It’s probably a matter of personal preference, I guess.
I think Burst Rave is better on mobile devices.
>>1It was good that we only needed one Cypher Sword…
>>1Finally, the effect of dealing damage while unleashing a barrage is cool.
At one point, the direction was too excessive.
>>3Just go ahead and dance wildly and shoot like crazy…
>>4Nameless Gunner! Is the quick slash technique of Weissaga that cuts through everything now a flashy technique?!
I still think G-Gundam is the best.
Vaisarja seems to prefer A.
>>7Why does Iai Issen turn into a chaotic dance?
The 2OG version looks almost like a different special move because instead of charging in with a boost, it uses a hoverboard.
It’s not just one big sword; it’s a dual-wielding of regular-sized swords.
There seems to be a trend that beam rifle types look cooler when they fire more rapidly.
>>10Doesn’t it feel like we’re shooting too much, including the parts that don’t hit?
I feel like it might be too much of a production, but then I think it might just be a matter of taste, and there are various thoughts on it.
As the series continues, there tends to be a tendency to add more elements, and those who have been around since the early days can become exceedingly verbose around the second installment.
Altwice is prominent.
The mobile version of Burst Reave is truly a masterpiece, but it’s so cheap to shoot a machine gun while ejecting that it makes me laugh.
Is it not enough to just slash everything with a sword?
>>14It’s good to leave while shooting a machine gun, isn’t it?
>>23Instead of just passing by, it’s okay to shoot a machine gun while backing up! That’s the ending.
There was a time when there was someone who was missing missiles all over the place…
I think it’s really great that the combination techniques added as OG elements have a separation effect with animation during battles.
By making separation and combination a different performance with another technique, it can be done without being overly gaudy.
I prefer the handheld version of other techniques, but the way it exhausts from the mask part and the dual swords combining to slash is nice…
Soul Gain is just right.
I was really happy that Joshua had a voice in the OG version.
The OG version of the Storm Blade combines into a sword and spins it around → holds it normally and charges → scene changes and spins it again.
It felt a bit excessive…
There are times when it feels redundant, but since there’s quite a bit of nostalgia for the old ones, when you revisit them, it can sometimes make you go “oh…”
First of all, I’m dissatisfied that separation and beam hammer have been removed.
>>21I can understand the circumstances of why there is no separation command.
I could sense the desire to do something because they put effort into the combination.
Was there a hammer in the mobile era!? I’m curious about how it was arranged.
Until R, it was comparable to Winky Super Robot Wars, but when it became D, there was a shift to making the protagonist mecha move more spectacularly. By the time it reached J, all mechs started to move fairly well, and I was really surprised that this could be done on a mobile device…
The Guardian Blade of Dear Blanche Neige is super cool in the original version, but I just want you to fire the Neutron Buster already!
>>24Compared to Jean, Dea Blan Neige feels long… that’s what I think.
The deceased person stops the enemy’s movements with the impulse cannon → charges in while unleashing the cypher gun → finishes off with the cypher sword.
I was imagining that it would feel more natural if you used it in that order.
Overall, I prefer the handheld Super Robot Wars because they are simpler.
Actually, there were signs of it from around the original machines of the 3rd Super Robot Wars Alpha, but the battle animations are just too long!
>>28I think mobile devices will be full of intense dance moves starting around K.
I think L is a complete form.
I really like that move where the sword is turned 90 degrees during the final strike like in OGs, so I can’t outright deny it.
I thought the Crow Anchor Burst became something different and looks really cool now.
Burst Rave has become hover movement, dual-wielding, and having beams that extend incredibly long, it’s too different from what I expected…
I think the good thing about OG is that you can rotate the 3D background in various angles like diagonally or from behind.
I think that’s also why it tends to become overly theatrical to use that.
Unlike Jeanne, it’s nice that Dea has weapon storage elements like missile hatches opening or barrel tilting being emphasized.
It was hard to understand what kind of weapons each one was on the portable device.
I wondered if it was a sunfish, but it was definitely a sunfish.
I preferred the silhouette of the sunfish.
But aside from that, I believe the ultimate form of Super Robot Wars anime is OG2.
I understand about the repetitiveness, but I simply like the high quality of the anime and the overall cohesion of the work.
Since then, the new Super Robot Wars outside of mobile devices have had significant variations between works and there have been awkward movements.
“Isn’t it simply about the quality of the anime?” (This is a personal opinion.)
>>37It feels like there has been a noticeable increase in still frames.
I’m fine with movements around Z or α, though.
The original Riot Buster was surprisingly simple for a special move, but separating and restraining it…
I honestly think that the way the BGM is matched with the shout from Yuichi Nakamura elevates the coolness of Riot Buster and Crow Anchor Burst several notches.
>>40Don’t forget that the cut-ins and cockpit effects are super great too.
It’s fine to just shake your breasts and boom.
Recently, there are moments in the latest Super Robot Wars where I feel they’ve overdone the reproduction of the original works and it lacks creativity…
I want them to properly incorporate it into the Super Robot Wars combat animations.
>>42I would be happier if you properly recreate the movements from the original work.
I don’t think that’s lacking in artistry.
>>59The type that transitions to realistic proportions and then moves with animation while recreating the original art style is something I can understand might have divided opinions.
I thought I wanted T’s Gagaga to move with a bit more SD proportions.
In terms of personal preference, I wanted the girl’s angry face during the attack in the OG version to be cute rather than genuinely enraged.
The aerial Claymore in OG2nd is so long…
That move of reloading with your back turned after finishing off the second aerial claymore or bunker is so incredibly cool.
There are mobile devices that move around a lot, and they’re cool!
I didn’t really like the feeling that since the 3DS, mobile devices have increased in resolution but haven’t kept up, and the way they handle movement has become rougher…
There were some that were unusually polite and good, but…
>>47Only the Knight Gundam’s movements are clearly strange…
>>48The Kiracard effects are great, aren’t they?
Action when dual-wielding with a sword and lance.
I thought it was tedious to make the Akashic Buster longer by adding detailed effects.
I really like the simplicity that seems to emphasize the speed of X and 30.
This aircraft is from that anime, so the quality is amazing!
It may be said that way, but personally, I think it’s better to have a consistent quality rather than having sharp and dented parts that are obvious.
The person who thought of the loop for OG’s Josh’s BGM should reflect on it.
I think I preferred the Aerial Claymore when it was just a Claymore and not the Doom Bunker…
In terms of in-game attack power, it looks more like a defensive attack compared to bunkers and stakes, doesn’t it, Claymore?
If you’re going to shoot a thick beam, that’s another story.
I think it would feel more fitting to make the aerial claymore the trump card in its current presentation, don’t you?
I like both, as they are completely different from Burst Rave.
There may be a desire to simply see things in the same flow as before.
I love the way the sword is drawn sideways right before Weissaga delivers the finishing blow.
I can’t understand why Cerberus Fang’s finish, the Terminus Cannon, is going away.
>>62I hate that the Execution Raid doesn’t lift the enemy while piercing them and perform the Terminus Blaster Discharge!
I can sense the feeling that you don’t want to do a rehash of the same thing.
I think both the mobile version and the original game are often played.
I want you to consider Josh’s cheap corpse shooting in Burst Rave in light of the invaders and things he has dealt with.
>>64In other words, since I’m a seasoned gambler who doesn’t take poor bets, it’s only natural that I would take reliable shots.
I’m not just teaming up with Gyunei for show.
>>89I hope to see more Super Robot Wars where Gyunei is a partner or Yazan is an instructor.
Was it really impossible for the beam hammer…?
The image is cluttered and looks uncool.
Recently, I did it, but something as simple as the Thunder of Vangray that just hits with firepower and has a stylish afterimage is the best.
>>68Is it really that simple?
>>71Isn’t the folding gun pretty simple?
When you get to L, there are times when you wonder why this special move isn’t implemented in other Super Robot Wars games.
Twin Valkyrie Maneuver and Aoi-chan Punch
>>69Aoi-chan’s punch is properly implemented in later works, isn’t it?
It’s simply because Nova has few appearances…
I think it’s cool to finish with a machine gun or a vulcan.
My favorite combination in ν is the continuous attack from Second Z.
I want to express my opinion that I felt a strong sense of discomfort with the 2OG BGM loop because I listened to Josh’s D’s BGM loop too much.
The excessive attack of pouring all the bullets into a stake that is more than enough with just one hit is the trump card.
I thought that was the case, but before I knew it, hitting all shots had become the norm.
The one from Valgor Glory S, The Glory Star, is overwhelmingly cooler than the Valgor Glory one…
I prefer the clumsiness of Fortis Arla’s Kalidum Sagitta when it flies up to point D and then the bullets change direction and rain down.
At one point, it felt like a really long damage animation on a cosmic scale, almost like in Final Fantasy.
It would be nice to see the original work recreated in the SD system, but even if it’s recreated in a realistic cut… there are some concerns about that.
The Zero’s sword for slicing ships looks cooler coming from the direction it flew in.
I feel like there is an excessive fear of comments like “Where did you come from?” or “Where do you come from?”
Well, if I do end up going somewhere, I’ll probably get bombarded with questions…
I fell in love at first sight with the fusion scene from the combat animation in the OG, and even D played it.
Please release the plastic models!
A has released items other than plastic models, and J also had a raft released.
I want something to come out from D and R too, right?
>>85If it comes from D, it will probably be Ale first, but I really want the transforming combined Fortegigas.
I liked the sound of the impact bunker going boom.
Dea Blanchneshu loves the performance of OGS’s Neutron Buster.
I want to see how much more luxurious the old performances have become with today’s graphics.
If it’s turned into something else, no matter how good it is, it becomes something that’s not it.
I think a special move like the Soul Cry of Odysseus would be just fine.
>>90Is that the one said to be the character I’ve played that screamed the most?
Metas…
Games like the GBA were simply impressive in their simplicity.
Speaking of D, the Black Getter’s chaotic dance from the high-tempo arranged BGM is cool, and I still feel it falls short when it’s on consoles.
I like durmfire.
It doesn’t animate at all, but the WonderSwan was also completely focused on tempo and was smooth.
It’s more about feeling good than looking cool.
But with the recent ones, if they are too simple, they somehow feel lacking.
Whether it’s because I’m accustomed to flamboyance or because the resolution and proportions have improved.
>>97In the trial version, it was said that the aerial moves were very stiff, very stiff…
The pre-enhanced Rampage is my favorite from GBAOG2.
The performance, or rather Rampage, where it pierces the enemies and dives right into the middle of the beam is crazy and I love it.
The final technique of OG’s Excalibur Lightning, perfectly timed to match Raoul’s BGM, which had a rather lackluster evaluation in R.
It was worth a standing ovation.
I want you to improve the quality.
I’ve been watching Rize and Line’s Rampage Ghost for a long time, but I still don’t know what it is…
Well, I want the main type MS to have smooth high mobility.
I watched the Crossbone X2 Kai from Super Robot Wars V move incredibly.
I thought it was a method where animators take the aircraft they want to animate.
I think I like the DD Rampage before the transfer.