- 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.
- Awesome Music: An entire page of it.
- 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
- 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 Super Robot Wars MX and Super Robot Wars Judgment, and GaoGaiGar and Tekkaman Blade in Super Robot Wars 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.
- 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: See here.
- 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.
- Game-Breaker: See entries here
- Hilarious in Hindsight
- Any time Fanart or a parody video depicting a Humongous Mecha series that hasn't made a Super Robot Wars appearance yet, then makes its debut for a new installment, will be this. Case in point, this 2006 video showcases Demonbane, Overman King Gainer, Patlabor, GUN×SWORD, Godannar and Gaiking: Legend of Daiku Maryu, while this 2010 one includes Tengen Toppa Gurren Lagann, Armored Trooper VOTOMS, Mobile Suit Gundam Unicorn, and Code Geass.
- Scramble Commander 2 might not be one of the most well-received games, but it had Macross Zero and Mobile Suit Gundam SEED Destiny. In other words, two series where the protagonist was named "Shinn". One could say this is an area where it gets a leg up - twice - on the other games.
- Using the names Kazuma and Aqua for the protagonist names in separate games sounded normal for its time, but when mentioned in the late-2010s and early-2020s, during the isekai boom, those two names would end up bringing a hilarious duo to mind instead.
- 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) 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.
- 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.
- 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: 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.
- 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 accusations regarding the series' continued use, such as it being kept around based on 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 that Super Robot Wars is not meant to be particularly challenging, this wasn't always the case. W and the original PlayStation 2 version of MX were derided for their non-existent difficulty upon release, of which the latter inflated enemy Hit Points across the board for its PlayStation Portable port (and inducing a lot of Fake Longevity in the process) in an attempt to mitigate this. Nowadays, both titles are known more for their well-regarded narratives rather than being total cakewalks.
YMMV / Super Robot Wars