Crossbone Gundam X2 Kai

Model Number:XM-X2ex

Pilot: Zabine Chareux

Cost: 2000 Hp: 540 Transform: X Form Change: X

 

X2 Kai

A Mobile Suit that was repaired with help from the Jupiter Empire. It sports a traditional cockpit instead of a separating Core Fighter,and the trademark X-shaped set of thrusters, which give it a larger and more menacing silhouette.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

ZanBuster

8

75

Considered to be an above average ammo count for a 2000 cost

Charged Main

Shoot Lancer

70

Fires a lance towards the opponent

Sub

Beam Saber & Beam Zanber Throw

1

40~91

Throws beam saber first then beam zanber at the opponent

Special Shooting

Jupiter Empire Buster launcher 

1

15 ~ 224

Fires a gerobi

Special Melee

ABC Mantle equip/unequip

Able to unequip or equip back ABC Mantle anytime

Passive

ABC Mantle

100

Able to block beam ranged attacks

Burst Attack

Batalla assist (Jupiter Empire Buster Launcher) 

268(S)/256(F & E)

Lance is a physical projectile and can be destroyed

Melee

Input

DMG

Notes

5B

5BBB

173

 

5B(B)~8B

121~167

Untechable

5BB~2B

222

Extended combo, good damage

5B(B)~BC

178~210

 

8B

8BBB

171

 

8B(B)~BC

178~210

 

4/6B

4/6BBB

172

 

4/6B(B)~8B

116~162

Untechable

4/6BB~2B

217

Extended combo, good damage

4/6B(B)~BC

173~205

 

2B

2B

10

Fires an anchor and grabs the opponent towards you with a weak stun. Shooting property anchor.

2B~8B

73

Untechable Down.

2B~BC

139

 

CC8B

CC8B

124

Hits the opponent to the air

CC8B~BC

183

 

Cancel Routes:

A: AB,AC,BC

CSA: AB, AC, BC

Any melee except last hits: AB

BC: A,AB,AC, all melee except CC8B

After hitting with 2B: A, AB, AC, ~8B, ~BC

Overview

The Crossbone Gundam X2 is an all rounder unit which has a high ammo count and multiple range weapons at its disposal.  Even though this unit has lower HP than average, it has a really useful sub weapon which allows it to throw the beam saber and beam zanber while jumping to the left, right or back. 

X2 Kai also comes with the ABC mantle to protect itself from beam projectiles. It also has decently good melee combos with good damage for a 2000 cost.

Even though this unit sounds great on paper, it does have its fair share of weaknesses. All of its weapons are more geared towards its self defense which means they do not have the same performance in terms of chasing the opponent down hence it would perform better as a back/support unit.

Ranged Weapons

Main: ZanBuster

Average BR with 8 ammo. Considered to be an above average ammo count for a 2000 cost unit.

Charged Main: Shoot Lancer

Fires a lance towards the opponent. Travels a little slow but has very high tracking, stuns opponent upon hit. Good weapon to use for conserving Main ammo. You may ask, how can something like a lance curve so much?

Jupiter’s technology is truly mysterious.

Sub: Beam Saber & Beam Zanber Throw

Throws a beam saber first which staggers the opponent upon hit then follows up with a beam zanber which hits the opponent spinning up to the air. Tracking refreshes at the start of each throw. Recommended to use this as a follow up after hitting with BR or use it as a countermeasure against incoming melee.

Special Shooting: Jupiter Empire Buster Launcher 

Fires a gerobi with high damage. Not recommended to use this weapon as a follow up after hitting with BR as the damage output is not that great as compared to hitting with just the gerobi alone. Input 2AC to avoid the forced PoV effect.

Special Melee: ABC Mantle equip/unequip

Able to unequip or equip back ABC Mantle anytime. Unequipping and equipping back the ABC Mantle does not reload ammo. Increased mobility when the Mantle is unequipped. 

Passive: ABC Mantle

Able to block beam ranged attacks. While ABC Mantle is equipped, mobility will be decreased. Ammo will only start to slowly reload after the ABC Mantle is destroyed after a short period of time.

Melee Set

5BBB: Beam Zanber Triple Slash

A standard 3 hit combo.

5B(B)~8B: Slash>Slash through

A 3 hit combo which hits the opponent spinning up to the air.

5BB~2B> Slash>Slash>Brand Marker

Hits the opponent away after landing 2 slashes following up with 7 consecutive hits. High damage but risky to use as there is a high chance that you will be punished when doing this combo.

8BBB: Kick>Kick>Lancer stab

Kicks the opponent up to the air and stabs with the lancer causing multiple hits. One of X2’s better melee in terms of damage and priority.

4/6BBB: Horizontal Slash x 2>X slash

A standard 3 hit combo.

4/6B(B)~8B: Horizontal Slash x 2>Slash through

Alike to 5B(B)~8B melee combo.

2B: Scissor Anchor

Fires an anchor and grabs the opponent towards you with a weak stun. Able to link to A, AB, AC, ~8B  upon hit.

CC8B: Double Lancer Stab

Stabs the opponent twice with the lancer and hits the opponent spinning up to the air.

Any Melee>BC: Stab>Kick

Brings the opponent up to the air after stabbing and kicks the opponent to the ground.

Burst Attack

Batalla Assist (Jupiter Empire Buster Launcher) 

Throws a lance if it hits the opponent, it will cause a stun effect. X2 Kai will then summon out 3 Batallas to grab the opponent. Finally X2 Kai will take out his Jupiter Empire Buster Launcher and fire a gerobi causing all 3 Batallas to explode with the opponent. 

Strategies

  • This unit is a good back unit so try to stay in the mid range and support your ally.
  • AB is a great tool  for linking your BR shots and escaping.
  • If you are using AC, try to hit with just AC as the damage is really terrible when you link a range attack to AC.
  • You can just wear the ABC Mantle all the way till it’s destroyed. Unless your opponent has no beam weapons then just remove it for the whole match for better mobility. Or remove it to move in, then equip it right as you overheat and land for a safe landing.

 

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