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  • Awesome Music
  • Ensemble Dark Horse: The Valsione, owing to its mechanical design, is one of the best examples of Humongous Mecha Robot Girls in fiction.
  • Funny Moments: 3 doesn't pull back in sending wave of tougher and tougher opponents at players. Eventually, there is some genius from the Gundam universe who sends a big army of Doms.
  • Game-Breaker: Several; granted players will need to abuse them since this game is Nintendo Hard.
    • Once Amuro Ray picks up the Nu Gundam, he'll be able to dodge anything, while taking out any enemy 9 spaces away with a 1200 power Fin Funnels; in fact, Amuro can perform two actions per turn once his Character Level gets into the mid- or upper-30's.
    • Quess Paraya is basically female Amuro. While slower than Amuro, her attack strength is much higher than Amuro's and benefits by having the Flash Command, something Amuro doesn't have.
    • Daitarn 3 has a high Hit Point pool and armor rating, with its Sun Attack being the strongest technique in the roster's arsenal for quite some time throughout the game, if not, the best flat out. Its only weakness is that Banjou Haran does not have the "Accelerate" Spirit Commandnote , and even that can be somewhat mitigated by its Daifighter mode.
  • Scrappy Level: Any scenario where a battleship requires protection - these levels usually suck because unlike modern installments, the battleship cannot move, has a poor armor rating and barely any chance of ever evading attacks.
  • That One Level: The final scenario "Ragnarok" - while there are only three enemy units, two of them are the infamous Valsion (the Final Boss from Super Robot Wars 2), and the other being the True Final Boss, Shu Shirakawa and his Neo Granzon. Now count the facts that in this game, "Focus"note  and "Valor"note  are rare Spirit Commands, unit upgrades don't account for mobility or weapons, Will-raising Spirit Commands had a prohibitively large cost and the two Valsions, while weak enough to be destroyed in a few hits, cannot effectively raise allied characters' Will. Add the fact the True Final Boss can raise individual Will by at least 15 points each turn due to the party attacking (excluding any allied units shot down), can perform two actions per turn, has insanely high Hit Points and armor rating, with a Will cap of 200 (compared to allied units capping at 150); in other words, EVERY SINGLE ATTACK WILL DESTROY AN ALLIED UNIT.
    • Part of the difficulty comes from not paying enough attention to how Will in 3 works: dog-piling on a single enemy unit isn't recommended when the latter has that many abilities and advantages. While it's true during the rest of the game, it's the most apparent against the True Final Boss.

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