Crossbone Gundam X-3

Model Number: XM-X3   Pilot: Tobia Arronax  
Cost: 400 Hp: 620 Transform: X Form Change: △ (Muramasa Blaster [Safety Removal])

The 3rd Gundam unit owned by the Crossbone Vanguard. Unlike it’s predecessors, X-3 has I-Field generator on both hands. It can stop a Beam Saber with its bare hands, allowing the pilot to engage in close quarter combat easily.

Move Summary

Ranged Armament Ammo DMG Notes
Main Muramasa Blaster 7 70 Standard BR
Charged Main Nuclear Missile 181-197 One time use only per live
Charged Melee Safety Removal 100 Improved melee move sets and better mobility
Sub Burning big tree 1 80-148 Throws two burning tree trunks per input
Special Shooting I-field hand 1 Have shooting Guard against ranged attacks
Burst Attack Muramasa Blaster Combo 321(B)/274(L) Refills CSB gauge upon use

 

Melee During Normal

Melee Input DMG Notes
5B 5BBB 170
5BB~8B 160
8B 8B 70 Will slash upwards and send target up in the air
8B~BC 180
4/6B 4/6BBB 158
4/6BB~8B 151
4/6BB~A 206
CC8B CC8B 70 Will send the target up in the air for follow-up attack
BC BC 142 A jumping melee stab
AC AC~BC 145 I-field Dash to stabbing the opponent with Muramasa Blaster
AC~AC 133 X3 will stab the enemy with his beam saber

 

Melee During Safety Removal Form

[showhide type= “2”]

Melee Input DMG Notes
5B 5BBBB 222 High damage
5BBB~8B 238 Bounces the opponent
5BB~8B 220
5BBB~2B 238
5BB~8B~2B 241
5BBB~8B~2B 248
8B 8BB 143
8B~2B 163
4/6B 4/6BBB 213
4/6BBB~8B 229
4/6BB~A 232
4/6BBB~2B 229
4/6BBB~8B~2B 239
CC8B CC8B~8B 155
BC BC 151 A jumping melee stab
AC AC~BC 125 Stabs the opponent and kicks him/her away
AC~BC~*B except 2B
Same as AC~BC. But the kick occurs faster with *B except 2B input
AC~BC~2B(Repeatedly press B) 125~234 Press B repeatedly to deal more damage
AC~AC 145 X3 will stab the enemy with his beam saber

Cancel Routes:

[showhide type= “3”]

A: AB,AC,BC
AC: B,8B,4B,AC,BC
8B: BC
2B: B,8B,4B,AC

Overview

The Crossbone Gundam X3 is an all rounder unit which can play around range or melee depend on if he is ready to release the limiter on his Muramasa Blaster. This unit have many fabulous weapons to help him in chasing the opponent down like throwing the burning big tree to stun the targets and using the I-Field Hand dash to block beam attacks while being ready to melee.

Out of all the Crossbone Gundam, the Crossbone Gundam X3 is the only one which has no ABC mantle for a very dumb reason(Check out the manga to find out more). But even so, this is a great unit to play as long as you know what to do while having or without having the power up for your Muramasa Blaster.

 

Details

Ranged Weapons

Main: Muramasa Blaster
Standard BR with decent amount of ammo.

Charged Main: Nuclear Missile
Stays stationary while firing a nuclear missile which causes a huge explosion upon hit on opponent or terrain. This weapon can only be used once per live.

As there is quite a long startup time for this weapon, recommended to use it when the opponent is down and close to waking up so that he/she is forced to guard or take the nuke after recovering.

Charged Melee: Safety Removal
Removes the limiter of the Muramasa Blaster which lasts for 16 secs. Upon activation of this weapon, the ammo of AC will be refilled.
In this form, X3 has improved melee move sets and better mobility.

This weapon will be usable again after a cool down of 15 secs.

Sub: Burning big tree
A 2-part range attack where X3 throws two burning tree trunks which stuns the enemy upon hit, allowing for follow-up attacks.

Recommended to use this as a follow up after hitting with BR. Also try to only throw the 1st burning big tree and BDC away to do other weapon damage as this weapon causes vernier, making you an easy target to hit if you were to throw both burning big tree.

Special Shooting: I-field Hand
X3 will charge forward towards the target with an i-field on its left hand that blocks beam attacks from only the front.

Take not that there are a few types of attacks that will go through I-Field:
1) Will block for an instant before getting hit: bazooka explosions, multi hit beams (gerobi, boomerangs, nukes)
2) Cannot block: Turn A hammer, pressure, whips, Altron’s main.

Take note that the performance of the I-field Hand will differ depending on which mode are you in. The reload timing and traveling speed will be faster while Muramasa Blaster [Safety Removal] is active. Recommended to use this move as a means to chase your enemies with some protection, either use the AC~AC or AC~any melee combo depending on the situation.

Melee Set

During Normal Form,

[showhide type= “A”]

5BBB: Muramasa Blaster 3 Hit Combo
Standard 3 hit combo with average damage.

5BB~8B: Slash>Slash>Uppercut
A 3 hit combo which hits the opponent up to the air after the 3rd hit. Able to step cancel out and input BC for follow up.

8B: Uppercut
Hits the opponent up to the air. Able to cancel to BC for follow up.

8B~BC: Uppercut>Downward stab>Right jab
Hits the opponent up to the air after 1st hit, stabs and punches the opponent afterwards.

4/6BBB: Heat Dagger Combo
A standard 3 hit combo using dual Heat Dagger. Most recommended combo to use for this unit.
Able to cancel to A after hitting with 2nd hit.

4/6BB~8B: Heat Dagger Slash X 2>Uppercut
Alike to 5BB~8B combo.

4/6BB~A: Heat Dagger Slash X 2>Mega Machine Cannon
Fires the mega machine cannons in its chest at point blank after hitting with dual Heat Dagger, dealing high damage. Not recommended to use often as you will remain stationary while you are firing the cannons which makes you an easy target to hit.

CC8B: Slash through
Hits the opponent up to the air spinning upon hit.

BC: Downward stab>Right jab
Jumps up doing a downward stab and gives a punch to the opponent afterwards. Recommended to use this melee as an escape move, best used in green lock while escaping from opponent.

AC~BC: I-Field Hand>Stab>Explosion
Stabs the opponent with the Muramasa Blaster after rushing forward with the I-Field Hand and causes an explosion blowing away the opponent afterwards. Not recommended to use often as you will remain stationary after stabbing and waiting for the explosion which makes you an easy target to hit.

AC~AC: Muramasa Blaster Assault
Moves forward with the I-Field Hand following up with a sudden stab with the Muramasa Blaster which deals multiple hits. A full hit will send the opponent up in the air in a down condition.

This weapon is a great melee move to use for doing surprise attack due to its high tracking, except that it deals low amount of damage even with a full hit. Recommended to only use this while the opponent is not noticing you for a better hitrate, this weapon will be pointless if you were to use it in front of the opponent as he/she will already have seen through your moves and is prepared to do a counter attack.

During Safety Removal Form,

[showhide type= “4”]

5BBB: Muramasa Blaster [Safety Removal] 4 Hit Combo
Alike to 5BBB combo during Normal Form with an additional 4th hit. The close in speed for this combo is increased as compared to Normal Form. Able to cancel to 8B after 2nd hit or 3rd hit.

5BB~8B: Muramasa Blaster [Safety Removal] slash x3>kicks up>Downwards slash
Bounces the opponent from the ground after the last hit, high damage combo.

5BBB~8B: Muramasa Blaster [Safety Removal] slash x3>Uppercut>Downwards slash
Almost alike to 5BB~8B combo.

5BBB~2B: Muramasa Blaster [Safety Removal] slash x3>Slash through
Hits the opponent up to the air spinning with the slash through after 3 hit combo with Muramasa Blaster [Safety Removal].

5BB~8B~2B: Muramasa Blaster [Safety Removal] slash x3>kicks up>Slash through
Hits the opponent up to the air spinning with the slash through after kicking him/her up to the air.

5BBB~8B~2B: Muramasa Blaster [Safety Removal] slash x3>Uppercut>Slash through
Hits the opponent up to the air spinning with the slash through after uppercut.

8BB: Uppercut>Downward slash
Hits the opponent up to the air and bounces the opponent from the ground afterwards.

8B~2B: Uppercut>Slash through
Hits the opponent up to the air with the uppercut and hits the opponent up to the air again while spinning with the slash through.

4/6BBB: Heat Dagger Combo>Horizontal slash
Alike to 5BBB combo during Normal Form with an additional 4th hit.

4/6BBB~8B: Heat Dagger Combo>Uppercut>Downward slash
Alike to 4BB~8B combo during Normal Form with an additional downward slash which bounces the opponent from the ground at the end of the combo.

4/6BB~A: Heat Dagger Slash X 2>Mega Machine Cannon
Alike to 4BB~8B combo during Normal Form only with higher damage.

4/6BBB~2B: Heat Dagger Combo>Horizontal slash>Slash through
Hits the opponent up to the air spinning with the slash though after 4BBB combo.

4/6BBB~8B~2B: Heat Dagger Combo>Uppercut>Slash through
Hits the opponent up to the air spinning with the slash though after 4BBB~8B combo.

CC8B~8B: Slash through>Slash through
Alike to CC8B combo during Normal Form only with an additional slash through which causes the opponent to spin down after hit.

BC: Downward stab>Right jab
Alike to CC8B combo during Normal Form only with higher damage.

AC~BC: I-Field Hand>Stab>Kick
Rushes in with the I-Field Hand and stabs the opponent, which afterwards ends by kicking  him/her away. Input *B except 2B for the kick to occur faster.

AC~BC~2B(Repeatedly press B): I-Field Hand>Stab>Explosion
Rushes in with the I-Field Hand and stabs the opponent with Muramasa Blaster. Deals multiple hits afterwards depending on how many times you press B repeatedly before it explodes.

AC~AC: Muramasa Blaster Assault
Alike to AC~AC combo during Normal Form only with higher damage.

Burst Attack

Muramasa Blaster Combo
Rushes towards the opponent with I-Field Hand and does a ranbu attack which hits the opponent up to the air at the end of the combo. Has Superarmor during the rushing forward with I-Field Hand animation , also all beam attacks will be blocked from the front. Upon activation, X3 will enter “Safety Kaijou!” form, instantly refilling the gauge and leaving about 70 ammo left at the end of the combo.

In the event that you urgently need the Muramasa Blaster [Safety Removal], you could activate it while in green lock, cutting short all the animation and get the Muramasa Blaster [Safety Removal]. By doing this you will be left around 90 ammo after the short animation.

 

Strategies

  • Try to avoid a melee fight while CSB is not ready. Just use your range weapon at mid range until CSB is ready.
  • AC~AC while the CSB is active is a great tool for chasing the opponent but do not use it if the opponent is already aware of your presence.
  • Using just AC alone is a good tool to close in to your opponent to start up your melee combo since it blocks all beam projectiles.

 

Recommended Combos

 

Ranged Weapons
Input DMG Notes
A~AB(1st hit only)>>A 142  
Melee
5BB>5BBB 219  
4/6BB>4/6BBB 202  
5BB8B > 5BB8BB 262  

 

 

 

%d bloggers like this: