On the topic of Ragnarok Odyssey, it's hard to compare to most other hunting games. You're very mobile and agile, and air combat and dashing are also very effective. You can juggle weakened enemies for a lot of damage (think FFXIII's staggering) or send them flying off into the distance, Otogi-style. There's a heavy focus on combo enders to get different effects (launching, etc.), sort of like Dynasty Warriors. Other class-specific things like healing and parry/counter/just defending with Acolytes, for example, also exist. Lastly, there is a tension system indicated by the crystal you see in screenshots that is kind of like a passive boost you manage. The better you do in battle, the more effective you become (higher damage, more crits). If you start sucking, it'll go back down (getting hit or knocked down, I think). It will also fully revert after you use up your SP bar to go into the game's berserk mode (a temporary but major boost in character performance that removes stamina consumption and gives you higher damage and faster attacks). You'll need to balance both for the right situations or character setup.
That brings me to the next major difference: one of the nicest things about Ragnarok Odyssey is how modifiable your character is with monster cards (inspired by the system in Ragnarok Online that allows you to socket rare cards into slotted equipment for all sorts of bonuses). You can make it so certain animations are quicker (say, instead of being able to air dash three times before you hit the ground, you can reduce air dash recovery and do like five) or give yourself class-specific enhancements (ex. assassin can learn double attack, giving every slash a chance of striking twice) or alter a whole bunch of other things to suit your individual playstyle.
All things considered, I'd say it's closer to recent Kingdom Hearts titles regarding pace and auxiliary tinkering while your attacks stem from a slightly more advanced version of the combo charts you see in Musou games. It's definitely packaged in a structure familiar to fans of MH and PSO along with a few of their influences sprinkled in; it's just really different. MH is a lot slower and less freewheeling, and PSO/PSP is quicker yet requires a more restrained, rhythmic style of play for maximum efficiency.