tengen Toppa Gurren Lagann, Mobile Suit Gundam 00 and Macross Frontier; these series became a highlight for the fandom throughout the saga.

  • Super Robot Wars Z: Made for the PlayStation 2 in 2008 and the start of a new series of games, Z featured the largest debut of new series in a single installment (until X-Ω eclipsed it). It incorporates the "TRI-Battle System", a refinement of the Alpha series' squad system that allows the player to change the squad's formation to suit the flow of battle. The plot revolves around the In-Universe merging of multiple Alternate Universes and the chaos that it entails, along with the machinations of the "Chimera Battalion" and the existence of mysterious MacGuffins known as "Spheres", hunted down by the enigmatic "Evil Masaki", Asakim Dowin. This game would be the first title created by Banpresto under Bandai Namco Entertainment post-absorption as new gaming division "B.B. Studio".
  • Super Robot Wars Z Special Disk: Released less than 6 months after Z on the PlayStation 2 in March 2009, Special Disk features exclusive scenarios that bridges the gap between the previous game and the sequel, "Challenge Battles" (akin to the "Tsume Suparobo" mini-game of Super Robot Wars Destiny), a "Battle Viewer" (similar to "Free Battle Mode" for Original Generation Gaiden), a "Special Theater" displaying art work and concept designs for the Z originals and a library of all characters and units. The game exclusively features the "XAN", an Overman from King Gainer who, after this point, would also exist as a collectible figurine. Although Special Disk does not contain Z, most of its content depends on how much the player has achieved in the original game.
  • Second Super Robot Wars Z: Hakai-hen ("World Breaking Chapter"): Part one of the sequel to Z, Hakai-hen retains almost all of the original cast listing, alongside a surprising number of series additions and returns. Hakai-hen forgoes the TRI-Battle System in favor of a new "Sub-Orders System" to facilitate the large roster. This game was intended to celebrate the franchise's 20th anniversary, and was released on April 14, 2011 for the PlayStation Portable. To date, Hakai-hen is the best selling handheld Super Robot Wars.
  • Second Super Robot Wars Z: Saisei-hen ("World Rebirth Chapter"): The follow-up to Hakai-hen, Saisei-hen was released on April 5, 2012 for the PlayStation Portable. The game broke the record set by Alpha 3 with the largest number of individual series in a single game at 39 (until X-Ω). In an unusual twist, Macross Dynamite 7 is the first series in Super Robot Wars where none of its unique characters or units are included in the Crossover, but rather its soundtrack.
  • Third Super Robot Wars Z: Jigoku-hen ("Time Prison Chapter"): Part one of the third and final volume in the Z series, Jigoku-hen had a simultaneous April 10, 2014 release on the PlayStation 3 and Play Station Vita. The first print of Jigoku-hen includes a downloadable code for an HD release of the original Super Robot Wars. Jigoku-hen features the "Tag Tension System", where allied teams of two units can perform special actions when the "Tag Tension Gauge" is full. It is also the first Super Robot Wars to allow custom BGMs for allied units.
  • Third Super Robot Wars Z: Tengoku-hen: Sequel to Jigoku-hen, Tengoku-hen had an April 2, 2015 release on the PlayStation 3 and PlayStation Vita. The game also includes Rengoku-hen, an Interquel set between the events of Jigoku-hen and Tengoku-hen, featuring only the Z Original Generation. Like Jigoku-hen, players can use custom BGMs, but Tengoku-hen adds the option of using custom tracks for individual attacks. Furthermore, Armored Trooper VOTOMS: Phantom Chapter is the first Super Robot Wars entry where only its characters and plot are used; its units and soundtrack are not.


The Classic Timeline and the Alpha saga had narrative ties to their respective original plots and Myth Arc; the Super Robot Wars Compact series (including Impact and MX) featured the Select Scenario system. Believing it would be difficult for players to follow through with these tightly-woven continuities, Banpresto began experimenting with a different approach - an entirely self-contained installment, one with little-to-no thematic elements to its predecessors and successors. At the same time, the Nintendo Game Boy Advance was looming on the horizon following the Compact 2 trilogy.

As a result of copyright issues stemming from Super Robot Wars 64, Banpresto reused the mechanical designs of its originals for Super Robot Wars Advance, while telling a different story devoid of the plot from 64. The game was a success, and the developers began creating singular, unconnected installments akin to other Eastern RPG franchises such as Final Fantasy or Fire Emblem, where a narrative is completed at the end of its game. Not only did this practice offer different game-play and story options with each succeeding title, it enriched Banpresto's bank of Original Generation even further, many of whom would be incorporated into Super Robot Wars Original Generation.

    Scramble Commander 

    Other (All standalone) 

    International Era/VTX Trilogy (All standalone... sort of.) 
Beginning in 2017, Bandai Namco Entertainment launched an initiative to get around the ever-present licensing issues for Super Robot Wars and reach an increasingly international audience: they would obtain the licenses to sell the games to the Southeast Asia region (a less expensive proposition due to the perceived size and importance of the market) and include full text localization in English as an option (a widely-spoken language in the Singapore, Hong Kong and Philippine markets). Thanks to the lack of Region Coding on eighth-generation consoles from Sony (and later Nintendo), these titles would be playable on devices outside of Asia should copies be imported elsewhere. This effort has been met with success: V and X saw enough significant overseas sales for Bandai Namco to continue the project, including hiring Promoted Fanboys and Fan Translators to help provide localization efforts.

This era is notable for really stretching the limits on "what is allowed in Super Robot Wars", with questionable "Mecha" properties making their franchise debut, albeit ones that are still beloved mainstays of Japanese series and pop culture. Also helping these debuts is Super Robot Wars X-Ω expanding upon the borders for which properties, including genres, can be included. These games, however, tend to be a bit more limited and subdued, as opposed to X-Ω and its "go all-out, so long as there's something with Mecha in it" approach. As a result, each installment features one title drawing heavily upon Space Opera, with a trademark unit being a battleship rather than a Humongous Mecha.

At the last legs of these series of games, Bandai Namco Entertainment released an Expansion Pack for the last title, featuring the last two games' original characters, revealing that the three games can stealthily count as a trilogy. Because of this, there's another term that's used by the fandom to call these games: The VTX Trilogy. Named as such due to the fact that the last game uses officially the term 'VTX' for one of its elements there (VTX Company), rather than using the acronyms according to chronological releases of the game (VXT).

    Original Generation 

Unlike its licensed installments (aside from Masou Kishin), Super Robot Wars Original Generation focuses exclusively on Banpresto's in-house created original characters and mecha to serve as protagonists or supporting characters from their appearance in licensed titles; of course, this series itself would go full circle by creating its own characters and mecha specifically for Original Generation. Despite lifting narrative and thematic elements from its predecessors, these installments are contained within its own Continuity, separate from the other games in the franchise.

  • Super Robot Wars Original Generation: The first proper Original Generation game released on the Game Boy Advance in November 2002, mixing the first part of the Balmar War from the Alpha series and the Divine Crusaders War from the Classic Timeline, alongside never-before-seen originals. It also touches on "The School" sub-plot hinted in Alpha 2, which later mingles with other originals and introduces a unique interchangeable weapons system between real robots. Since it's devoid of licensing problems, it's the first to be localized into English.
    • Important Banpresto Original characters debuting here: Elzam von Branstein, Kai Kitamura, Latooni Subota, Shine Hausen, Radha Bairaban, Katina Tarasknote , Russel Bagman, Garnet Sandi, Giado Venerdi, Daitetsu Minase, Tetsuya Onodera, Eita Nadaka, Lefina Enfield, Sean Webley, Eun Hyojin, Rishu Togoh, Marion Radom, Randolph Laker, Siebel Mistrel, Adler Koch, Tempest Hawker, Lily Junkers, Kar-Wai Lau, Tenzan Nakajima, Nibhal Mubhal, Graien Grusman, Atad Shamran, Gaza Haganer, Galuin M'Habel, Septuagint
  • Super Robot Wars Original Generation 2: Sequel to Original Generation, it was released in February 2005 on the Game Boy Advance and got localized, too. The game continues the story and adds up the Inspectors of 3, the Shadow-Mirror of Advance, the Einst of Impact and the Machinery Children of Alpha Gaiden, as well as introducing the(rest of the) protagonists from Alpha 2. It is the first game to introduce the "Ace Bonus", a passive upgrade to abilities and/or stats if a character reaches 50 kills, and a unique, unit-specific "Full Upgrade Bonus" if players fully upgrade a mecha's stats.
    • Important Banpresto Original Characters debuting here: Ouka Nagisa, Wodan Ymir, Echidna Iisaki, Archibald Grims, Van Vat Tran, Agilla Setme, Cuervo Cero, Brian Midcrid, Mitsuko Isurugi, Kenneth Garret, Stern Regisseur
  • Super Robot Wars Original Generations: A Video Game Remake compiling the two Original Generation Game Boy Advance titles for the PlayStation 2 in June 2007. Presumably due to cost considerations, this game has yet to be localized. The remake introduces the "Twin Battle" system", where two battles can be conducted against the same enemy by two allies simultaneously, and the "Twin Command", a seventh Spirit Command accessed through pairing allies with one another. Original Generations re-touches the story with minor and major alterations, including the addition of the originals from Reversal; effectively, the remake retcons the first two Original Generation games (as well as the first 3-episode OVA) via Continuity Reboot. Original Generations was intended to celebrate the franchise's 15th anniversary.
    • Important Banpresto Original Characters debuting here: Lorenzo di Montenego, Murata
  • Super Robot Wars Original Generation Gaiden: Gaiden Game sequel to Original Generations, it was released in December 2007 on the PlayStation 2. Despite the short campaign compared to other entries in the series, Original Generation Gaiden features lots of bonus material like a trading card mini-game called "Shuffler Battle Mode" and a battle viewer "Free Battle Mode". Story-wise, it continues from Original Generations and adds the ODE Incident from the OVA/drama CD, Duminuss from Reversal, the Shura of Compact 3, and a revamped Einst (now called Jetzt), as well as the heroes and villians from one of Banpresto's earlier crossover franchises, The Great Battle. The game also features cameos from Touma Kanou of Alpha 3 and the originals from MX.
    • Important Banpresto Original Characters debuting here: Kouta Azuma, Shouko Azuma, Kisaburo Azuma, Foglia Est, Eric Wong, Kyle Bean, Celcia Farm, Donna Galagar
  • The Second Super Robot Wars Original Generation: Sequel to Original Generation Gaiden, this is the first Super Robot Wars title released on the PlayStation 3 on November 29, 2012. The story concludes the events of the Sealing War from Alpha 2 and the AI-1 saga of MX. New series entrants include characters from Destiny, the obscure Real Robot Regiment and Lost Children, a manga side-story from Alpha 2. Finally, the rest of the Masou Kishin cast from EX make their Orignal Generation debut, along with the remaining Choukijin not seen in the Alpha series. The game retouches the "Twin Battle" system and adds in the "Ability Slot" system, where passive abilities and bonuses can only be activated by pairing allied units together.
    • Important Banpresto Original Characters debuting here: Michiru Hanaten, Kurt Bitner, Taylor Centrum, Gaspard Gillan, Daniel Howell, Jacob Moore, Humphrey Innis, Oleg Nazarov, Amara Barton, Jun Kanan, Sandayuu Taihou, Hou Kason, Chienne Argent, Chien Argent, Chiot Argent, Araseri Garcia, Arteil Steinbeck
  • Super Robot Wars Original Generation Infinite Battle: In the same vein as Super Robot Spirits, Infinite Battle is a 3D Fighting Game, with gameplay derived from Another Century's Episode and the Gundam Vs Series. Certain characters and units upwards to the Second Original Generation are playable. Released one year after the launch of the Second Original Generation, the premium edition of Infinite Battle includes "Dark Prison", a side-story that details Shu's route from EX retold to mesh together with current Continuity. Like Original Generation Gaiden, Dark Prison features Selena Recital from Alpha 3, and is available as seperate Downloadable Content.
    • Important Banpresto Original Characters debuting here: Saika Shinagawa, Albharda, Yong Gebana, Keparoc Narmo, Kinaha Sokonko
  • Super Robot Wars Original Generation: The Moon Dwellers: Sequel to the Second Original Generation, yet oddly not a numbered sequel, since Bandai Namco Entertainment did not wish to confuse newcomers. The Fury storyline of Judgment is incorporated with Touya Shun as the headlining protagonist, backed up by Calvina Coulange as the heroine of another route, alongside GC; like Raul and Fiona in Original Generations, GC protagonist Akimi Akatsuki becomes the younger Half Identical Twin to older sister Akemi. Furthermore, Haken Browning and Aschen Brodel of Endless Frontier also appear. The game was simultaneously released on the PlayStation 3 and the PlayStation 4, the first installment for the latter, on June 30, 2016 and was intended to celebrate the franchise's 25th anniversary. Additionally, Bandai Namco has translated the game into English, releasing it only on the PlayStation 4 platform on August 5, 2016.
    • Important Banpresto Original Characters debuting here: Gint Kitaumi, Miles Boothlloyd, Iradoya Kujua, Gomoudooka Gorainkel, Bilgor Belcha, So-Des Zuo, Karo-Ran Vi

    OG Saga 

The following Gaiden Games are exclusive to Original Generation. By Word of God, each installment takes place before, during or after the events of the main series, but are separate from them.

  • Super Robot Wars OG Saga: Endless Frontier: First Spin-Off game under the title "OG Saga", Endless Frontier is a multiverse-travelling Eastern RPG. Released for the DS in May 2008, it features a cast referencing previous Super Robot Wars installments and crosses over with Namco × Capcom and Xenosaga, showcasing Reiji Arisu, Xiaomu and KOS-MOS. Localized and released in April 2009, making it Reiji and Xiaomu's international debut.
    • Important Banpresto Original Characters debuting here: Haken Browning, Kaguya Nanbu, Aschen Brodel, Princess Suzuka, Sanuki Nanbu, Shuten, Cardia Basirissa, Otone, Anne Sirena, Bonny Maxmad, Katze Kotolnos, Ezel Granada, Kyon Feulion, Henne Valkyria, Koma, Shirou, John Moses, Lee Ly, Marion Sumii, Dorothy Mistral, Rubor Cucullus, Wahrschein Lichkeit
  • Super Robot Wars OG Saga: Endless Frontier EXCEED: DS sequel to Endless Frontier released in February 2010, EXCEED features all playable characters from the previous game returning, alongside new protagonists. The game ties into the events of Original Generation Gaiden, as Axel Almer, Kouta Azuma and Einst Alfimi make their way to the Endless Frontier as playable characters, including MOMO of Xenosaga. Mark Hunter from Gaia Saver makes a cameo.
    • Important Banpresto Original Characters debuting here: Aledy Naash, Neige Hausen, Cindy Bird, Pete Pain, Hamelin Silbato, Gerda Miroir, Cleo Gretel, Lok Eye, Hild Brun, Rig the Guard, Vanar Gand, Hela Gand, Jolm Gand, Gagun Laos/Gymnos Basileus
  • Super Robot Wars OG Saga: Masou Kishin - The Lord of Elemental: An Updated Re-release of Gaiden for the DS in May 2010, the intent is to incorporate and expand on the untold Masou Kishin story and characters into Original Generation Continuity.
  • Super Robot Wars OG Saga: Masou Kishin II - Revelation of Evil God: Released on January 12, 2012, Revelation of Evil God is the PlayStation Portable sequel to The Lord of Elemental and marks the 15th anniversary of the Masou Kishin series. The game is bundled with the The Lord of Elemental DS rerelease, complete with enhanced visuals and extended voice acting.
    • Important Banpresto Original Characters debuting here: Elan Zenozakis, Gaen, Fang Zan Bisias
  • Super Robot Wars OG Saga: Masou Kishin III - Pride of Justice: Released on August 22, 2013 for the PlayStation 3 and PlayStation Vita, Pride of Justice is the sequel to Revelation of Evil God.
  • Super Robot Wars OG Saga: Masou Kishin F - Coffin of the End: A PlayStation 3 release in 2014, Coffin of the End is billed as the final installment of the Masou Kishin saga.

    Compati Hero Series 

Super Robot Wars is actually a Spiritual Successor of sorts to the "Compati Hero Series", a group of Banpresto-developed games that featured the crossover nature first usually focusing around a trinity of Gundam, Kamen Rider and the Ultra Series (with the character depicted more often than not in Super-Deformed size to avoid scaling issues between the human-sized Kamen Riders and the giants of the other two franchises), until it garnered its own franchise.

    Animated Adaptations 
  • Super Robot Wars Original Generation The Animation: A 3-episode OVA by Brains Base set after Original Generation 2, the story tells of a next-generation of unmanned mecha from The Federation inexplicably going berserk and kidnapping people as part of an Assimilation Plot, including several of the main characters. The OVA's story would be re-adapted into a set of bonus missions in Original Generations called "2.5: Unified Wisdom"; the story is fully fleshed out in Original Generation Gaiden.
    • Important Banpresto Original characters debuting here: Wilheim von Juergen
  • Super Robot Wars Original Generation Divine Wars: A 26-episode TV adaptation of the first Original Generation game that re-tells Ryusei Date's story. Produced by OLM Incorporated.
  • Super Robot War Original Generation: The Inspector: A 26-episode TV adaptation of Original Generation 2 and sequel to Divine Wars directed by franchise regular Masami Obari and animated by Asahi Production, the series can be seen on Crunchyroll.
    • Important Banpresto Original characters debuting here: Azuki Sawa

If that list confuses you on which came first, don't worry: here are the games sorted chronologically.

    Chronological Releases of Super Robot Wars games 

See here for the massive character sheet.

The franchise is a Trope Namer for:

Tropes to the franchise as a whole, including how the games are played, are the following:

  • Ace Pilot: In most games, pilots earning 50 kills earn this status (displayed as an "A" on their character status menu), with the most common bonus being an increase in Will when sortied at the start of scenarios; meanwhile, the top three aces in the roster earn extra Will when sortied. Modern installments introduced the Ace Bonus, granting character-exclusive new abilities or stat increases upon achieving this trope.
  • Action Bomb: Two instances of this
    • Missiles that appear as individual units, whose sole attack is an enormous, unavoidable explosion with the minimum range of a single panel that will inevitably destroy the missile. This also applies to enemy units purposefully used for Suicide Attacks, such as the Missile Mechanic Beasts and Gaga in Saisei-hen.
    • The "Self-Destruct" Spirit Command often appears for Joke Characters like Boss, but might be frequented by characters (such as Heero Yuy) who have a penchant to use this from their home series. Naturally, using such a command will render the unit unavailable for the rest of the scenario.
  • Action Initiative: Like other Turn-Based Strategy contem poraries, the attacking unit always strikes first. However, the defending unit may perform its counterattack first provided its pilot has the appropriate pilot skill that triggers it (see Counter-Attack).
  • Actually Four Mooks
    • Alpha 2 started the trend of allowing a "squad" of upwards to four allied units moving and attacking as a single unit, with unit size being the leading restriction in forming squads. This goes double for enemy units - what might be a single Mook can wind up to be composed of four of them (boss units might even be a Flunky Boss). Thankfully, four bosses as a single unit doesn't exist.
    • Meanwhile, Original Generations and its Sequels took the road of a smaller "partner-based" system: K, L, and the Nintendo 3DS games, as well as the Third Z duology followed suit, whereas Z had the three-unit based TRI-Battle System.
  • After-Combat Recovery: Played with - this is automatically done for any allied unit destroyed in a scenario in virtually all installments; unfortunately, the games also automatically use credits earned in order to repair them, thus any finances spent on ensuring allied units are repaired will be not be spent on making units better via unit upgrades. The exception are pilots with the "Negotiation" pilot skillnote .
  • Alpha Strike: A number of units have attacks that amount to using most or all of their weaponry simultaneously. While this has been present since Alpha (where most of the Variable Fighters can perform Hikaru Ichijo's barrage from the ending of Do You Remember Love?), modern installments are fond of adding these attacks to units who otherwise would not have a definitive final weapon in their respective arsenal.
  • Alternate Company Equivalent: During the PlayStation era, Takara made games known as the Brave Saga series with very similar gameplay, including Yuusha Commands in place of "Spirit Commands" (the Super Robot Wars equivalent of magic spells). As the name implies, it's a crossover of Sunrise's Brave Series but also included VOTOMS, Fang of the Sun Dougram and Panzer World Galient as its Real Robot representatives.
  • Always Accurate Attack
    • The "Strike" Spirit Command ensures 100% accuracy, even bypassing unit abilities with a percentage chance of evading any attack, for a pilot's next attack or for the rest of a turn, depending on the game. Meanwhile, "Attune" does the same except a pilot can cast it on any ally.
    • Inverted with the "Alert" Spirit Command, allowing 100% evasion from any attack, making it an "Always Inaccurate Attack" example.
  • Another Dimension: A setting used frequently in order to allow multiple series to crossover, even if it takes place on another world, yet it's still fair game to bring them and their dimension into the overall conflict within one universe (usually the one where the installment's Original Generation hails from). Aura Battler Dunbine and Byston Well is the earliest instance of this, followed by The Vision of Escaflowne, Mashin Hero Wataru Series and Magic Knight Rayearth. Of course, the franchise's Original Generation has one of its in the form of La Gias via the Masou Kishin saga.
  • Anti-Frustration Features: Zigzagged; if players earn a game over, they are brought back to the intermission menu to retry the scenario. In some games, all credits, Experience Points and Pilot Points earned from the scenario are retained, allowing players to do some form of Level Grinding. Unfortunately, earning a game over results in possible "Skill Points" that could be acquired in the scenario to be unobtainable because they failed the scenario in the first place.
  • Anti-Grinding:
    • Enforced like its contemporaries as the franchise calculates Experience Points based on how strong enemies are - a high-level character will earn measly experience destroying low-level Mooks, whereas low-level characters destroying a scenario boss are guaranteed to achieve multiple level ups. With the exception of particular scenarios that respawn enemy reinforcements, most games feature a certain number of enemies per scenario.
    • Played with when repair-based units are considered since F: they can keep performing its primary function to gain as much experience for as long as players like, so if you want to spend several turns levelling your repair units this is entirely possible.
  • Arbitrary Headcount Limit: The series allows a limited number of deployments that changes every scenario. Typically, by the end of the game, the player will have two to three times as many units sitting on the sidelines than those participating in the fight. The exception are the games allowing "squads", such as Alpha 2, Alpha 3 and Z, where a single unit can be comprised of upwards to four units (three in Z). The games allow roughly a maximum twenty squads to be deployed, thereby allowing almost all of the player's forces to participate. The "pair-based" games such as Original Generations and K do the same thing, though on a slightly smaller scale, deploying two units in one controllable unit.
    • This limit is later pushed to its extreme in Hakai-hen and Saisei-hen, where a whole game's worth of a new cast, including every previous series from Z. While only around half or less of the cast from Z return, it does include all the best units from each series. However, due to hardware limitations, neither game has a squad-based system. This results in well over a hundred deployable units, and enough deployment slots for around a quarter of that, until getting the extra slots during the last scenarios. The player cannot even deploy a single character from each series without hitting the limit.
    • Zigzagged in Judgment and W, where battleships can gain the ability to switch out active and reserve units during battle. The latter also contains the unique "Support Request" mechanic, which allows a unit to call in a reserve unit for a "Support Attack"note , despite not being sortied and adjacent to them the whole time.
    • Averted in the Endless Frontier games: only four active party members will fight, but the rest can perform a "Support Attack" (provided the currently active party member has enough commands to trigger the support), which can be helpful by maintaining maintaining combos, finishing weakened enemies without wasting a turn and increasing the Frontier Gauge to activate an "Overdrive".
  • Arbitrary Minimum Range: Some weapons in the series cannot be used at point blank range. Ironically, this includes the shotgun in most games, which cannot be used against an adjacent enemy.
  • Area of Effect: Some units may have weapons designated as "MAP", which hits all units within a targeted area. The most common is a circle around the user, but there are other patterns depending on the unit. Most "MAP attacks" don't discriminate friend or foe, but there are some that are Friendly Fireproof.
  • Armor-Piercing Attack: Some unit attacks have an attribute allowing it to bypass enemy barriers; moreover, there's at least one Spirit Command where a pilot's next successful attack automatically pierces barriers. Finally, all Combination Attacks have this trope innately.
  • Art Evolution: In general, the series takes less liberties with the mechas' proportions than it once did, downplaying the amount of "Super Deformation" involved and simply scaling them down with most of their original proportions intact. Note the differences in art between Alpha 3, MX, and the "International Era" Super Robot Wars games to see this evolution in action.
  • The Artifact:
    • Nearly every single multi-game saga features at least one series that finishes its plot in an earlier game but still sticks around to fill out the roster, at most having their Mooks reused by another faction.
    • Masaki Andou and the Cybuster are commonly credited as having come from "The Lord of Elemental", which is both unusual compared to other original characters (who simply get the blanket "Original" tag whenever they cameo outside of the Original Generation series) but also techincally wrong; he debuted in Super Robot Wars 2 well before the first Lord of Elemental game. This dates back to Super Robot Wars Alpha, where Banpresto decided to bill the Classic series' La Gias-focused originals and the Shin Super Robot Wars originals as two individual series titled The Lord of Elemental and Super War Machine SRX respectively.
    • Mobile Suit Gundam F91 got into Super Robot Wars 1 because it was the newest Gundam series. F91 got into the vast majority of games for the following decade because it was in the first Super Robot Wars. It comes to no surprise that it was among the fastest of the first game's series to fall out of regular use.
    • International fans still use the term "Banpresto Original", despite the fact its last official use was in 2008's A Portable. Likewise, expect fans to continue referring to the development team as Banpresto, even though Bandai Namco Entertainment absorbed it pre-release of A Portable, spinning them off as new gaming division B.B. Studio. Bandai Namco themselves continued to use the Banpresto mask on the games' respective box arts as late as 2013's Masou Kishin III before retiring it.
  • Artifact Mook: Super Robot Wars does this for some Monster of the Week series, where formerly one-off enemies suddenly appear in droves. Can be jarring in cases such as GaoGaiGar where the monsters were transformed humans and their looks are based on their personality and the environment.
  • Artificial Stupidity: Enemy Mook AI usually prioritizes the "weakest" units within their effective range; in some instances, targeting repair-based units are the norm. However, "weakness" is relative because of unit abilities and pilot skills that, when triggered (usually at low Hit Points), are capable of evading anything enemies throw at them (and provided the unit has the right pilot at its helm). This leads to the AI wasting its turn attempting to hit something it has no chance successfully (minus the work of Random Number God).
    • Conversely, in some installments, the AI will go for units with high Hit Points, thus battleships and super robots are frequent victims (since losing a battleship usually results in an automatic game over). The problem is the AI then tends to ignore half-damaged units; since super robots are almost always designated tankers, Scratch Damage could be in effect, allowing those units not soaking up damage to wipe the floor on enemies too busy dealing with other units.
    • Another example comes from enemies with MAP attacks: normally, a MAP attack targets all units in its vicinity, but in some games, enemies will refrain from using it on the off chance one of their own allied units would be hit. This makes certain bosses with MAP attacks easier, so long as a Mook is within is own range. The exception are MAP attacks that are Friendly Fireproof.
  • Ascended Extra: The franchise is no stranger to this, as supporting or lesser known characters from a series might be accentuated for an installment over its respective series protagonist. For example, Kouji Kabuto of Mazinger gets top billing and protagonist status, whereas Tetsuya Tsurugi plays second fiddle (except in his own series Great Mazinger). Thanks to Breakout Character in the Alpha saga, Tetsuya earns more narrative relevance compared to Kouji, with the Alpha sub-plots using the former as the central character. Even with games featuring Mazinkaiser where it's explicitly "Kouji's show", Tetsuya isn't put out of commission after the initial scuffle like the anime; likewise, installments utilizing Shin Mazinger starting from V will expand on Tetsuya's role rather than relegate him as a last-minute Big Damn Heroes. And in T, Tetsuya had more screentime before the plot of Mazinger Z: Infinity kicked in and he temporarily became a Badass in Distress. But even then, in T, his rescue happened a lot faster than in the movie (which was near the end of the movie), he still have more time to make up for the lost time in distress.
    • Jack King and Texas Mack originally appeared only for one episode and then disappeared. Whenever 70's Toei Getter Robo includes him (and his sister Mary), then he would stick around the good guys team instead of vanishing and also showcasing more positive personalities than being the typical American bully that was considered over the top racist even by the Japanese. This was before Shin Getter Robo vs Neo Getter Robo actually made it canon for their own take.
  • Ascended Glitch: Any music will be overrid- TROMBE!!!.
  • Assist Character: Played with - due to the large number of participants for installments, certain characters, usually those considered minor from their home series, will not get their own units. Instead, they participate as part of a main or secondary character unit's stronger attacks. In W, the human-sized Renais Cardiff Shishioh assists KorRyu and AnRyu for one of their individual attacks, while a pilot for the Strike Gundam has an attack calling for the trio of M1 Astrays to attack instead of the Strike. Similarly, certain bosses (particularly large spacecraft or King Mooks) will have an attack where they summon a large contingent of smaller Mooks to attack.
  • Attract Mode: Following the title, a battle animation demo will play if you don't push any buttons.
  • Background Music Override
    • All playable characters have a specific Leitmotif that plays during battle animations; however, enemy bosses and in-game events will have their own that overrides the playable's music. As a result of a bug in Original Generation, the Leitmotif "Trombe!" overrides all themes, including the Final Boss.
    • In some climactic moments, a special theme, belonging to neither the players or the enemies, will play throughout the scenario, overriding everything. Of special note is the final battle of Alpha 3, where the heroic "GONG" plays for the entire fight, unless the Macross 7 characters attack, in which case their music kicks in. Thoroughly justified, however: they're the ones playing "GONG" in the first place.
  • Bag of Sharing: All equippable parts and weapons in games have one inventory shared across all playable units. In the case of scenarios where the group splits off into different routes, equipped items on units not present on the player's selected route will be unavailable until they return; however, the player can unequip these items on non-present units during the intermission and give it to available units.
  • Bag of Spilling: The franchise gets away with this because scenarios are fairly abstract - players generally just lose the best units for a while for various reasons. For instance, the Mazinkaiser and Shin Getter Robo will be used for the first few scenarios, but an in-game event forces both to be shipped back home for repairs. In the Original Generation games, characters will likely keep their better units, though in some cases they have to go and pick them up out of storage.
    • In the case of F, it allows a carry-over of everything over to the sequel F Final. If the player opts out of using that, they're given a lump sum of credits to use, but don't get any upgraded units for the game. The same happens between Hakai-hen and Saisei-hen, to a certain degree.
    • Back in the Alpha games, the Mazinkaiser and Shin Getter Robo show up in each subsequent installment, yet there are various excuses as to why the characters downgrade to the Mazinger Z and Getter Robo G at the start of the next game. Such explanations include correcting a power imbalance or undergoing maintenance when the team gets sent to the future a la Alpha Gaiden. Interestingly, Alpha 2 uses a Continuity Nod explanation: in the previous game, the villains managed to pull a Grand Theft Prototype on the Mazinkaiser, and the heroes recovered it by exploiting a flaw (a blind spot created by its flight pack). At the start of Alpha 2, players get the Mazinkaiser but not the pack, since Professor Yumi is trying to remove the blind spot so future villains can't exploit it themselves.
  • Boss Dissonance: Done occasionally because boss difficulty isn't necessarily determined by the amount of Hit Points or statistics it has, but from its pilot skills, unit abilities and whether or not it can successfully perform a Counter-Attack; fighting such an enemy may invariably lead to the next boss being much easier. Take Alpha Gaiden for example, where the penultimate boss is harder than the Final Boss, despite being statistically weaker than the latter. This is due to the Final Boss having limited ammunition for its attacks.
  • Bragging Rights Reward: Almost any unlockable characters and units can be considered, though specifics are usually handed out to the ones that require Guide Dang It!.
  • The Cameo: Often, you'll find an original character from one game pulling this in another title, with little to no relevance regarding their appearance (Touya Shun of Judgment in K, for example). However, modern games may use this as a form of Foreshadowing for a future release, such as Crowe Broust's cameo in Z for his debut in Hakai-hen.
  • Changing of the Guard: Series-wide, the 1970s Mazinger and Getter Robo series were silently phased out for newer entries around the start of The New '10s, with the first Super Robot Wars Z being something of a last hurrah before they started disappearing. Excluding the remake of Super Robot Wars 1, the inclusion of Mazinger Z Infinity in T ended a nearly ten-year absence of the classic Mazinger continuity.
  • Character Customization: 4 and Alpha allowed a degree of customizing who the protagonist will be - male/female, real/super robot pilot, a personality archetype and a love interest with their own customization. Modern games allowed this via determining how each character plays via stats, pilot skills, terrain adaptibility and which mecha they pilot.
  • Character Portrait: Present for all characters, allied and enemies, in the games; even Mooks and Mecha-Mooks get their own portrait.
  • Clothes Make the Superman: The robots provide the pilots the means to fight but this is subverted for some units that can be switched around by multiple characters but require specific skills to draw out their full potential (e.g. only Newtypes can use Funnels) or a unit's Signature Move is locked to a single pilot.
  • Clown Car Base: Depending on the primary battleship and mecha the player has access to.
  • Color-Coded Armies: Blue for allies, red for enemies, yellow for neutral/third-party
  • Combination Attack: Mostly ones from the same series, but there have been series crossover combinations.
  • Continuing is Painful:
    • In games where "Skill Points" are in play, failing the Skill Point objective or its scenario will invalidate the Skill Point from being acquired in another opportunity, preventing players from heading into "Hard" difficulty. In some games, not earning enough Skill Points prevent secrets from being unlocked or heading to a last scenario where the True Final Boss is fought.
    • After every battle, players are hit with a repair bill for every friendly unit that was destroyed during play with the severity depending on how many units were lost and how valuable (expensive) the units were. Although every unit lost is always repaired regardless of whether or not players have enough credits, stumbling too hard in the early portions of a play-through, players may end up with little to no finances to upgrade allied units, becoming badly outclassed by increasingly stronger opposition as the game continues.
  • Coup de Grâce Cutscene
    • Defeating storyline-driven villains will often trigger a cutscene where they regain Hit Points to allow the appropriate hero(ine) to finish them off.
    • Since all combat takes place in cutscenes anyway, this is played with "Dynamic Kills", special animations that only trigger if a specific attack completely destroys the enemy.
  • Counter-Attack
    • The earliest Super Robot Wars titles automatically forces all units to counterattack; EX rectified this by letting the players issue individual orders to their units during their own turn to either evade or defend as necessary against all or lower-level enemies during the enemy's next turn. It was improved in 4, where players were first given the option to manually decide whether to perform this or not during the enemy's turn.
    • The universal pilot skill "Counter" gives the user a chance to attack first before an enemy unit during its attacking phase. Its chance of activation, however, depends on the user's skill stat.
  • Crippling Overspecialization
    • Getter-3 is the archetypal example for these games: it's almost exclusively designed for underwater combat with little to no movement restrictions in this terrain. The problem is most scenarios take place on non-water terrain, which the other Getter transformations excel at; additionally, Getter-3 cannot target aerial-based units. To compensate this shortcoming, Getter-3 pilots will usually acquire more useful Spirit Commands amongst their peers to better use the Getter-3 transformation. Furthermore, Getter-3 will also have the best defensive stats out of all of the Getter forms.
    • In the early games, real robots were generally balanced by having sub-optimal post-movement weapons, making them heavily reliant on long-range duties and/or a focus on Counter-Attack (at least until their respective pilots receive an Extra Turn). Aura Battlers, on the other hand, were given a variety of short-ranged melee weapons, but almost no long-ranged options - in particular, the Sirbine from New Story of Aura Battler Dunbine was infamous for having a repertoire consisting entirely of 1-ranged attacks that it came as an absolute shock when BX extended the range of its Aura Sword attack.
  • Critical Hit: The rate at which this trope occurs depends on a pilot's skill stat; the higher the number, the better its chances of activation. Depending on the game, these deal either 1.2 or 1.5 times the damage. The "Fury" spirit command makes the caster's robot deal crits for the rest of the phase.
  • Cutscene Power to the Max: When a unit gains a new attack, it may debut with an animation showcasing it dealing heavy damage to (if not outright destroying) a powerful, high HP boss. It rarely works that way when the player actually uses it.
  • Defend Command: There are three options when attacked. Countering, defending or evading. Defending halves damage but also halves evasion rate, and vice-versa for evading.
  • Defenseless Transports: Rarely are battleships, the primary allied transport units, incapable of defending itself as most are armed with basic weaponry, but the Tausendfussler-class transport in Original Generation is the one to truly play this straight.
  • Deflector Shield: Both allied and enemy units may possess energy barriers that play this straight. Most of them reduce damage by a certain threshold and outright nullify attacks if they're under that amount.
  • Demoted to Extra: Zigzagged
    • Units that were in one game can be relegated to being part of another unit's attack or just be removed entirely with only that series' most important units remaining.
    • Many series that have been utilized throughout the franchise might have their plot shorten or shafted via Filler or Post-Script Season.
    • The Getter Robo franchise benefits less from the Grandfather Clause than fellow founding franchises Mazinger and Gundam, having been left out of several entries, whereas the developers always find a way to include at least one Mazinger and Gundam series.
  • Depth Perplexion: With the exception of installments that use partner-based or squad-based mechanics, all other games ensure only a single unit can occupy a space on the map. For example, a flying unit cannot occupy the same location where a unit is underwater.
  • Diminishing Returns for Balance: Beginning with A Portable, modern games introduced "evasion decay", a game mechanic where if an allied or enemy unit successfully dodges an attack, the next attack against it in the same turn gains a cumulative bonus to its accuracy rate, only resetting once the unit takes a hit. This is done to discourage units (namely real robots) from being unable to take a hit at all, forcing players to use designated tankers (primarily super robots) to take enemy attacks instead.
  • Discard and Draw: Not only do characters following their series' Continuity abandon old units for Mid Season Upgrades, it's possible to put supporting characters in those abandoned units to make them useful again. Amuro Ray leaving behind the Nu Gundam for the Hi-Nu Gundam? Put Roux Louka in the former; got a spare mass produced Great Mazinger or two? Stronger units for Sayaka Yumi and Jun Hono.
  • Disc-One Nuke: Too many to count, though Mazinger units, thanks to high offensive power and armor rating, along with being some of the earliest units acquired in the games, are the guiltiest offenders of this trope.
  • Divergent Character Evolution: There were eight "pre-built" hero options in Alpha, one for each character design. Two of them become protagonists for the rest of Alpha, four are fleshed out into distinct characters in Original Generation, while the remaining two appear in Original Generation 2. Similarly, the rest of the selectable heroes in Alpha 2 get their individual place to shine in the sequel.
  • Dramatic Disappearing Display: By default, the HP/EN bars of units will slide out of the screen for the duration of an attack animation; if it doesn't, it's usually the result of an attack dealing a portion of its damage to the opposing health bar with every hit.
  • Dual Mode Unit: Almost all Transforming Mecha will feature at least two modes - a "humanoid" configuration with better power and defense and a form that allows better movement and mobility. At the same time, one transformation will have exclusive attacks the other does not carry. Mobile suits and variable fighters are the go-to examples.
  • Early Installment Weirdness: The "traditional" series can be broken into two pieces - "classic", which includes most (but not all) games with Limited Animation, and "modern", those with full animations. As one might expect, the former category contains a lot of this trope.
    • Infamously, the option to skip animations didn't show up until Alpha, making it a welcome addition after the load-heavy early PlayStation games and arbitrarily-slow WonderSwan releases.
    • Telltale signs of a "classic"-styled Super Robot Wars include the "reaction" pilot stat (an additional modifier determining accuracy/evasion rates) and the "limit" stat for units (a hard limit on the sum of a pilot and their unit's evasion rating; this was inspired by Amuro hitting the limits of the original Gundam, already a super-maneuverable unit, being able to keep up with his Newtype reflexes). "Modern" games would ditch the latter and replace the former with a "defense" stat.
    • Super Robot Wars 1 in its entirety: the only thing the sequel really retained was Spirit Commands; even then, the mechanic was completely reworked.
    • Earlier games had a strange mission design quirk: if a mandatory event is supposed to occur on a specific turn, but players manage to clear the map of all enemies before it happens, the scenario immediately ends. This could cause players to miss acquiring allied characters and units for the scenario, among other things. One notable glitch in Super Robot Wars 3 causes players to lose a good chuck of their team if a scenario is completed before reinforcements arrive.
    • Losing a battleship doesn't constitute in an instant failure condition; this persisted as far as Compact 2.
    • Up until Alpha, Gundam units weren't simply Super-Deformed: they were actually based on the SD Gundam line, complete with human-like eyes. This remained present in early CG movies and renders for Alpha for "legacy" Universal Century units (new Alternate Universe units simply got Super-Deformed with their original designs), but disappeared completely with the release of Alpha 2.
    • Older games enforced the Grandfather Clause with regards to the series present in the original Super Robot Wars, often times resulting in things like an adult Amuro Ray using the RX-78-2 Gundam and Benkei Kuruma piloting the standard Getter-3 to justify having the original Mobile Suit Gundam and Getter Robo, respectively. Following Super Robot Wars Judgment, whose cast list excluded every single series present in the first game, the only guarantees are a Mazinger and Gundam series (NEO pushed the latter about as far as it can get without completely omitting the franchise).
    • For an example that extends beyond the Limited Animation games, Mobile Suits didn't receive fully-proportioned close-up shots in their animations until Z2, more than ten years after they became commonplace for every other series. Licensing costs for the non-Super-Deformed designs were commonly cited as an issue; it's likely not a coincidence that the first game to include them was also one of the first Super Robot Wars games developed from start to finish under Bandai Namco.
  • 11th-Hour Superpower: Any unit acquired in the last few scenarios, be it mandatory or through requirements met, will likely become this.
  • Enemy Scan: Generally, information about an enemy and its unit's abilities and stats will be seen after trading blows with an allied unit. The "Scan" Spirit Command can reveal this immediately for the lowest possible cost of one Spirit Point, while also reducing enemy evasion rates.
  • Energy Absorption: Depending on the game, barriers may have a chance to absorb damage taken and convert it into HP/EN for the unit to recuperate from.
  • Escort Mission: Occasionally in the games, scenario objectives can be a straight "reach from point A to point B"; naturally, losing the escorting unit results in a game over. In some cases, this even means destroying a specific enemy unit.
  • Event Flag: Any game that contains Multiple Endings will have this, as are unlockable characters and units.
  • Experience Points: Earned not only by destroying enemies, but also simply by attacking them.
    • No Experience Points for Medic: Until The Lord of Elemental, mostly to give the poorest combat-based units, but reliable medics a chance to level up.
    • Tech Points: Called "Pilot Points" (PP), they are acquired by defeating enemies and can used to purchase additional points for stats, pilot skills and changing terrain adaptibility.
    • Point Build System: See Tech Points. Mecha, on the other hand, are upgraded through credits and plot-based events.
    • Skill Scores and Perks: Simply called "pilot skills" (which encompasses both "skill" and "perk" definitions), they are available either by purchasing via pilot points, are already available and unique to the character or requires an in-game event to be unlocked. Most pilot skills are passively activated, but certain skills require an activation through "Will" or certain conditions (such as HP dropping below a threshold). Units possess their own abilities that are not unlike pilot skills, which also require a Will activation.
  • Exposition Break: Done in-between scenarios to explain the concepts of all Humongous Mecha series involved in the game for those characters who come in late. Justified in some cases for series not set on Earth (the common locale for installments) or from the future; other times, it heads into Voodoo Shark territory, but is considered rare, as every title is a Massively Multiplayer Crossover setting where all characters co-exist, and always have. It would be the equivalent of someone in Real Life never having heard of the Gulf War despite having lived through it.
  • Expy Coexistence: Since newer Mecha series inevitably take inspirations from older ones, this tends to happen with certain characters and units. Char Aznable is in plenty of installments where his Char Clones are also present.
  • Extra Turn: In some of the earlier games, characters who reach a certain level gain the ability to perform two actions on the same turn. This later changed into a pilot skill, though is more or less an enemy-exclusive pilot skill in the modern era. The Spirit Commands "Zeal" and "Enable" can allow the pilot or any ally to do this trope, respectively.
  • Fake Balance:
    • There is a reason why this series has a dedicated (and fairly large) page for game-breakers. In general, "balance-wrecking items" (appearing in Super Robot Wars in the form of equippable parts and purchasable pilot skills) turns mechanics such as terrain weakness and size penalties into mere technicalities.
    • "Real" units were initially balanced by having poor post-movement options (aside from Aura Battlers, who paid for their mobility with poor range instead). Said units were also among the first to gain the aforementioned Extra Turn, which severely downplays that weakness.
    • For reasons known only to Banpresto, Destiny nearly standardized the armor ratings of the entire cast. The result is that super robots have barely more armor than fighter jets with no benefit outside of their pure damage output.
    • To remove any doubt that modern Super Robot Wars runs on "balance by brokenness", the International Era games modify the Pilot Point system so that they now serve as currency shared by the entire army to buy stat-raising skill parts. This eliminates almost any semblance of pilot balance, and can be used to turn pilots that are not even in regular use by the player into One Man Armies. X more than doubles the cost of stat-raising parts in an attempt to stymie this...which means that the player can "only" break a handful of pilots per playthrough instead of a dozen or so.
  • Fake Longevity
    • Due to Health/Damage Asymmetry, most Final Bosses having hundreds of thousands of HP rendering the games into this. This is before mentioning their own Overly Long Fighting Animation; made especially bad in early installments when these animations can't be skipped.
    • The series is kind compared to many games in that each section of text appears all at once rather than slowly scrolling in. However, while you can button-mash through cutscenes, you can't skip them altogether, except in the modern games, and even then it's only the intermission. Fortunately, there is a fast-forward button these days to alleviate this trope a bit.
  • Final Death: Averted for all games except the original Super Robot Wars, yet justified given its lack of any coherent plot. Instead, Plotline Death is usually the go-to method when Spared by the Adaptation isn't in use.
  • Fun Size: As a result of Super-Deformed, the appearance of many units in a lot of games' attack animations.
  • Game-Breaking Bug: Unfortunately, the franchise isn't entirely immune to this, more commonly in older games. Super Robot Wars 3 has the most notable standout, as doing too well on Stage 7 can cause almost the entire party to disappear.
  • Geo Effects
    • Movement across any map costs 1 EN per panel, and all terrain on maps provide some form of defensive and evasion bonuses that's added towards combat calculations. Meanwhile, terrain such as city buildings, forests, mountains and water-based locations have movement penalties for ground-based units; for space-based scenarios, Asteroid Thickets. Movement penalties can be mitigated by increasing a unit's terrain adaptation. Some terrain on maps might even provide HP/EN regeneration (military bases and hangers are the usual ones).
    • Furthermore, units in the air do not gain terrain bonuses, yet are unaffected by movement penalties. However, units staying in the air use more EN than units staying on the ground, as it costs 5 EN per turn to do so.
  • Glass Cannon: A unit with a poor armor rating, but can dish out high damage via weapon statistics, unit abilities with its pilot(s) having offensive-based skills and/or Spirit Commands are this. Top spot for examples goes to Getter Robo, and is more or less reserved for supers.
  • Gradual Regeneration: In the form of Hit Point and/or EN regeneration as unit abilities, while "Spirit Point Regeneration" is a pilot skill and considered invaluable.
  • Grandfather Clause:
    • The Mazinger and Gundam franchises are represented in every single license-based game in the series. The Getter Robo franchise eventually had its guaranteed appearances revoked, but still appears in more than two-thirds of the traditional Super Robot Wars games. All three were present in Super Robot Wars 1 and are responsible for making or codifying the vast majority of mecha tropes.
    • Generally speaking, the series that make up the roster of Super Robot Wars 4 are prone to be added to a game with either very little of its plot being used or flat-out starting with its main plot already resolved. They get more of a pass than newer series in this regard, as most of the SRW4 cast went on to show up in a large number of games before Super Robot Wars started focusing on intricate storytelling.
    • The Vulcans that many Mobile Suits carry are the type of Cherry Tapping weapon that largely went extinct once the franchise began the move to smaller movesets, yet remain for the sake of tradition. It helps that they are very easy to animate.
    • In a meta case affecting this very wiki, the Game Boy Advance license-based entries (Super Robot Wars A, Super Robot Wars R, Super Robot Wars D, and Super Robot Wars J) are known as Super Robot Wars Advance, Super Robot Wars Reversal, Super Robot Wars Destiny, and Super Robot Wars Judgment based on what the final letters were "intended" to be. None of the other games with similar titles (such as Super Robot Wars V) are referred to this way, but the GBA games remain a special case here and in other internet circles.
  • Guide Dang It!: Most secrets; some of the more infamous ones require knowledge of an installment's "perfect bible" to even comprehend the procedure of acquiring it.
  • Hard Mode Perks: If players keep up long enough on "Hard" difficulty, some games will award bonus credits, parts, Pilot Points, and unlockable characters/units. In some instances, these awards can only be acquired when playing on this difficulty. Averted with Alpha Gaiden, where "worse" units can be obtained on a Hard run.
  • Harder Than Hard: Certain games feature Dynamic Difficulty scaling between "Easy", "Normal" and "Hard" depending on how many "Skill Points" ("Battle Masteries" in the localization) you earn by clearing scearnios quickly or defeating bosses who normally retreat after taking enough damage and so forth. They also have "EX-Hard" mode, which permanently locks the difficulty at Hard, gives enemies higher stats and stronger attacks, and makes it more expensive - if not, outright forbidden - to upgrade characters and mecha.
  • Healer Signs On Early: Typically an allied unit with the unit ability to repair its allies will be available at the start of the game or join within the first few scenarios. Aphrodite A and the Methuss are two of the most recurring users. Alternatively, instead of repair-based mecha, some installments have pilots with healing-based Spirit Commands at exceptionally low costs like Roy Fokker in Alpha and Denzel Hammer of Z.
  • Health/Damage Asymmetry: Bosses (and some Mooks) will carry five to six-digit Hit Point figures. While it isn't difficult to deal with five-digit damage figures, it may take some time to bring down some bosses. Fortunately, even with the majority of playable units having four-digit Hit Point figures, it usually takes more than a hit from any enemy to bring down an allied unit on the team, though One Hit KOs do happen.
  • Herd-Hitting Attack: Naturally, clustering allied units around any enemy with a MAP attack can turn into this trope.
  • <Hero> Must Survive: By default, battleships; Justified because losing them means losing the In-Universe characters who are in charge of the rest of the allied units, back-up units in reserve and, sometimes, the journey home. In other cases, particularly scenarios which are centered around the storyline belonging to the Original Generation, it will be the protagonist and their unit.
  • Hit-and-Run Tactics: The aptly named "Hit & Away" pilot skill, allowing a unit to move after performing an attack or healing allied units first.
  • Hit Points: Natch; at least one game had units carrying a shield of some form with its own individual HP bar.
  • Hold the Line: Most games will occasionally have scenarios where players must prevent enemies from reaching a point on the map or crossing a designated zone. Failure to prevent it is almost always a losing condition for the scenario.
  • Hopeless Boss Fight: Done many times in cases where the script of the series being played out means the heroes must lose, even though it might be possible for the player to win in gameplay terms.
  • HP to 1
    • Expect this to occur during many in-game events and cutscenes, be it an allied/enemy unit.
    • The "Mercy" Spirit Command lowers an enemy unit's Hit Points to exactly 10 without destroying them, making it useful for keeping high-level enemies alive to allow low-level characters to destroy them and gain more Experience Points, or to clear scenarios/attain Battle Masteries that require players reduce an enemy unit's Hit Points to a certain threshold.
  • Idiosyncratic Episode Naming
    • Sequels in "major" continuities (Alpha or Z) are stylized in Japanese as "第(#)次スーパーロボット大戦" - "Dai-[number]-ji Super Robot Wars (continuity name)". This is a semi-formal way of saying "the second/third/etc". When referring to the games in short, fans on both sides of the Pacific tend to denote them as "SRW4", "Alpha 3", "Z2" and whatnot.
    • Meanwhile, when talking about two-part installments such as the Second Z, one needs to make a distinction between Hakai-hen and Saisei-hen. Unfortunately, this doesn't quite work for the Original Generation series (see entry for more details).
  • Improbable Power Discrepancy: Happens occasionally, where a technologically advanced real robot has the same Hit Points and stats to a planet-sized, world-destroying super robot.
  • Infinity +1 Element: All attacks are classified as either physical blade, energy blade, beam, bullet, missile and remote. Some units have abilities that block attacks of a certain type, such as a "Jammer" against missiles or a "Beam Coat" against beams. However, some attacks have unique properties which bypasses these abilities, like "Beast" from the Dancougar and "Supreme" from the Elemental Lords.
  • Karma Houdini Warranty: Let it be known to any mecha villains that managed to escape the hand of karma and justice in their original series that the heroes in this series, starting from the default heroes, heroes from other series and original heroes, will have precisely none of that shit; they will redirect the hand of karma itself accurately with the sheer power of Hot-Blooded justice.
  • Later Installment Weirdness:
    • The introduction of an invisible "points system" for unlocking Secret Characters and alternate routes - instead of performing the usual mandatory two to three tasks of recruiting characters and their mecha, there are several smaller objectives each worth a number of points; the game will not tell how many of these points have been earned. Players will gain these secrets if they have amassed enough points by the time the secret is due to be given out. This system famously (or infamously) made its debut in Z, where the reward was preventing the ZAFT pilots from Gundam SEED Destiny from pulling a Face–Heel Turn for most of the final third of the game, and has been used in many games since.
    • The International Era games avert The Faceless for mooks. As a side effect, V, X, and T make a token effort in creating more faces for their respective mooks.
  • Leitmotif: All playable characters and villains will have this, in the form of either a theme song associated with their respective series or likely the opening song from its series' Animated Adaptation. Original characters get their own exclusive themes, and sometimes when they get their own Mid-Season Upgrade, their theme music changes too.
  • Left the Background Music On
  • Let's Split Up, Gang!
    • Route splits will occur for a few scenarios at various points in each game and playable characters will split up into two or three groups. Besides influencing the course of the story, these usually allow the player to unlock hidden characters and/or units.
    • It's also a way to level up characters the player may have been neglecting and suddenly decide to use. When they rejoin, their levels will increase relative to how long they've been away, usually enough to match the others.
  • Level Scaling: Mooks usually scale to the level of either the lowest playable character in the party or the average of the entire party. Bosses, on the other hand, will likely be around one or two levels greater than the highest characters' level.
  • Limit Break: In the Endless Frontier games, this is called an "Overdrive", performed by filling up the "Frontier Gauge".
  • Loads and Loads of Characters
    • By the end of any given game, there's a complete cast of at least a dozen different series on the player's side. Alpha 3 takes this to then unheard-of heights with twenty-seven series, some having a double-digit character count, leaving well over a hundred deployable characters and even more Mecha to choose from.
    • The Z saga raised the stakes with the most series out of any installment; by the Third Z, there's 15+ series including its Original Generation from the previous games in the saga. The Sub-Orders System introduced in Hakai-hen was so players don't have to be bogged down by an overwhelming roster to choose from.
  • Loophole Abuse: As noted in the "International Era" subfolder above, Bandai Namco used the fact that the PlayStation 4 and Switch have next to no region restrictions to skirt around the prohibitively-expense task of obtaining all North American and European licenses for a Western release. The only thing that a Western fan would have to do that's out of the ordinary is set up a Play Station Network account for one of the English-speaking Southeast Asian countries in order to buy Downloadable Content.
  • Made of Explodium
    • Just about every attack in the game - laser blasts, sword slashes, punches, giant-robot rhythmic gymnastics, etc. - ends with a colossal explosion. Any enemy destroyed will spontaneously explode, whether or not they're robots.
    • Averted with modern titles which give out respective death animations if needed. Some of the exceptions are the Tekkamen in Judgment and W, who shatter into pieces, and the Festum disappearing into a black hole when destroyed in K. In Z, Anti-Body Coralians will turn to sand-like pieces and break apart, Zeravire will implode, Angels and Evangelion Units will emit blood, Mugen will explode into bits (minus the collateral damage) and the Shurouga turns into a bird and disappears amidst black/purple fog.
    • Zonders, on the other hand, if finished by the GaoGaiGar via its "Hell and Heaven" attack explode just as they did in the series, and it doesn't matter what gets hit by the Goldion Hammer: it Disappears into Light.
  • Massive Multiplayer Crossover: Between several Humongous Mecha anime, manga and video games.
  • Mecha Tropes
    • Combining Mecha: Any unit(s) that can combine with another must be placed adjacent to one another, allowing the "combine" command to appear. Some units, however, are permanently locked into its combining mode and cannot be seperated.
    • Humongous Mecha: Obviously; within the games, the size of a unit plays greatly into combat calculations, where the larger the unit, the less damage it takes and the more it deals and vice versa. However, a large unit is less likely to give its pilot better accuracy/evasion rates against smaller units and vice versa.
    • Mid-Season Upgrade: Par for the course in the genrefor Mecha. This applies to everything from getting a Mecha Expansion Pack, a brand new Super Mode, a new attack or of course an actual new unit.
    • Powered Armor: Judgment is the first game to break tradition by including this.
    • Transforming Mecha: The aptly-named "transform" command for units that can do so.
  • Mission-Pack Sequel: While each game obviously has its own set of featured series and unique stories, the series as a whole has been highly iterative since the turn of the millenium at the very least; this causes games that make radical changes, such as NEO and its usage of radius-based movement and targeting, to stand out that much more. That being said, there are a number of standout examples:
    • Compact 2 is essentially the first Compact with no double-movement and a primitive version of the Support Attack/Defense systems. Compact 3 zig-zags this trope, as it certainly looks the part but is actually a peculiar mix of old and more contemporary mechanics.
    • The loose "Nintendo handheld" line of games make a number of changes game-to-game, but the major changes can essentially be boiled down to a couple of points: Advance runs on Super Robot Wars F-era Early Installment Weirdness, Reversal dumps its predecessor's oddball shield mechanics and changes stats and the damage formula to reflect the PS2 games, Destiny adds Chain attacks that strike multiple enemies, Judgement has a massive Animation Bump, and W buffs Chain attacks while adding minor battleship support mechanics. K is actually an aversion beyond artstyle, as it adds a variation of the squad system used in the console games and only shares one series with W, but L then continues the tradition by essentially replacing items with Partner Battle bonuses.
    • The Z series, interestingly enough, only plays this completely straight for the explicitly episodic entries: the first Z released on the PS2 and features three-man squads, the Z2 duology released on the PSP and features no squads, and the Z3 duology released on PS3 and Vita and feature two-man squads.
    • The International Era games are easily the most blatant games in this regard, to the extent that T subtly pokes fun at it by naming the originals' company the VTX Union and flat-out introducing the V and X originals in bonus stages. The only notable mechanic added since V (which itself was essentially a rework of Z3's engine) is the Supporter Command system in T, and that only comes into play a couple of times per map.
  • Money Multiplier: The "Luck" and "Bless" Spirit Commands, which doubles the amount of credits earned so long as an enemy unit is destroyed; the former works on the caster, the latter can can affect any allied unit. Furthermore, some character-exclusive pilot skills allow a character to earn a certain percentage more of credits whenever they destroy enemies.
  • Monster Compendium: An "encyclopedia" is available for most console releases, featuring all characters and units, heroic and villainous. Some of these installments will even have sound bytes where characters will say their popular Catchphrases from their home series.
  • Mook Commander: Units with the Commander skill increase accuracy and evasion for nearby allies, with famous commanders like Bright Noa or Lelouch Lamperouge sometimes having a unique bonus or ability that enhances it. Enemy ships sometimes have the Chain of Command ability that increases accuracy for all enemies based on how many are present on the map.
  • Morale Mechanic: All characters, including enemies, have a "Will" (or "morale") counter which increases or decreases over the course of combat from dealing or taking damage, successfully destroying units or having allied units destroyed. In order to pull off the strongest attacks for units, a high Will requirement is necessary, thus while a super robot may start off with Eye Beams and a Rocket Punch, as the battle rages, it can pull out its BFS to use its finisher. Additionally, Will also determines whether certain pilot skills can be activated after reaching its Will prerequisites.
  • More Dakka: Alpha 2 introduced squad-based mechanics, where up to four allied units can be grouped into a single unit, unleashing attacks first before the headlining unit in the squad uses this. MX and Original Generation would have a variation of this during attack animations. Z and its unique TRI-Battle System has an entire class of attack, the "TRI-Charge", based on all three units in a squad simultaneously unloading rapid-fire weapons at the enemy.
  • Multi-Directional Barrage: The "Placement Bonus" introduced in modern games, wherein a unit surrounded on two or more sides by enemies will receive an increase in damage taken. This modifier applies to allied and enemy units.
  • Multiple Endings: Certain releases will use this; often, the path towards the "good/true ending" requires the player to achieve a certain amount of "Skill Points", reach the last scenario in a limited number turns taken in one playthrough or scoring a hidden point value within the game that never confirms whether it's been achieved or not (Guide Dang It! is certainly in play for the latter). In most cases, the difference between a "normal" and "good" ending is who the Final Boss really is.
  • Mutually Exclusive Party Members: Primarily as a result of route splits, since some characters (particularly Secret Characters) can only be unlocked by making a specific choice.
  • My Name Is ???: All unidentified enemy units are labelled with question marks, including their stats, until a battle encounter with (or through Enemy Scan); meanwhile, bosses with high Hit Points will have question marks over their HP bar until it is low enough. In fact, this trope also uses shadowed portraits to conceal the identities of characters in certain dialogue scenes (usually being villains) during pre- and post-scenario intermissions.
  • Nerf: This has become an occurrence in the modern entries, such as reducing the maximum Spirit Points per pilot, buff-based Spirit Commands learned last, all attacks have some form of cost (be it ammunition or EN) and certain pilots skills being unavailable or difficult to obtain. Naturally, this is done to counteract certain tactics such as sending a fully-upgraded One-Man Army to soften a bunch of Mooks or using various Spirit Commands to perform more actions than normal during the player's turn. On the plus side, to balance out most of these, enemies and bosses are given their own tweaks, such as lower maximum Hit Points.
    • Sometimes, this trope risk becoming excessive since tweaks can come out of nowhere. For example, Original Generation received a bunch in a series infamous for Final Bosses having Regenerating Health and powerful barriers. Naturally, this prompted players to spam Spirit Commands in past games until the nerfs appeared.
    • The WonderSwan Color version of the first Compact, Impact, and Compact 3 experimented with nerfs to the "Valor"note  and "Soul"note  Spirit Commands to solve "classic" Super Robot Wars issues with Glass Cannon bosses. It didn't catch on, and the franchise embraced astronomical hit point ratings instead.
    • A rather infamous accidental nerf occurred in Alpha Gaiden: the Masou Kishin characters were not readjusted for the new game, thus wound up becoming weaker than anticipated.
  • New Game+: Present in many games, with credits and pilot kill counts being the most common things carried over.
  • New Work, Recycled Graphics: A common complaint about the series is that sprites and other assets evolve very slowly between installments. This became obvious with the Gameboy Advance and Nintendo DS installments, which shared many series between the titles.
  • Night and Day Duo: Nine times out of ten, if an installment has Daitarn 3, the robot that uses The Power of the Sun, then its moon-based counterpart Zambot 3 is more than likely to be right beside it. This is telling when their "Combination Crash", starts out with them using their finishers, respectively the "Sun Attack" and "Moon Attack".
  • Old Save Bonus:
    • In the Z saga, having clear game save data for the previous game on the same system (Hakai-hen data for Saisei-hen, but not Saisei-hen for Jigoku-hen) grants credits, kills, Pilot Points and special parts when starting a new game.
    • W grants credits and special parts for starting a new game with a Japanese Game Boy Advance Super Robot Wars game inserted in the DS. The part received is stronger for newer titles.
    • Endless Frontier unlocks special accessories for starting or loading a game with one of the Original Generation Game Boy Advance cartridges inserted.
  • One-Hit Polykill
    • By default, MAP attacks, provided there's more than one enemy within its Area of Effect. A more straightforward example are "ALL attacks" in squad-based games, where a unit targets all enemies in a single squad. Meanwhile, ALL attacks when paired with the Twin Battle system can target an enemy "Twin" unit, but also an adjacent Twin unit within the ALL attack's range.
    • The Chain Attack system also works like this so long as enemies are adjacent to one another while positioned in a row, allowing the unit to use a Chain Attack-capable weapon to mow them all down. The same system used in W allows this to occur so long as enemies are within range of the Chain Attack, despite not being placed in a row.
  • One-Man Party: Due to the mechanics in certain games, it's entirely possible to clear entire scenarios with a single unit by granting its pilot every possible pilot skill and unit ability available, provided the game allows no skill slot limitations, alongside heightened stats.
  • One Stat to Rule Them All
    • The skill stat, which functions like a Luck Stat, governs not only the chance of scoring Critical Hits, but whether some pilot skills can be activated, such as "Counter", "Attack Again"note , "Sword Cut"note  and "Shield Defense"note .
    • Until the modern era, the "mobility" stat for units determines accuracy and evasion. Averted beginning with Z when this is separated appropriately for units into "mobility" (evasion) and the new "targeting" stat (accuracy).
    • While not deliberate, the "evasion" stat for pilots: it doesn't matter if the pilot's unit can or can't take damage if the pilot can dodge enemy attacks with ease when this stat is upgraded, especially if the pilot's unit also has a unit ability (such as "Mirror Image"note ) that takes advantage of evading attacks. Likewise, there's no point towards upgrading a pilot's "accuracy" stat when almost all pilots have access to some form of a Spirit Command that increases accuracy rates for one turn.
      • Inversely, for pilots using units clearly designed to be tankers (usually super robots), evasion is moot: the "defense" pilot stat will be the one upgraded, and when coupled with finances poured into the armor rating for the pilot's unit, expect Scratch Damage from Mooks with only bosses being a point of concern.
    • Inverted with the "reaction" pilot stat, an utterly-redundant accuracy and evasion modifier. Some early guides tie the stat into double movement, but noting the specific character level to reach to gain double movement works just as well and is indeed what later guides do. It would eventually be dumped for the aforementioned "defense" stat, addressing a hole in Super Robot Wars' damage formula that lead to Rocket-Tag Gameplay.
  • Overly Long Fighting Animation: The most guilty examples are usually the strongest attacks from units. Modern games allow a "fast-forward" button during animations to speed through it, while most entries allow you to turn them off entirely if you wish.
  • Parrying Bullets: The pilot skill "Sword Cut" allows a pilot using a mecha equipped with a melee weapon to have a chance at cutting away missiles, grenades, and Attack Drones out of the air before it hits them, even deflecting enemy melee attacks. Making this even more implausible, some mecha like Daimos and members of the Shuffle Alliance don't use weapons but their bare hands.
  • Point Defenseless: Provided buffs are not used, most battleships will be unable to hit anything that isn't a Mook the closer they are to them, despite their weakest weaponry usually having the highest percentage of accuracy at its disposal.
  • Post-Script Season: Done often in order to include a series by after its plot be resolved in the back-story simply to pad out the cast list of an installment. Mazinger Z is the usual go-to example.
  • Power Creep, Power Seep: The games hand out Adaptational Badasses and Adaptational Wimps as much as necessary in licensed installments to balance the entries. Without this trope, Super Robot Wars would be more literal and Real Robots on the harder range of Mohs Scale of Science Fiction Hardness wouldn't have a fighting chance.
  • Power Echoes: Usually accompanies voiceovers for characters who ride a Super Robot or is basically a Cyborg (The only true example of this for Cyborgs are Didarion, but it should be noted that in their original series, all Tekkamans have echoes), to showcase their raw power as opposed to the more mundane weapon-based Real Robots. This is mostly on the older series from the 70's or 80's, even newer Super Robots do not have echoes despite their immense raw power, such as Mazinger Zero.
  • Power Equals Rarity: Any unlockable secret in the games that requires a Guide Dang It! will usually result as this.
  • Pragmatic Adaptation: Not only are each series' respective stories reworked to fit from a narrative standpoint (usually fitting under Adaptation Expansion or Adaptation Distillation), some elements have to be reworked to fit within the bounds of a strategy video game. A few out of the many elements that were changed for gameplay purposes include:
    • Once the games started embracing full animation, and especially once the series entered the realm of HD animation, units began to lose their lesser-known weapons and transformation modes until they were only left with their most iconic moves and forms. Occasionally, the lesser-known moves are included in the animations of their actual attacks. In a bit of irony, all of this started happening shortly after the franchise decided to ditch individually-upgradable weapons.
    • Go Shogun's ultimate move - Go Flasher Special - is not an "attack" at all; instead, it causes enemy machines to become sentient and self-destruct to escape being further used as tools of war. Rather than try to figure out how to make that work in a strategy game, the developers just made Go Flasher Special into a standard finisher. Alpha 2 also tries to somewhat salvage the anime's Anti-Climax ending by forcing the players to destroy Neo Neros's missiles instead of GoShogun effortlessly disabling them.
    • The mecha from Aura Battler Dunbine typically have very little in the way of unique attacks, and unlike Mobile Suits, are primarily melee units. So to give them a proper niche, the developers took Chum's one-off labeling of an ordinary sword attack as "Aura Slash" and turned it into a pair of actual Aura-charged attacks. Additionally, the plot point about Aura Battlers being nigh indestructable on Earth but less durable in Byston Well is reduced to an "Aura Barrier" ability that works everywhere and isn't particularly powerful.
    • Many games retained the Evangelion units' need to be tethered to a power supply, completely recharging their energy each turn while being unable to move too far from an allied battleship or specific map location without unplugging. Z3 changed the Umbilical Cable's effect to be a flat 50EN boost per turn without the need to be tethered to anything.
    • The Gravity Wave Antenna system Martian Successor Nadesico also required Aestivalis units to remain within a certain range (typically 3-5 map squares) of the Nadesico to recharge their energy, though they could operate beyond that range at an additional energy cost. As of V, this was changed to allow recharging at any distance so long as the Nadesico was on the map.
  • Protection Mission: More often than not, this type of scenario occurs frequently in almost every installment, from ensuring an allied or Non-Player Character unit survives a scenario to defending one or multiple areas on the map from enemies entering it.
  • Rank Inflation: Variation with terrain ranking for characters and units - it's not used as an accomplishment, but as an aspect of gameplay to determine how they perform while on that terrain, scaling from "D" to "A", and then "S", with "A" being normal performance.
  • Redemption Demotion: Zigzagged; occasionally, players may be rewarded with a boss unit who retains its abilities and stats, be it mandatory or through requirements met. Other times, this enemy unit pulling a Heel–Face Turn will play it straight and have their Hit Points and stats standardized to allied units.
  • Relationship Values
    • Some of the games have a built-in mechanic where pilots adjacent to a friend, rival or significant other gain higher stats during scenarios. Quite useful, as it can affect the skills of the pilots if they're surrounded by the people closest to them.
    • In Judgment and K, the Original Generation sub-pilots are alongside the main pilot(s): choosing the same one over and over eventually ends with the games pairing them up.
  • Required Party Member: Scenarios will designate character(s) and unit(s) who must be sortied out next for story purposes and they frequently must survive until either the mission is complete or a story event takes place. Some games even mark these characters on the intermission screen.
  • Resting Recovery: Allied units can re-enter battleships to restore Hit Points and EN back to maximum after a few turns, but will take a dip in Will as a result.
  • Revisiting the Roots: The "International Era" games, while influenced by the tail-end of the Z saga mechanics-wise, revisit certain elements omitted or Downplayed in the late Turn of the Millennium and early The New '10s.
    • Isometric grid-based maps, which had been dropped in licensed-Super Robot Wars after the first Super Robot Wars Z, return.
    • Following an era in which multi-unit squad systems were very frequent, these games return to strictly having one unit per map icon.
    • Super Robot Wars V, X, and T, for better or worse, resemble Advance, Reversal and Destiny - three standalone Mission Pack Sequels released over a rough span of three years. This is in contrast to the Episodic Games of the Z saga, with a year-long gap between each "numbered" entry.
    • The heavy Anachronism Stew of Universal Century Gundam series returns, including staples Zeta Gundam, Gundam ZZ, Char's Counterattack and Gundam F91 (at least in the case of X for the latter). Meanwhile, the less-recurring Crossbone Gundam appears for all three, Hathaway's Flash and Gundam Unicorn in V, and far-flung sequel Gundam: Reconguista in G in X. Excluding Super Robot Wars OE, V was the first traditional Super Robot Wars game since Alpha 3 to mix more than three Universal Century Gundam series together.
    • Each installment features bonus units from the "Classic" Super Robot Wars era: Huckebein and Grungust in V (complete with pilots styled after the Super Robot Wars 4 protagonists), Masaki and the Cybuster in X and a Gespenst for T.
  • Road Cone: Any game with multiple protagonists to choose, leading to a direct sequel where they reappear in, but are no longer considered the protagonist again. Alpha and Original Generation are the best examples.
  • Rocket-Tag Gameplay: Early Super Robot Wars games, particularly the F duology and games with similar damage formulas, are known for late game bosses than can one-shot just about any allied units but similarly go down in two to three solid hits from the player.
  • Running Gag: Any promotional trailer of a new Super Robot Wars game will end with an incarnation of the Mazinger using its "Breast Fire"; once viewers have seen the attack showcased, it's time for the trailer to end.
  • Save Scumming: It's incredibly easy to abuse Suspend Save and use it frequently in order to figure out, for example, at which Hit Point threshold a boss will retreat. Such a method can be justified as some bosses may be required to be defeated in order to unlock secrets, though in all likelihood this is done to earn those extra experience points/credit/pilot points or to ensure an allied unit never gets hit, even at high accuracy percentages.
  • Sci-Fi Writers Have No Sense of Scale: Players can stack whatever robots of whatever sizes inside battleships as long as the unit number isn't over the limit, no matter how impossible it would be for all of them to fit. Later series have a truly ludicrous amount of units.
  • Scratch Damage: Certain abilities can reduce damage to zero, although pure defense can't reduce damage below ten (out of Hit Point totals in the thousands or tens of thousands, as a matter of fact). One Spirit Command allows a single attack that connects with the unit to deal the minimum ten damage, that is, however, subject to cancellation by barriers and shields.
  • Second Person Attack: Quite a few attacks do this, likely so the animations can play fine regardless of how the target looks. A good example would be the "Final Kaiser Blade" of the Mazinkaiser.
  • Sequel Difficulty Drop: The average difficulty of Super Robot Wars has, and continues to, drop with each new entry with very few exceptions. The death of the "Classic" games' Early Installment Weirdness is a major contributing factor, as is the introduction of mechanically-diverse pilot skills and unit abilities and new gameplay mechanics.
  • Slap-on-the-Wrist Nuke: Generally, the stronger an attack, the more over-the-top its animation is. However, due to the mix of unit abilities, pilot skills and Spirit Commands present, it's possible these attacks will deal minimum damage, a fraction of it or miss entirely.
  • So Long, and Thanks for All the Gear:
    • The series tends to do this, especially with storyline deaths. A very early one occurs in 3 where one character disappears to spy on the villains and takes the unit you placed her in. Here's hoping what she reappears in later, having pulled a Face–Heel Turn, is a mook-level unit.
    • Another one happens in Alpha 3: if the player chooses to begin the game with the male super robot protagonist, the story plays out the beginning of the second half of GaoGaiGar. Sadly, when the titular unit gets trashed, the machine and its pilot go through a 10-Minute Retirement and all of the GaoGaiGar's upgrades are rendered moot.
  • Spin-Off: Most famously Original Generation, Endless Frontier and Another Century's Episode, but there are others such as Super Tokusatsu Wars, Real Robot Regiment, Super Hero Sakusen, Legend of the Sunrise Heroes, etc. The series itself is one to the Compati Hero Series, a Crossover between Gundam, Kamen Rider and the Ultra Series.
  • Spotlight-Stealing Crossover: There are several cases in the franchise where a small number of series receive disproportionate representation over several others, be it from dominating the story or by receiving many more pilots and units. Universal Century Gundam was infamous for this for a number of years, while Mashin Hero Wataru in X provides an example of a single series driving much of the plot.
  • Standard RPG Items: The most common equippable parts for units range from increasing movement, mobility, armor rating, terrain adaptibility, HP and EN. Uncommon parts include granting a unit a Deflector Shield, flight (if the unit can't fly), increasing the pilot's starting Will at the beginning of a scenario. The rarest parts contain a multitude of attributes from common and uncommon parts.
  • Standard Status Effects: Includes decreasing accuracy, evasion, mobility or Will, absorbing EN, locking movement or the use of Spirit Commands for a turn
    • Critical Status Buff: The pilot skill "Prevail" increases a pilot's accuracy, evasion stats alongside their critical hit rate and their unit's armor rating as their respective unit's HP decreases. Like "Counter", this skill is also universal.
    • Damage-Increasing Debuff: Any attack with the "armor down" properties is this, since the lower the armor rating of a unit, the more damage it takes. The Mazinger Z's "Rust Tornado" and the Original Generation equippable weapon "Armor Breaker" are just some examples. Of course, enemies themselves have this, though they are fewer in number.
    • Status Buff: Many Spirit Commands, ranging from temporary increases to accuracy and evasion rates, strengthening defenses or dealing damage dealt by twice the amount for the next attack. Macross 7 in all appearances will perform this, essentially making them the White Mages of Super Robot Wars.
  • The Stations of the Canon: Zigzagged - while some installments are able to combine and re-imagine the various plots from the licensed series crossing over with one another or play their respective Canons absolutely loosely as possible, other games merely "copy-and-paste" particular episodes or Story Arcs as a single scenario without the heroes interacting with each other, except the ones from their home series. Judgment and K are examples where licensed series' Canon is followed almost viciously straight.
  • Stone Wall: Any unit, particularly supers, with a high armor rating and its pilot having a high defensive stat and/or defensive skills, but offset with a lack of unit movement and mobility. The Giganscudo of Original Generation is one example.
  • Straight for the Commander: Zigzagged; destroying the scenario boss automatically ends the level in some situations, while other scenarios can only end if all enemies on the map (including, if any, reinforcements) are defeated. Conversely, enemy units will go after allied battleships, no matter how much (or rather, how little) damage they can actually do (see Artificial Stupidity).
  • Suicidal Overconfidence: See also Artificial Stupidity
    • The usual AI script has enemies making sure to attack the target that would take the most damage from a successful attack, but never bothering to check if it's even possible for the attack to hit. While older games tend avert this, modern releases are getting a little worse, where there seem to be a few more parameters than target Hit Points.
    • Judgement tried the other way: enemies will attack units they have the largest chance of hitting, meaning they mostly target super robots and battleships. Unfortunately, because both targets are more or less designated tankers, this makes gameplay a cakewalk, since supers can easily plow through Mooks. This is a mixed bag: Though this means that the supers will often have more kills and experience than your dodgy reals, you can also ensure the survival of your faster units by parking a Mighty Glacier in-range of your enemies, and by Cherry Tapping using their weaker attacks you can ensure everybody gets kills.
  • Super-Deformed
  • Super Mode: Unit abilities like Mazinger Z's "Mazin Power", Jeeg's "Bronze Bell", Burning Gundam's "Super Mode" (and even Hyper Mode) or Tekkaman Blade's "Blaster" modes activate upon reaching a certain Will threshold, granting bonuses like damage increases, higher accuracy/evasion rates and strengthen defensive capabilities.
  • Super Move Portrait Attack: Abused to hell and back when even the most basic attack is precipitated by a cut-in of the pilot.
  • Suspend Save: Almost every installment has this, which invariably leads to Save Scumming.
  • A Taste of Power: Some games allow players to use a unit or a group of units for a short amount of time before they are taken away for plot purposes, yet are handed back later in the play-through either because of mandatory reasons or secret conditions were met. "Galaxy Showdown", the third part of Compact 2, is a notable application of this trope, where it provides the entire roster of its two predecessors for a few scenarios before splitting up the party and giving the individual units back over the course of the game.
  • Tactical Rock–Paper–Scissors: The TRI-Battle System in Z incorporates three different strategies when tackling enemies.
    • "Tri Formation", using the TRI-Charge to allow all units in the squad to use their respective "TRI" capable weapons together as a single attack, damaging all units in an enemy squad with no damage penalties and automatically pierces enemy barriers.
    • "Center Formation", with the squad focusing fire on a singular enemy unit.
    • "Wide Formation", where the squad fires on their respective enemies in a squad (squad leader attacks enemy squad leader, left to left, right to right).
  • Talking Is a Free Action: Zigzagged - dialogue spoken by heroes and villains during attacks are played straight, but Averted in some situations where an allied character needs to directly speak to a plot-important enemy unit (usually from the same series) by being placed adjacent to them; doing so will have the appropriate "convince" command appear and take up that character's action for the rest of the turn, though whether the enemy will switch sides or not varies. Made particularly important if the act of convincing said enemy unit is used as an Event Flag to eventually unlock the enemy later as a Secret Character.
  • There Is No Kill L Ike Overkill: In most modern games, if a specific attack is guaranteed to destroy an enemy, it will produce a "Dynamic Kill" animation rather than the generic "enemy unit explodes" animation. Depending on the attack though, both can sometimes happen.
  • Time Limit: Played with - given most installments are Turn-Based Strategy, a turn limit might be in effect as part of scenario objectives, ranging from destroying a specific enemy or reaching a point on the map in a set number of turns.
  • Too Awesome to Use: Certain equippable parts that can restore a unit's Hit Points or Spirit Points to max and resupply ammunition and EN can only be used once per playthrough. Despite being common or even purchasable for in-game stores, players abhorred the idea of using them and ended up with dozens of such parts by the end of the game. Averted post-Z where these items can be used once per scenario, making them far more effective for use.
  • Top-Down View: Nearly all games in the Classic Timeline uses a bird's-eye-view of the scenario map, including many handheld installments. There's also an option in modern releases where players can switch instantaneously between the 45° angle view and this.
  • Transformation Is a Free Action: Zigzagged - while this is played straight for all transforming units in nearly all installments, combining units will end its turn after forming into a new unit, provided the primary pilot of the combined unit did not attack or move before combination occurs.
  • True Final Boss: Until the franchise reached the PlayStation 2, this trope was in effect for almost all games in the series.
  • Turn-Based Strategy: In the older games, you can't even select an action during the enemy's turn.
  • Units Not to Scale: To keep parity for everybody in animations, most units are rendered in Super-Deformed style. Averted during certain attacks and the Scramble Commander titles. Shin subverts this, like the Fighting Game Spin-Off Super Robot Spirits, by giving the robots the correct proportions as they appeared in their own anime but not in relation to how they compare with robots from other seriesnote .
  • Unlockable Content: Spades of this are available, with the most common being Secret Characters, additional difficulty settings ("EX-Hard Mode") and "Special Mode" (unit upgrades can reach as high as fifteen ranks).
  • Video Game Long Runners: Reached its 25th year in 2016.
  • Video Game Weapon Stats: All weapons carry a base attack power, EN cost and/or Will requirement (if any), range, accuracy, critical hit chance, ammo capacity and how well it can be used on which terrain. Depending on the weapon, if may also inflict Standard Status Effects. In the Original Generation games, equippable weapons have an additional "weapon space" value that determines how much space it takes up for the unit to use it.
  • Violation of Common Sense: In some games, using a MAP attack on allies that are capable of repairing themselves is a fast way to level up in the game.
  • We Buy Anything: Modern releases allow the player to sell any equippable part or "skill parts" for credits.
  • Wolverine Publicity
    • If Amuro Ray is in any release (be it his One Year War, Gryps Conflict or Second Neo-Zeon War incarnation), expect him to use the Nu Gundam even if he's in his teens and none of other elements from Char's Counterattack are present. Justified because the RX-78-2 Gundam is virtually outdated and outclassed by the likes of the Zeta Gundam and V2 Gundam in Universal Century canon.
    • Until UX, which completely Defied tradition by virtue of using Mazinkaiser SKL as its only Mazinger iteration, Koji Kabuto appeared in every single installment since the introduction of pilots in Super Robot Wars 2, given that he's one of the most notable Humongous Mecha pilots in Japanese fiction.
  • The World Is Always Doomed: Don't be surprised if you see Char Aznable deciding that it's a good idea to drop the Axis colony all while there are some Alien Invasion, or Dr. Hell is ravaging the world with his army of Kikaiju. That is the state of the world of SRW: Doom always looms the world, but our heroes are Hot-Blooded enough to make sure it doesn't come to pass.
  • Zerg Rush: Occasionally overlapping with Multi-Mook Melee, this is primarily an AI-favored tactic, since enemies will almost always outnumber the amount of allied units that can be sortied into combat, including going on the offensive. The Buff Clan and Space Terrible Monster Crowd from Alpha 3 and the Einst in Compact 2/Impact are notable examples.

Given the magnitude and scope of the franchise, pretty much any anime/manga trope can be found in Super Robot Wars sooner or later, due to the fact that it contains so many series. Some that stand out, though, are:
  • Adaptation Distillation: As the games rely heavily on Fix Fic, elements from included series that weren't received well in its original narrative or took too long for the plot to move along might be Downplayed or removed entirely.
  • Adaptation Expansion: The games often incorporate cut content and ideas from the series they adapt, put in entirely new things, or take things from different perspectives. The most famous example is Mazinkaiser, an entirely new Mid-Season Upgrade for Mazinger Z that eventually became part of Mazinger's own timeline.
  • Adaptation Personality Change: A common trait to the franchise, as different circumstances mean characters will develop differently than they did in their own shows. Shinn Asuka in the Z saga, for example, changes from a rash, angst-riddled teenager into a mature, young soldier. Even villains like Haman Khan become kinder than her canon counterpart - during several points in Jigoku-hen, she expresses genuine concern for the well-being of Marida Cruz and Mineva Lao Zabi. The most famous example of course is Shinji Ikari changing from helpless wimp to Cowardly Lion and legitimate badass in the Alpha saga.
  • Aerith and Bob: In these games, there are fairly standard names like Russel, Ryusei, Sanger, Jonathan, Sophia and Mai, but off-the-wall names like Irmgult, Excellen, Seolla, Alfimi and Ratsel also exist. Plus the mish-mash of the many different series part of it.
  • The Alliance: The Zuvorg Alliance of the Classic Timeline subverts this. While it's all just the Zuvorg, from what we can see, they have their own share of bad apples.
  • Alternate Continuity: "Classic Timline", Alpha, Z, Compact/Impact, Original Generation, etc…
  • Alternate Universe: Each game continuity's essentially an Alternate Universe to each series included. Z, on the other hand, takes this trope and runs with it by mixing and mashing universes together into one.
  • Anyone Can Die: If any of the games can save a person who fell victim to this, it usually does this, too. Subverted when even the most hated villains may live (especially if it's a sequel series), due to the Fix Fic nature of the games, thus characters who're supposed to die will live, with the added bonus of certain villains performing a Heel–Face Turn and joining the crew.
  • Badass Crew: Each game has the heroes band together to form a special task force for the sake of going against the numerous threats that plague the world. By the end, you'll have an unstoppable army composed of the most badass Humongous Mecha and their pilots and battleships.
  • Battle Couple: Prevalent in nearly each game's original characters
  • Beam Spam: A favorite tactic of Gundams or any other real robots that utilize Frickin' Laser Beams.
  • Big Damn Heroes: Just about every playable character does this at one point or another, but special mention goes to Rom Stol, who has this down to an art form. He has a habit of appearing (sans robot) just in the nick of time when the heroes about to be kicked in the teeth, distracting the villains with a badass speech, then leaping into his mecha to properly stomp some asses. An argument can be made that Rom is the heroes to the heroes.
    • The best part is his speeches are fully voiced (by Kazuhiko Inoue no less), and despite a lot of Purple Prose, are usually the most awesome parts of the game.
  • Bilingual Bonus: See Naming Conventions. Many original characters and mecha are named after foreign words.
  • BFG: Abundant; the "Hyper Tronium Buster Cannon" of the SRX epitomizes this trope.
  • BFS: Multiple examples, with the Zankantou (localized as "Colossal Blade") as its headliner.
  • Big Bad: Usually an original character, but older titles used a few from licensed series.
  • The Blank: Generic nameless Mooks tend to become this, both good and bad. It's not too noticeable if they're wearing a space suit, but some of their portraits look rather creepy.
  • Boisterous Bruiser: There are lots of these characters, but overall, there is also a group of musicians (aside of JAM Project) that sang some Leitmotifs of some Original Generation that fit this trope. They sang the theme songs for Baran Doban, Rand Travis and Michiru Hanaten.
  • Brainwashed and Crazy: In addition to several characters from the various series represented in the games undergoing this, many of the originals have undergone this trope at some point.
  • Evil vs. Evil: Despite Enemy Mine situations, some games will invariably steer itself towards this, as most antagonist factions don't have the same goals as others. W, in particular, pits the Zonderians fighting the Radam, who are against the Evoluders, who were previously in combat with the Eleven Lords Of Sol.
  • Expy, Captain Ersatz: Multiple characters and mecha.
    • The Grungust from 4 is clearly a Mazinger with a little Daitarn-esque transformation thrown in. Irmgard Kazahara basically acts like and fulfills the same plot purposes as Banjo does in "normal" SRWs, except with less dough.
    • In no way whatsoever do any of the Huckebeins of Alpha resemble Gundams...honestly: just ignore the head crown and the coloring, totally.
    • The Gunleon from Z has many similarities to GaoGaiGar and maybe a little hint of Evangelion.
    • The Randgrith of Advance barely even bothers to hide itself as a Dougram as drawn by someone other than Kunio Okawara. Interestingly, its Ace Custom Laz Angriff is red, compared to the green Randgrith, which brings to mind another line of mecha designed by Okawara.
    • The Compatible Kaiser from The Great Battle series received an updated appearance in Original Generation that makes it a clone of Gravion (granted, it's the same mechanical designer Masami Obari).
  • Fanservice
    • Beach Episode: Aside from the text-based intermission scenes using this in the Original Generation games, the end credits of The Inspectors, featuring a multiple of the girls in bikinis and School Swimsuit. Perhaps as a joke (or a likely Shout-Out due to the games), two male characters in one segment are wearing nothing but Loincloth and a speedo.
    • Gainaxing: Holy crap, particularly whenever an original female character has a Super Move Portrait Attack. Some of them get so ridiculous you'd think their chest has its own gravity field. Latter games tried to tone this down, however, with the bounciness being reduced to a more respectable levels for the mainline games. The newer handheld games like X-Ω and DD still goes more all out, though.
  • Fix Fic: At least until Alpha, the franchise goes out of its way to avert more unpleasant elements and "fix" problems many fans had with the original series, with the most recent Z towards improving peoples' attitudes on Gundam SEED Destiny by mellowing Shinn Asuka out. Being able to have the Mind Screw plots of Evangelion and The Big O make sense have earned the fans' respect for the writers.
  • Foreshadowing: Beginning around the time of Original Generations, Banpresto started including hints at future games.
  • The Federation: Naturally, Universal Century's Earth Federation in most games and its own version in Original Generation
  • Gambit Index
  • Gratuitous Foreign Language: You name that language - it's there.
  • Hot-Blooded: Never in the medium has there been such a pure concentrated dose of heroism ever assembled. Handle the games with care: your game system might spontaneously combust from the sheer awesomeness of it.
  • Large Ham: What else would you expect from a series full of super robot pilots?
  • Mecha-Mooks: Sometimes enemy units are controlled by a super AI rather than a human soldier.
  • Multinational Team: Z particularly exploits this (ZAFT, the fact that virtually all the aliens are bad guys...)
  • Mythology Gag: So, so many. Of course, the franchise itself has a few gags with its own originals. Irm and Ring Mao from 4 reappear in Alpha and Original Generation, but aren't direct expies of their 4 counterparts in contrast to other characters. Instead, they are rendered significantly older than their first appearance in 4, and rather than a simple lovey-dovey couple, they're no long together and tend to bicker Like an Old Married Couple.
  • Naming Conventions
    • Arms and Armor Theme Naming: Several original characters are named after brands of firearms, such as the Nanbu, Browning, Ingram, Beretta, Enfield and Armalite. One of the franchise's most famous Humongous Mecha, the Astranagant, is a composite of Astra and Nagant.
    • Theme Naming: Virtually almost all original characters, factions and mecha
  • No Fourth Wall: A staple of the save-quit intermission dialogues, which can vary from standard Guilt-Based Gaming messages derived from particular series' casts to jokes about the voice actors. One of more notorious examples comes from Alpha Gaiden, where Masaki "Hikaru Midorikawa" Andoh speaks in the voice of Heero Yuy behind an "unknown character" portrait.
  • The Power of Friendship: Alongside The Power of Love, mandatory events in these games are driven by both of these.
  • The Power of Rock: Certain heroes from the Macross and GaoGaiGar universes use it as attacks or boost stats to allies.
  • Precursors: Several names are mentioned - Alpha has the "First People", W has the "E's" and K has the "Crusians". Some titles like Destiny or Scramble Commander 2 have relics left by a nameless race.
  • Punch! Punch! Punch! Uh Oh...: Usually any introduction of a powerful enemy
  • Rule of Cool: The driving force behind a lot of the games, characters and mecha, though really, the premise of the franchise is this to the Humongous Mecha genre.
  • Schizo Tech: Alpha Gaiden and Z, mainly. Yes, technically, Xabungle, Gundam X, and Turn A Gundam all take place in post-apocalyptic settings, but the technology and terminology for each fluctuates so wildly between them, you could even call this a "Schizo Setting" for Alpha Gaiden, since one continent uses gasoline-powered mecha, half of another continent roams about in landships scavenging for mecha, and the other half is practically set in the Victorian-era with very little concept of mecha or high technology whatsoever.
  • Shut Up, Hannibal!: The heroes' usual response to a villain's speech
  • Slasher Smile: Many Super Robot pilots display one, with Ange, a Real Robot pilot, joining in the fun in V.
  • Sliding Scale of Idealism vs. Cynicism: An installment frequently takes the cynical side from its series and turns it on its head towards idealism - essentially, friendship and love drive the plot. Villains that were Karma Houdinis in their home series? Not here; however, modern releases have played with this, putting it more on the edge of cynicism, without fully sliding it towards complete idealism.
  • Sliding Scale of Realistic vs. Fantastic: The gist between "Real Robots" and "Super Robots" is that Real Robots are highly reactive with fast evasion and sharp accuracy while Super Robots have Heavy Armor, Large Healthpools, and access to the most powerful weapons in the game.
  • Spared by the Adaptation: Many, many characters, either heroic or villainous, usually as a result of Fix Fic
  • Still Wearing the Old Colors: Usually when characters from an enemy faction defect to the player's side, they would retain the uniform from when they were enemies (as seen in attack cut-ins and character portraits during intermission). This is especially true with enemies from licensed series who didn't switch sides originally.
  • Victory Pose: Especially prevalent following a "Dynamic Kill"


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