|Model Number: CONCEPT-X 6-1-2||Pilot: Gym Ghingham|
|Cost: 500 Hp: 720 Transform: X Form Change: X|
An ancient Mobile Suit excavated from the Moon’s Mountain Cycle. Just like Turn A, it is technologically more advanced than any contemporary or excavated suit. For this reason, it is often referred to as being Turn A’s Big Brother. It’s biggest forte is being able to split into 9 separate parts, all of which are capable of attacking independently.
|Main||Destruction Manipulator||75||7||high-performance BR|
|Charged Main||Leg Mega Particle Cannons||126||one-hit down|
||Bazooka||111||3||Non-vernier fired facing front|
|Sub (2AB)||Destruction Manipulator (focused)||23-182||1||Fast startup Gerobi|
|Burst Attack||Moonlight Butterfly||345(B)/297(L)|
|5BB~AC||259||Data Analysis> Explosion|
|4B~8AC||Data Analysis> Explosion|
A: AB, 2AB, AC, *AC, *BC
5B (first hit): 2B, 5BC
4B (first hit): 2B, 5BC
8B melee route from 4B or 5B: 2B
2B: A, AB, 2AB, *BC, *AC
*BC (except 5BC): 2B
Turn X is a fairly simple to use suit with strong options for every situation. Its key advantage is being “slippery”, using its directional BCs and multiple freefalls in conjunction with boost diving to remain constantly in motion. This makes you a difficult target to hit, even at close ranges, giving you openings to punish opponents for over-extending.
Turn X truly shines in the close to mid range. Despite its average movespeed and average weapon loadout, it can take full advantage of its tools thanks to its tricky movement, and strong melee moveset that allow it to go toe-to-toe with melee-centric suits. Being adept with Turn X is a reflection of the player’s skill, and a testament to strong fundamentals.
Main: Destruction Manipulator
The name is somewhat of an exaggeration, this is basically a beam rifle. However, as far as beam rifles go, this one has a high travel speed and a fairly large size, and an abundance of cancel routes. You will not feel starved of opportunities to use this.
Charged Main: Leg Mega Particle Cannons [charge time: 2 seconds]
Turn X turtles up, and fires two beams from its legs. If both beams hit the opponent, the opponent is instantly downed. Hitting one beam knocks the enemy back and does 70 damage.
This move is critical to Turn X’s gameplay. Using it too often means you lose pressure from BRs and bazookas, and using it too little will mean running out of ammo frequently.
Its also great as a combo ender, given its ability to instantly down the enemy. But be sure to sidestep before firing it, or you’ll do a lot less damage thanks to scaling.
A bazooka that does not cause vernier when fired from the front. The standard combo is to chain this from your main, allowing you to fire two weapons without stopping.
This is your go-to weapon for breaking shooting guards, as the explosion from the bazooka will break right through any shooting barriers like Full Armor Gundam’s BC dash. Read your opponent’s dash timings and punish them with the bazooka enough times to teach them that this may work on some other noobs, but not this homeboy. Dis dat premium Correct Century shit.
The bazooka does 90 damage and the warhead explosion does 30, leading to a prorated 111 damage on hit.
2AB: Destruction Manipulator (focused)
One of the fastest gerobis. Great for hitting enemies moving sideways in close range, and catching landings at long range. The damage is average, but its easy to hit, and has a relatively quick reload time (8s).
The main difficulty in using this move lies in the fact that unlike most of your other weapons, you come to a complete stop to fire this. Add to the fact that 500 cost suits are usually in the front line getting double locked, and it may be hard to find safe times to use this move. Having tricky movements and the ability to cancel into this from your main helps, but remember to prioritize self defense over hitting this.
Special Shooting: Split Attack (volley)
Both the 5AC and *AC attacks share a 5-second cooldown timer. 5AC splits your body parts up to fire beams from your separated limbs. When used, you carry inertia and slide a short distance in the direction you were moving. In addition, upon activation, you cut tracking. IN ADDITION, you have a few frames of invincibility, from the point of activation until your body parts reach their firing placement.
Despite all this, using this move isn’t highly recommended because you probably have better options, such as blocking or sidestepping into a boost dive. But don’t let that stop you from using this to style on your opponent.
*AC: Bloody Siege
This is the AC attack you’ll be using most of the time. This attack is a lot more complex than it looks, so I hope you like reading.
The first thing that happens when you initiate this attack is, a single body part is sent out towards the enemy. Depending on whether this attack hits, the attack changes. This body part will travel as far as the full length of your red lock, and is great at intercepting enemy melee attacks. It also has great vertical muzzle correction, so its easy to hit enemies above and below you with this.
While your body parts are away, you are left in control of Turn X’s torso, a tiny glowing core with a small hitbox. While in this state, you cannot call Strikers, use any of your weapons, or use any boost maneuvers aside from sidestepping and fuwastepping. Using a boost maneuver like boost dashing will call your body parts back and end the attack.
If your first body part hits, the enemy will be knocked upwards, and you have roughly 1.5 seconds to choose a follow-up attack. Pressing B will smash your body parts into the enemy repeatedly, doing a total of 184 damage. Note that during the attack animation, you are still free to move your body around with side/fuwasteps.
Pressing A or pressing nothing after hitting the enemy with your first body part will make your body parts fire at the enemy, doing a total of 160 damage. This attack sequence does less damage, but is a lot quicker.
If the initial body part does not hit the enemy, your other body parts will surround it and perform an all-range attack. If even one beam hits the enemy, he will be staggered for a short period of time, allowing your teammate the opportunity to follow-up.
Overall, this move is really useful and a core part of Turn X’s gameplay style. You can cancel into this move from your main, and is also great to use after a sidestep. In a sense this move is somewhat similar to a boost dive, albeit slower, but it has its own set of advantages. You greatly reduce your hitbox size in this form, and while falling you are attacking the enemy with your body parts, so they have to decide if they are willing to risk getting hit while punishing your torso. In addition, while falling you can fuwastep freely, allowing you to move around with frequent tracking cuts. While this move sounds easy to punish on paper, using it at the right times will make you feel like you are at an advantage, not disadvantage, when split up.
Special Melee: Shining Finger
Turn X grabs the enemy, holds it high, and shoves his Destruction Manipulator right up in there, dealing big damage in a climatic finish. Probably one of the coolest ways to end a match. That aside, this move is a great combo finisher, or a good cancel route from your main if the enemy is in close quarters.
Shining Finger: 4/6BC
Dash in a wide arc around your enemy, before firing the Shining Finger in the form of a short-ranged beam. While the actual ending of the attack is lackluster, the side-way curve on this move is excellent for moving around in an unorthodox fashion, leaving you free to rainbow step/boost dive as necessary.
Shining Finger: 2/8AC
Turn X somersaults upwards, and unleashes the Shining Finger while diving towards the enemy. This attack is much like the 4/6BC, in that the actual attack is kinda lackluster, but the little somersault you do before the actual attack is useful for movement purposes. We’ll talk about this more in the strategies section below.
- Turn X works best in close-mid range, using its 4/6BC, *AC, and 2/8BC to better position itself to land hits.
- Hitting your charged main or gerobi is easier when done from a wide movement, or tracking cut. Dodging with 4/6BC before sidestepping into the csA is a lot safer than firing it raw, same with your gerobi. 2/8BC is also useful in some sense that it allows you to rise quickly and attack from above, and is often an unexpected maneuver.
- 4/6BC>>*AC is also a great cancel route for staying on the move. There are plenty of such routes and formations- hit up training mode and try different movement patterns, and figure out different variations to keep your opponents guessing.
- One example sequence is: A~4BC>>A~4AC. Beam rifle, sideway dash, sidestep, beam rifle, bloody siege to land. Good pressure with low boost consumption and constant movement.
- Turn X is also a suit that can take full advantage of the boost dive maneuver. Boost diving after a csA or 2AB is a given, but boost diving after a sidestepped 4/6BC or 2/8BC also makes you a difficult to hit target. Just be sure not to use this too close to the ground.
- Charging your csA during the bloody siege is a great way to keep the offense going, while charging your attack.
- The Moonlight Butterfly does great damage, but is hard to hit raw on savvy opponents. There are only 2 ways to combo into it- either hitting your 4/5/6B~8B>>ABC, or cc8B>>ABC. Show them the coolest finish in the game!