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YMMV / Super Robot Wars

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  • Adaptation Displacement: Thanks to No Export for You until the late 2010’s, this franchise was not well-known outside Japan. The Original Generation games on GBA barely made a presence on the international market which unwittingly turned it into a Gateway Series of the franchise. Many newcomers who knew of this franchise through the OG series were surprised that its actual genre is Massive Multiplayer Crossover.
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  • Awesome Music: An entire page of it.
  • Broken Base: Now with its own page.
  • Catharsis Factor: Take a look at the series list of the game. Is your favorite series in? Strike one for having the catharsis of controlling your favorite robot and having it kick ass. Does your favorite series have a despicable villain? Strike two for the satisfaction of having your favorite unit or squad of hot blooded heroes beat the crap outta said despicable villain! Was said villain a Karma Houdini in the past? Strike three for having these heroes revoke the villain's Karma Houdini Warranty!
  • Character Tiers
    • An inevitable outcome in most installments due to a variety of invaluable pilot skills and unit abilities, pilot/unit statistics, attack power for weapons, etc. The likes of the Ideon in Alpha 3, Zeorymer in MX and Judgment, and GaoGaiGar and Tekkaman Blade in W stand at the highest tier, while Sol Tekkaman in Judgment are part of the lowest. Note that much of this also stems from each games' mechanics and systems in place that might influence how tiers respond, alongside whether Good Bad Bugs are present.
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    • Zigzagged with the Boss Borot: depending on the game, it ranges from either Joke Character (bottom-to-low tier) to Lethal Joke Character (high tier upwards to Game-Breaker status).
  • Complete Monster: Aguilla Setme, Archibald Grims, Lubikka Hakkinen; Keisar Ephes; Jua-Mu Dalby; Lord Embryo; Ende The Devourer. See those pages for details.
  • 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 stories. Those who go into the game with the opposite mindset tend to be put off by that fact that the game has so many ways to manipulate stats, yet ultimately requires very little strategy at all.
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  • Game-Breaker: See entries here
  • Hilarious in Hindsight
  • It's Hard, So It Sucks!: The general opinion among the fandom seems to be that a game that is "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 balance 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.
  • Just Here for Godzilla: Some 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 Z saga when popular series such as Code Geass and Tengen Toppa Gurren Lagann made their debuts. By the time 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 Super Robot Wars Judgmentnote , Kamina and Neil "Lockon Stratos I" Dylandy in the Second Z and Princess Emeraude and Zagato in Super Robot Wars T.
  • Scapegoat Creator: Though not necessarily towards Banpresto and Bandai Namco, fans of these series tend to have a negative views towards Harmony Gold, especially because of its handling with the Macross franchise, preventing any attempts on Super Robot Wars games to be exported because they still held the licenses of the franchise for their project Robotech. They single-handedly prevented the first Super Robot Wars Alpha game to be exported to the west despite the game nearly having all the necessary licenses for exported (had Harmony Gold relented, the course of Super Robot Wars or even anime history would be wildly different), and this would mean that even after future games actually gave translations to the game, Macross needs to be excluded because of Harmony Gold. Not helping matters was that Harmony Gold managed to prolong its ownership towards the franchise legally near the end of 2019 for even more decades, while the fandom still got no news about their newest Robotech project, meaning that Harmony Gold looked as if they just want to spite on the Super Robot Wars fandom by keeping Macross hostage and produced nothing out of it.
  • The Scrappy: Another inevitability, given an individual's preference to particular Humongous Mecha series.
    • Any series for installments that are simply included to round out the cast, usually by way of Post-Script Season or they simply take most of the spotlight from their peers: the 1970s Mazinger and Getter Robo series were historically the biggest offenders, though the modern era has silently phased them out in favor of Shin Mazinger (with an open-ended story allowing the developers to use Mazinger in creative ways) and Getter Robo Armageddon (nowhere near as recurring as the classic Getter Robo series were), respectively. Replacing them as the face of this phenomenon is Daitarn 3, particularly at the start of the Z saga: while it continues to appear in a large number of modern entries, it almost never receives plot representation.
    • Martian Successor Nadesico and its Sequel movie "The Prince of Darkness" for the early-to-mid 2000s: they made an abnormal number of appearances for a series that wasn't one of the "mainstays" (one of which is a Video Game Remake of a trilogy that didn't have Nadesico) and had Crossover importance in all of them. Judging by the reaction to its inclusion in BX, the eight or so years away from Super Robot Wars worked wonders for its reputation.
    • Dancougar Nova, Macross Frontier, and Gundam SEED Destiny, despite having nothing to do with each other, became a notorious trio due to the sheer number of appearances they found their way into during The New '10s: Frontier is generally considered the worst of the three, as fans do enjoy seeing the writers revamp the plot of SEED Destiny, and Dancougar Nova isn't as plot-intrusive for Crossovers, yet all three became recurrent enough that many fans wanted a break. However, they've been showing up less since BX, which lacked SEED Destiny and Nova; meanwhile, V had SEED Destiny, but gave Frontier a breaknote , X got rid of all three, with T following suit. Additionally, Daitarn 3 above can be included to this kind of category as well, as it has appeared in every major Super Robot Wars games on the console, only skipping T, but then coming back in DD. At least DD promises to bring in its plot and original villains but the damage has been done.
    • Sometimes a series' Leitmotif can be bashed due to its frequent use: take "Last Impression" from Mobile Suit Gundam Wing: Endless Waltz, for example. Certain fans grew weary of the tune due to it serving as the only musical theme for Endless Waltz through its years of obligatory appearances. Modern games have started using "White Reflection" instead; however, since newer titles grant fans the ability to insert their own custom soundtrack, others might put "Last Impression" back in, anyways.
  • "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.
  • 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 Character 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.
  • 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. Super Robot Wars W and the original PS2 version of Super Robot Wars MX in particular were derided for their near-nonexistent difficulty in their day, the latter game's PlayStation Portable port infamously sporting bloated health in an attempt to mitigate this. Nowadays, they are known more for their well-regarded stories than for being total cakewalks.


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