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YMMV / Super Robot Wars

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  • Adaptation Displacement: Thanks to No Export for You until late into The New '10s, this franchise was not well-known outside of Japan (including parts of Asia); not even the Super Robot Wars: Original Generation games on the Game Boy Advance made a sizeable presence on the international market, yet it unwittingly became a Gateway Series into the franchise proper. Many newcomers who knew of Super Robot Wars via Original Generation were surprised to discover that it is primarily a series of Massive Multiplayer Crossovers instead of focusing entirely on original characters.
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  • Broken Base: Now with its own page.
  • Catharsis Factor: Take a look at the series listing of a Super Robot Wars title - is your favorite series in? Check one for having the enjoyment of controlling your favorite Mecha piloted by a character from that property you want and having them kick ass; does your favorite series have a despicable villain? Check two for the satisfaction of having said favorite unit or squad of Hot-Blooded heroes beat the crap out of that villain! Was the villain a Karma Houdini from their respective series? Jackpot for having the series' heroes revoke the villain's Karma Houdini Warranty!
  • Character Tiers
  • Complacent Gaming Syndrome:
    • Much of the challenge of the mid- and late-90s entries comes from a combination of armor becoming useless by the late-game and a general lack of funds to go around, often leading players to load up on Fragile Speedsters (who can avoid getting hit) and Glass Cannons (who can wipe out enemies without getting hit), each with only two or three weapons upgraded.
    • Modern games, especially after Pilot Points and their equivalents became a shared resource, do almost nothing to stop players from loading all of their resources onto a handful of their favorite units and watching them crush maps on their own.
  • Complete Monster: See here.
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  • Demonic Spiders: Ghost X-9s in Alpha, the Katana clones in Endless Frontier, Dimensional Beasts in the Second Z, certain Elemental Machines throughout Masou Kishin
  • Enjoy The Story, Skip The Game: There are a number of fans who will readily admit that they find the strategy gameplay So Okay, It's Average and merely a vehicle for attack animations and crossover narratives. Those who go into the games with the opposite mindset tend to be put off by that fact that these games have so many ways to manipulate stats, yet ultimately require very little strategy at all.
  • Fan Nickname: A hefty amount by the fandom, with the trio of Gundam, Mazinger and Getter Robo being dubbed as the "Holy Trinity".
  • Game-Breaker: See entries here
  • Hilarious in Hindsight
  • It's Easy, So It Sucks!: While fans generally don't want a game to be unfairly difficult (as evidenced by It's Hard, So It Sucks!), a common complaint about the "International" games (V, T, X, and 30) is that they've swung too far the other way. The games have been streamlined to the point that there's no difficulty or strategy. Gamebreakers aside, terrain isn't an issue, there's no strategy to using Spirit Commands since they can be activated during an enemy attack, players get Money for Nothing and there's no monetary penalty for losing units, the game rely on waves of weaker enemies, and as such combat can feel rote rather than dynamic. Additionally, games since X offer multiple difficulty modes (with 30 having six in total) but basically none of them are seen as adequate for fans who want a challenge — most just inflict Early Game Hell that goes away less than halfway through the game, and even 30's Super Expert Plus mode gives broken items to mitigate the heavy upgrade restrictions.
  • It's Hard, So It Sucks!: The general opinion among the fandom seems to be that a game seen as "too easy" is preferable to a game that is deemed to have "unfair" difficulty. Installments that are difficult beyond a handful of troublesome scenarios tend to elicit complaints. Masou Kishin III - Pride of Justice is an infamous case, having caused an uproar resulting in a number of players returning their copies due to its difficulty; A Portable is another notable instance, due to the enemies' unusually high evasion rates, "evasion decay", and several other balancing choices combining to create a surprisingly Nintendo Hard game. Common arguments against more difficult titles are that one-sided battles allow players to run their favorite units, and that animations and cross-series interactions are more important than challenging gameplay.
  • It's the Same, Now It Sucks!: Recycled animations have historically been met with derision from the fanbase. The HD games make a flimsy attempt to avoid this trope by tweaking a couple of attacks for each recycled series' protagonist (typically a standard attack that can be shown off in trailers and the Finishing Move), only to leave everything else the same.
  • Just Here for Godzilla: It should come as no surprise that some players only become interested in a given Super Robot Wars title based on certain licensed series making the cut, which is understandable given the nature of the franchise. This became noticeable during the midst of the Super Robot Wars Z saga when popular series such as Code Geass and Tengen Toppa Gurren Lagann made their debuts. By the time Super Robot Wars X-Ω was released, this became literal when Godzilla himself made an appearance.
  • Memetic Mutation: See examples on its own page.
  • Player Punch: If a character's death was a significant impact on the overall story from their original series (as opposed to a gratuitous or base-breaking death), Super Robot Wars will often punch players by not averting that death at all, forcing them to experience the heart-wrenching event from the cast's perspective. Some examples include Mu La Flaga in Judgmentnote , Takashi Shirogane in W, Kamina and Neil "Lockon Stratos I" Dylandy in the Second Z and Princess Emeraude and Zagato in Super Robot Wars T.
  • "Seinfeld" Is Unfunny: Playing modern, better-polished and refined games in the series first is an excellent way to ruin the early, primitive entries. It's really hard to be motivated to get through the Excuse Plot of the Nintendo Hard original Super Robot Wars when there's little to no battle animations, the lack of any ability to skip them, being able to choose how to react to an enemy attack when it happens (instead you have to make one choice for the whole party), etc. It's telling when franchise veterans state to newcomers the only reason to ever go back and play the oldest games is a combination of seeing how much has changed in the decades between installments or for the sake of a challenge.
  • Sequel Difficulty Drop: With very few exceptions (A Portable perhaps being the most notable one) the average difficulty of Super Robot Wars has, and continues to, drop with each new entry. 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, new gameplay mechanics, increasingly powerful items, and slowly but surely eliminating unit flaws (such as a tendency to slap Alpha Strike finishers onto units that don't have a Signature Move) that caused separation in Character Tiers.
  • That One Rule
    • "Classic" games featured a unit stat called "Limit": intended as a nod to Mobile Suit Gundam, where Amuro Ray's Newtype abilities become too potent for his Gundam to handle, Limit throttles a character's accuracy and evasion rates if their level is too high for the unit they're using. This forces players at spending credits for additional upgrades just so units can perform as they're supposed to. Limit lasted all the way up to Alpha before being quietly discontinued.
    • Newer titles have a nasty habit of giving protagonist units from series with interchangeable pilots (like Universal Century Gundam series and Aura Battler Dunbine) finishing moves that are exclusive to their canon pilots, such as "Waverider Crash" only being usable by Kamille Bidan. This defeats the purpose of granting the ability to change pilots in the first place. It's doubly frustrating for the aforementioned series as they already have tiered Newtype and Aura Power pilot skills that could be used to make it challenging, but not outright impossible, for supporting characters to use these finishing moves — which Dunbine units already utilize to make most incarnations of "Hyper Aura Slash" a mid-late game upgrade.
  • They Wasted a Perfectly Good Plot: There are numerous examples of players feeling that the developers had missed opportunities with utilizing certain series' characters and plot elements. One multi-appearance example that deserves special mention is Daitarn 3. Beginning with the Super Robot Wars Z saga, Daitarn 3 often ends up consisting of just its protagonist Banjo Haran and the titular Super Robot without the series' plot or villains. This has led to all manner of theories as to why the series is kept around, such as nostalgia for older Super Robot Wars games, for the sake of having a 1970s Humongous Mecha series around, and/or for Banjo's In-Universe wealth to be used as a convenient narrative crutch.
  • Vindicated by History: While the general attitude is that Super Robot Wars is not meant to be particularly challenging, this wasn't always the case. W and the original version of MX were derided for their non-existent difficulty upon release; in response to complaints, the PSP port of MX famously inflated enemy HP across the board. Nowadays, both titles are known more for their well-regarded narratives rather than being total cakewalks.