Model Number:System-∀99 |
Pilot: Loran Cehack |
Cost: 3000 Hp: 720 Transform: X Form Change: X |
An unidentified suit excavated from a Mountain Cycle. Although the exact details are scarce, it is a suit rumored to have ended civilization through the power of nanomachines. Its unique face mask has earned it the nickname “White Mustache”.
Move Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Gundam Hammer |
1 |
38 ~ 107 |
Destroys projectiles. |
Charged Main |
Beam Rifle (Gerobi) |
– |
21 ~ 165 |
5CSA: A gerobi with low damage. |
Chest Beam Cannon |
– |
15 ~ 73 |
8CSA: Stuns opponent upon hit. |
|
Charged Melee |
Nuclear Missile |
1 |
14 ~ 352 |
Only one use per life. Hurls nuclear bomb in a high arc. |
Sub |
Missiles |
6 |
83 |
5AB: Will cause Turn-A to face your targeted enemy before firing |
Special Shooting |
Beam Rifle |
3 |
70 ~ 147 |
Able to fire up to 3 shots. |
Special Melee |
Kapool Summon(Missles) |
2 |
60 ~ 126 |
5BC: Kapool shoots missiles |
Kapool Summon(Charging) |
90(Sochie)/129(Miashei) |
*BC: Kapool charges at the enemy. Behavior changes depending on Miashei: Does a short melee combo downing the opponent even when Turn-A is in Awaken |
||
Burst Attack |
Moonlight Butterfly |
– |
325(F)/275(E&S) |
Enemies hit by Turn A or the butterfly wings will get damaged. |
Melee |
Input |
DMG |
Notes |
5B |
5BBB |
199 |
High damage |
5BB~4BB |
234 |
|
|
5B(B)~A |
143~185 |
Chest beam cannon, weak stun |
|
5B(B)~BC |
195~227 |
Overhead Throw |
|
5BB~4B~BC |
255 |
Overhead Throw |
|
8B |
8BBB |
166 |
Shooting Guard Melee |
8B(BB)~BC |
190~243 |
Overhead Throw |
|
4B |
4BB |
136 |
Stuns on first and second hit. |
4B(B)~BC |
191 ~231 |
Overhead Throw |
|
4B~A |
139 |
Chest beam cannon, weak stun |
|
2B |
2BBBB |
193 |
Pyonkaku |
2B(BB)~BC |
195~224 |
Overhead Throw | |
CC8B |
CC8BBB |
182 |
Last hit bounces |
CC8B(B)~BC |
190~226 |
Overhead Throw |
|
CC8BB~4BB |
233 |
|
|
CC8BB~4B~BC |
254 |
|
|
CC8B(B) ~A |
138~184 |
Weak stun |
Cancel Routes:
A: AC
5B (1st and 2nd hit), 4/6B (1st and 2nd hit), 2B (1st, 2nd, or 3rd hit): 8B
5B (1st and 2nd hit), 4/6B (1st and 2nd hit), 8B (1sts or 2nd hit), CC8B (1st or 2nd hit): 2B
~A(Melee Derivative): All actions including ex-burst attack.
Overview
Turn A is a close-range combat suit with a variety of unique weapons.
While it generally has good mobility, it has a pretty awkward and sluggish boost dash jump motion. And while it has good melee performance, a lot of its other weapons are unorthodox and at times, don’t seem to gel together very well, leaving Turn A with a kit that feels jumbled up.
Nevertheless, if one is able to get a grasp of its unique movepool, there are some weapons that do stand out and give it an edge in close combat.
Ability Details
Ranged Weapons
Main: Gundam Hammer
Turn A hurls the Gundam Hammer straight at the enemy, striking it at a distance. This is a really important weapon in Turn A’s kit. It allows you to control the close range, and hit enemies at angles that would otherwise feel safe to be in. For example, it’s easy to hit enemies above or below you with this, given its strong muzzle correction and fast projectile speed.
If you do hit an enemy above you, with proper timing you can “zunda” with your main, dealing big damage. Specifically, 234 damage if you hit it 3 times. That’s a lot of damage for a zunda. Of course it’s extremely situational, but consistently getting 107 damage off such an easy-to-hit projectile is still great value. Against enemies that are not seasoned anti-Turn A veterans, this move can prove to be a real nuisance.
Charged Main: Beam Rifle (focused)/Chest Beam Cannon
5CSA fires a gerobi from the beam rifle. It takes quite a while to charge, and the damage is not too spectacular. This is a move best used when you are out of the front line, because by process of elimination it is your best option at long ranges.
8AB moves Turn A forward while sparks fly from its chest, stunning any enemies that come too close. I say “come too close” because you’re not moving fast enough to chase anyone down with this, and the AOE is so small that the opponent will have to be pretty close to actually get hit by this. Overall, this is a situational move at best, and not something that is crucial to Turn A’s kit.
Charged Melee: Nuclear Missile
Only one use per life. Hurls nuclear bomb in a high arc. The resulting explosion AOE is massive, and any enemy (or friend, or you) who gets caught in the explosion takes damage. This is a strong okizeme tool, if not for the fact that the windup to throw it takes forever, and for the fact that you have to charge it. If you are already holding CSB and your teammate downs an enemy, it’s a good chance to throw this out and try to attack them as they attempt to escape the nuclear blast.
You can input 2CSB in order to cancel the camera angle change when throwing the missile.
Sub: Missiles
Turn A releases missiles from its legs that do not cause vernier. Yet another Turn A exclusive type move, and we’re not sure that’s a good thing. You can repeatedly press A after AB to release a volley of missiles at once. The missiles can be released as you rise or fall, allowing you to attack while remaining mobile.
AB: The missiles will be released towards the enemy. This is not a bad self defense option.
*AB: Turn A will fire the missiles to the direction you are facing.
Best to use AB input.
Special Shooting: Beam Rifle
Turn A will slide while firing. Able to fire up to 3 shots.
This move has yet another nuance unique to Turn A. If you do this move during the recovery frames of a 4/6 Step or Boost Dash, or during a 4/6 Step or BD itself, Turn A fires the rifle with both hands; If performed outside of that, Turn A fires the beam rifle using only one hand. Both these moves have slightly different properties: Firing with both hands makes you carry over less inertia, but the shots fired have better muzzle correction. Single handed firing is the opposite.
You can use the single handed shot as a Break Cancel, commonly seen with 2B>Step>AC. Just remember not to hold on to 4/6 as that will turn your step into a Long Step and the AC will be performed during the recovery frames. The Break Cancel can be reliably performed if the Step is done with 22/88 instead.
This is your best option for the mid range, for things like saving a partner who has been caught in a melee combo.
Special Melee: Kapool Summon
Summons up to two Kapools to attack the enemy with various motions.
5BC has Kapool fire 3 sets of missiles. The muzzle correction on this is good, but it has almost no tracking whatsoever. You can use this as a pseudo gerobi to prevent enemies from moving in a straight line.
Directional BC has Kapool charge at the enemy. This is actually one of Turn A’s best moves: while this Kapool cannot fly, it patrols the ground with high tracking and the strong curving ability, waiting to catch careless enemies who touch the floor. If you’ve never fought Turn A before, you will get hit by this. A lot.
Melee Set
5B: Standard 3-hit melee sequence. Best damage proration.
5B~4B/CC8B~4B: Dual blade attack. Good combo damage off this.
8B: Shield Bash. Has Shooting Guard. Useful if you make the right reads.
4/6B: A strong melee opener. Good curve, good priority.
2B: A “pyonkaku” of sorts. This move is Turn A’s saving grace. Greatly increases your mobility, and helps you position yourself for hitting the Gundam hammer.
CC8B: Charges forward while spinning the beam sabers. Very good priority. Your other melee opener.
Any melee~BC: Overhead throw. Very good damage very fast.
Burst Attack
Moonlight Butterfly
Enemies hit by Turn A or the butterfly wings will get damaged.
Recommended Combos
Damage |
Notes |
|
A Starter |
||
A>>A>>A |
234 |
Zunda with the Gundam Hammer. Requires you to be below the enemy. |
A~AC |
?? |
Also requires you to be positioned below the enemy for all hits to land. Not as much damage as the above. |
Sub Starter |
||
AB~AB |
140 |
|
AB~4B~BC |
204 |
|
5B Starter |
||
5BB~4BB(3 hits)>5BB~4B~BC |
288 |
High power combo |
5BB`4B>5BB~4B>BC |
276 |
Easier version of the above |
8B Starter |
||
8B>5BB~4B~BC |
248 |
|
8BBB>A |
Quick combo, finish with the Gundam Hammer |
|
4B Starter |
||
4BB>5BB~BC |
253 |
Your most important BnB |
CC8B Starter |
||
CC8BBB>A |
236 |
|
CC8BBB>4B~BC |
263 |
Quick and high damage |
During F Burst |
||
4BB>ABC |
352 |
The standard combo into burst attack |
A>4BB>ABC |
353 |
Same as above, but from A starter |
CC8BBB>ABC |
357 |
CC8B starter |
4B~BC>4B~BC |
313 |
Quick 300+ damage. You’ll be using this much more often than the burst attack finishers. |
Strategies
- Turn A actually has one of the best bonus damage numbers in the game during Burst, second only to suits from the G Gundam series. You can easily do 300+ damage during Burst, so don’t get antsy if you’re on the losing end.
- Stay mobile in the close range using 2B. You can do it repeatedly to gain vertical height very quickly. Pressure your enemy in the close range and look for openings to hit your main. You can also use AB and BC to lay on the pressure while staying relatively safe.
- Turn A can be a real nuisance for melee suits, as it belongs in the same range but has the Gundam Hammer behind it. Play keepaway with the Gundam Hammer until the enemy starts to hesitate with its offense, then go in for unexpected melee combos.
- If you’re forced out of the frontline, use your AC, CSA, and sometimes CSB to create a presence even from the rear.