EXVSFB/Turn A Gundam

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Systsem ∀-99 ∀ (Turn-A) Gundam

Pilot: Rolan Cehack

Cost: 3000

Durability: 750

Red Lock Range: 7.3 (Mid-Range)

MA Mode: No

Equip Change: No

Dustloop Thread: ∀ Discussion

JP Wiki: ∀ Gundam

Common Nicknames: TA, Mustache

Introduction

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Gundam Hammer 1 113 Instant 2.1 Vernier, but preserves some momentum.

Negates beams when meeting head-on.

Can zunda.

Used to brake cancel [2BC]

[5/6/2CSa] Beam Rifle (Gerobi) -- 165 2.5s 5.0? Low damage gerobi, preserves some prior momentum

Punish option if out of Main range and out of Sub ammo

[8CSa] Abdominal Beam Cannon -- 86? 2.5s Flies upward and fires a spread, long stun. Disjointed hitbox.

Requires terrain obstruction for maximum damage (impractical).

[CSb] Nuke (1) 352 3s 5.1? Throws a nuke, usable only once per life
[AB] Sub Beam Rifle (Triple Fire) 1 147 (3 hit) 4s/1 ammo 6.0 70 damage per hit

Vernier, but preserves a lot of momentum, consumes boost while firing

2 animations: 1-handed shooting (moving vertically i.e. jumping )and 2-handed shooting (moving horizontally i.e. BDing)

1-handed: faster startup, worse muzzle correction

2-handed: better muzzle correction, slower startup

Cancellable from Main

[AC] Kapool Assist 2 16, 90/129 3.5s/2 ammo 6.0, 3.0/5.0 Summons Sochie (1st Kapool) and Miashei (2nd Kapool).

Can summon both assists consecutively.

[5AC]

Fires 3 missiles, 60 damage each

Average muzzle correction, but decent guidance

Identical between Sochie and Mashei

[6/8/2AC]

Kapool runs and tackles the opponent, used for limited landings

Useless against airborne opponents (Kapool is grounded)

Sochie = 1 hit, launches

Miashei = 5 hit combo, forced down

Melee (Input) Name Total Damage Total Proration Total Down Notes
5bbb Dual Beam Saber Combo 185 Fairly fast, but not cut-resistant
5bb~8bb → Upper → Spinning Slashes 217 Slow, not worth the increased damage
5bb~a → Abdominal Beam Cannon 180
8bb Chop → Kick 141 2.8? Not very cut-resistant, but ends fast

Turn A’s fastest 5BC cancel, quite efficient

8b~2b → Spinning Slash 148 2.6? Identical to 5b-8b derivation
6bb Overlaid Slash → Stun Slash 135 2.6 Turn A’s main melee option alongside 2BC

Very good curve and range

Stuns

6b~a → Abdominal Beam Cannon 139
2b Hammer Spin 90 2.5? Spins hammer directly in front, blocks projectiles

Rainbow step cancellable

Mainly for attempting to avoid punish in overheat

BD8b Spinning Saber Assault 141 5.0 Large boost consumption, overall bad melee option
5BC Overhead Throw 152 3.0 Cancellable from almost all melees

One of Turn A’s most common combo enders

8BCbb Shield Attack → Cleave 168 2.4 Charges with shield out, blocks non-explosive projectiles (explosions get around the shield); gimmicky

Not very cut resistant, but good reach

2BCbbb Jump Thrust → Stab → Kick Combo 196 5.5+ Turn A’s new main melee and mobility option

Forced down, fairly cut-resistant. Cancellable from almost all melees

Initial jump and downwards momentum allows for changed landing timings

(!) Brake cancel (2BC > Main)

Be aware you can still be hit by weapons with good muzzle correction during the jump (i.e. boomerangs, certain gerobis)

EX Burst Attack Damage Notes
Moonlight Butterfly 300(A)/250(B) Charges straight at opponent and tackles them

Very far distance covered, but slow and easy to step/shield, avoid doing it raw

Superarmor

Does not consume boost while moving (only matters in Assault Burst)

Cancel Routes

[A] Main → Sub,

Melee → BC?

Ranged Moveset Details

Melee Moveset Details

EX Burst

EX Attack

Moonlight Butterly

300/250

Burst Selection

Assault Blast: +20% Damage, +15% Defense

Greatly helps both your offense and defense. Also offers boost replenishment which is useful regardless of situation. Turn A has exceedingly good self-defense capability but he has trouble pumping out a large amount of damage to deal a finishing blow, so Assault offers him his "one chance" to seal the match. It further strengthens your principle A, 6B and 2BC attacks allowing you to launch a deadly assault using these 3 core abilities. That said, popping Assault burst just to throw out Moonlight Butterfly is no good. Moonlight Butterfly goes on for a really long time and will burn up your precious burst time, and you can't cancel out of it so if you miss it's full of opportunities for your opponent. Your nuclear warhead csB's animation is faster and its power is even greater so it's OK to throw that out in burst. That said, bursting is going to draw attention to yourself, so don't expect to be able to burst and then get off a sneak attack.

Blast Burst: +0% Damage, +30% Defense

This burst was practically made with the White Doll in mind. You can step cancel out of every attack. Blast Burst adds even more to his top-class self defense by giving him longer redlock range and turning ability which further strengthens his offensive barrage. With blue steps the gaps between BD-cancelled hammers vanishes and your A becomes incredibly powerful. AB blue step's inertia is even stronger, far more than is typically seen of a 3000 cost unit. Your hammer is incredibly powerful with Blast precisely because you can launch a constant barrage with it and suddenly come out swinging with a melee attack in the middle of it, so it's your number one choice to quickly pulverize an enemy. That said you don't get attack correction in Blast and your damage can quickly plateau out. Your Moonlight Butterfly deals 250 damage in one shot, so if the situation is right, don't be afraid to use it.

Info and Tactics

Tactics

Turn A is a short-range unit with a variety of weapons. The basics of his tactics are to fight using your hammers and melee reach while mixing in your AB, CSes and assists. A lot of his attacks are verniered or stop you in place so you must learn to fight while using BD cancels, but be careful not too burn too much boost or you'll overheat and get landing punished. To this end what you want do is follow a cycle of: "Check -> BD -> Land -> Check..." trying to confirm hits on your opponent while drawing near them. Your nuclear bomb is a make-it or break-it chance that can seal the match for either you or your opponent, depending on how you use it. He's a machine with slightly low firepower but a ton of damage sources so what you want to do is constantly be throwing out things when there are opportunities.

If you get close to an enemy and then down them, you've got a chance to stick to them and attack them again. You can aim for a large damage melee combo but if your opponent is a formidable close-range machine it's a little risky. In that case, although it's not as good as a melee combo, carefully smacking them with the hammer is a good option. Your hammer distance is longer than your melee intercept distance so it's easier to intercept with. However the opponent is invincible for a short second after they get up after being downed, so you want to pay attention to how far away they are when they're getting up before attacking again with the hammer.

As explained in the weapons section, all 3 of his BCs are strong. 5BC ups your melee combo damage, 8BC allows you to advance while guarding, and 2BC lets you oki or punish landings, and once you grasp them well, you can use them well in all kinds of situations.

He's good at going 1v1 with opponents but if your opponent moves out of midrange into longrange it's hard for him to do much. To that effect if you get too far away from your partner they can quickly get into a pinch and you can't reach them in time, so don't stray far from your partner too often. Pay close attention to your distance from your partner and don't get too wrapped up in your constant barrage of attacks.

Partner Considerations

Turn A's weapon variety makes picking partners for him is easy. Because he has a lot of health it's easy for him to get overcost simply because he outlasts his partner. So what you want are partners with good self defense.

Although compared to other 3000 cost units his ability to play back is not very good, even if he takes an overcost due to his large amount of weapons and high health it doesn't mean he has to stop fighting. Thus there are many cases where Turn A simply lets the machine with the better front capability die first and he just takes the overcost.

3000

It's safe to let units with strong timed powerups or bursts die first instead of Turn A. Turn A can also run out first and get doublelocked so his partner can try to sneak attack as well. Units in this class have a wide variety of affinities with Turn A so you need to flexibly react to the battle situation.

2500

There are more than a few units in this class that can front better than Turn A. In that case, let them have first death.

2000

Safe to let Turn A front in this case. Rescuing your partner can be hard so be careful if they die first. Turn A has no problem dueling opponents but do NOT leave your partner alone all the time, and pay attention to where they are on your radar. To avoid wild chases try to avoid getting downed. Your ability to recover in a pinch is very limited, so what you want to do is fight a low-risk, careful battle.

1000

You simply can't protect them in many cases. Because of your high health it's OK to let your partner have 1 death if you're confident in them. Although you IDEALLY want to aim for first death so you come back at full power this can be extremely tough on your partner because of how long they have to last, so it can be easier on them if you allow them 1 death.

Combos

Input Damage Notes
[A] Main Starter
A >> A 200 Unforced down, 121 damage if only 1 hit of second [A] connects
A >> A >> A 245 Forced down, 1 hit on last [A]
A >> A >> (→) Sub 241 (224?) If you boost out of range to connect the last [A], forced down
A >> (→) Sub 204 (165?) Boost preservation, Sub downs in 2 hits
[AB] Sub Starter
Sub(1~2hit) >> A 147~149
Sub(1hit) >> A >> A 184
Sub(1hit) >> 8BB → 5BC 210
Sub(1hit) >> 6BB → 5BC 205
Sub(1hit) >> 6BB → 2BC 182 Ends with landing on the ground if not too high up
5B Starter
5B → 5BC > (6B) → 5BC 262
5BB > 5BB → 5BC 244
5BB > 8BB → 5BC 249
8B Starter
8B > A >> A(2hit) 209 164 damage after first [A]
8B → 5BC > A 216 231 damage if replace [A] with Sub
8B > 8BB → 5BC 245 BnB. Unforced down
8B > 6B(B) → 5BC 220 (243)
8BB → 5BC 236 Slightly faster than BnB
6B Starter
6B >> A → Sub(1hit) 202
6B >> A >> A 205 Cut-resistant, consumes more boost than above combo
6B > 5BB → 5BC 227
6B > 8BB → 5BC 242 BnB 1. Somewhat strict timing on 5bc cancel, fast and efficient combo
6B > 6B > 6B 169 BnB 2. Good cut resistance, but fairly inefficient
6B > 6B → 5BC 215
6B > 6B → 2BC 167 Does not down
6B > 6B → 2BCb 197
6B > 6BB → 5BC 231
6B → 5BC > A 211
6B → 5BC > (6B) → 5BC 263
6B → 2BC > 6B → 5BC 225
6B → 2BC > 6B → 2BC 203 BnB 3. Good cut resistance
6B → 2BCbb > 5BC 221
6B → 2BCbbb 211
6BB > 5BB → 5BC 251 Slower than BnB 1, but slightly higher damage
6BB > 6BB 215
6BB → 5BC 231 Basic combo
6BB → 2BCbbb 230 Forced down in third hit of 2BC string
[BC] Starter
5BC > (6B) → 5BC 256
5BC > A 229
5BC > 6B → 5BC 273
8BC > 5BC 170 Unforced down
8BCbb > 6BB(1hit) → 5BC 237
8BCbb > 5BC 217
8BCbb > 8BCbb > 5BC 249 Can switch targets between each rainbow step cancel
8BCbb > 2BCb > 5BC 236
2BC > A 159 Unforced down
2BC > 8BB → 5BC 245
2BC > 6B → 2BC > 2BC 207 Does not down
2BCb > 6BB 199 Leaves target stunned for free follow up, basic
2BCbb > 2BCbb 217 Forced down. Cut-resistant and low boost consumption
2BCbb > 2BCb > 5BC 226 Forced down, throws opponent away
2BCbb > 5BC 224 More efficient than above combo
2BC > 5BC > A 207 Forced down, throws opponent away further
EX Burst Combos Assault/Blast
Sub(1hit) >> 6BB > ABC 290/???
6BB > 8BB → 5bc 306/???
6BB > 6BB 256/??? Leaves target stunned for continuation
6BB > 6BB → 5BC 303/???
6bb > 6bb > ABC 343/??? Slower and less damage than just going straight into Moonlight Butterfly
6bb > ABC 351/296

Unique Unit Responses

Battle Start

こちらは準備ができています。行きましょう(対戦時)

Ready on my end. Let's go.

お互い、守る人のために頑張りましょう(対戦時)

Let's both do our best for the people we're protecting.

行きましょう。黒歴史を止めるために…(対戦時)

Let's go. To stop the Black History...

僕は道具ではありません。でも…戦いを止めるために……(対戦時)

I am not a tool. But, in order to stop the fighting...

そのガンダムには、お髭が無いんですね(僚機:ガンダム系)

Hey, that Gundam doesn't have a mustache (Partner: Gundams)

その機械人形も、「ガンダム」って言うんですか?(僚機:ガンダム系)

That mechanical doll is also called a "Gundam"? (Partner: Gundams)

そんな格好で大丈夫ですか?(僚機:MF)

Are you really ok in that? (Partner: Mobile Fighter)

海賊行為はいけませんよ(僚機クロスボーン系)

You shouldn't engage in piracy you know. (Partner: Crossbones)

ボルジャーノンじゃないですか!(僚機ザク改で確認)

That's a Borjarnon isn't it! (Partner: Zaku Kai)

ボルジャーノンだぁ! …あれ、少し違う…?(僚機ザク改、ヅダで確認)

A Borjarnon! Wait, it's different..? (Partner: Zaku Kai, Zudah)

ターンタイプ2機で戦います!(僚機:∀orターンX)

So we're fighting with two Turn-types! (Partner: Turn A or Turn X)

ロ「ディアナ・カウンターのパイロットの方!僕はムーンレィスです!」ハ「君はそのモビルスーツを…どこで手に入れたのだ?」(僚機ゴールドスモー)

Loran: Dianna Counter's pilot! I'm a Moonrace!

Harry: That mobile suit... where did you get that?

あなたのガンダム、凄くキラキラしてますね(僚機00)

Your Gundam is sparkling a lot... (Partner: 00)

Attacking

環境を考えろォッ!(メイン射撃)

Think about your surroundings!! (A)

倒します!(メイン射撃)

I will defeat you! (A)

最大出力で発射しますッ!(射撃CS)

Maximum output!! (csA)

ソシエ「特攻娘ぇ!?どういう意味よっ!」(特殊射撃)

Sochie: Special attack girl!? What's that supposed to mean! (AC)

ソシエ「アチョーッ!」(特殊射撃)

Sochie: Achooooooo! (AC)

ソシエ「当たって!」(特殊射撃)

Sochie: Fire! (AC)

ソシエ「撃つぞー!」(特殊射撃)

Sochie: I'm firing! (AC)

ソシエ「こんのぉ!」(特殊射撃)

Sochie: You! (AC)

ソシエ「なめるな!」(特殊射撃)

Sochie: Stop messing around!

この世界を黒歴史にしてたまるもんかぁッ!!(覚醒技)

I'm not going to let the Black History continue! (Moonlight Butterfly)

この力を使うしかないのか…!(覚醒技)

I have no choice but to use this power..!! (Moonlight Butterfly)

今は…この力を使ってでも…!(覚醒技)

Even if I have to use this power now...! (Moonlight Butterfly)

月光蝶を使うしかないのか…!(覚醒技)

No choice but to use the Moonlight Butterfly...! (Moonlight Butterfly)

あの人、これを狙っていたのか(連携成功)

So we were aiming for that guy (Cooperation success)

まさか、僕の動きに合わせて…!(連携成功)

No way, you can keep up with me? (Cooperation success)

ハ「危ないところだったぞ!ロラン君!」ロ「ハリー大尉!助かりました!」(ハリーと連携)

Harry: That was almost dangerous, Loran!

Loran: You saved me, Captain Harry! (Cooperation with Harry)

すみません…慣れないもので…(味方誤射時)

I'm sorry... I'm not used to this yet.. (Shooting ally)

僕が怪我をさせたようで…すみません(誤射)

I think I hit you... I'm sorry (Shooting ally)

わ、わざとじゃ…ごめんなさい…(誤射)

It wasn't on purpose, I'm sorry... (Shooting ally)

あぶなぁぁい!逃げてくださぁい!(誤射)

Watch ouuuut!! Get out of there! (Shooting ally)

援護…ありがとう(味方がカット)

You protected me.. thank you. (Partner cut)

助かります、ハリー大尉!(僚機(ハリー)がカット)

You saved me, Harry! (Harry cut)

Lock-on

∀とターンXのこと、機体を並べて調べる必要があるんじゃないですか?!(ターンX)

Turn A and Turn X, do we really have to compare them!? (Turn X)

∀ならXの兄さんだろ!(ターンX)

Turn A is Turn X's brother isn't it! (Turn X)

僕の役目を今ここで!(ロックした機体撃破で勝利)

I'm only doing my duty right now! (Downing locked enemy)

戦いの火種をつぶします!(ロックした機体撃破で勝利)

I'm going to crush out the remaining embers of this battle! (Downing locked enemy)

あれが…敵なのか…?(レグナントをロック)

That's... the enemy? (Regnant)

どうして皆さんは、話し合おうとならさないんです!(ボス機体をロック)

Why can't we just talk about this together! (Boss lock)

Being Shot

やめてくださいよ!僕は戦うつもりなんてないんです!

Please stop! I don't want to fight you!

ぐっ…!モニターが消えた…(スタン)

Guh--!! The monitor disappeared! (Stunned)

∀でも持つのかこれぇッ!?(ダウン時)

Can Turn A really take this? (Downed)

僕は味方です!(誤射)

I'm your ally!! (Shot by ally)

気をつけてください…(誤射)

Be more careful.. (Shot by ally)

この∀だから良かったものの…(誤射)

This Turn A is good, but.. (Shot by ally)

Downing Enemy

ロ「ディアナ・カウンターは…そんな情けない軍隊なんですか!」ハ「それもディアナ・カウンターのせいだというのか…」(ゴールドスモー撃破)

Loran: Dianna Counter... Just what kind of shameful army are you!

Harry: So you're under the impression it's Dianna Counter's fault... (Gold Sumo down)

ロ「兄弟だったら互角です!」ギ「お前だけ未来に行かせるものかぁ!来い!お前も来い!」(ターンX撃破)

Loran: We're evenly matched as Brothers!

Gym: I won't let only you have a future! You're coming with me! (Turn X down)

ギ「その程度のことが出来なければ、ターンXの兄弟とは言えんな!」(僚機ターンXで自分が敵機撃破時、ギンガナムが話す)

Gym: If that's all you can do, you can't say you're Turn X's brother! (When you down Turn X if he's your ally)

Downed

ごめん…ホワイトドール…(自分の核で落ちる)

I'm sorry... White Doll.. (Hit by your own bomb)

∀、自己修復頼むよ!(自分の核で落ちる)

Turn A, please mend yourself! (Hit by your own bomb)

駄目ですよ後退です、ここは危険です!(僚機撃墜)

You can't do that, it's dangerous here! Get back! (Downed by partner)

仲間がやられたようです…(僚機撃墜)

I got hit by my ally... (Downed by partner)

ハ「貴公は自己嫌悪することはないのか?」ロ「何を言うんですか!そんな資格が…!」(ゴールドスモーに撃破される)

Harry: You don't feel any self-hatred?

Loran: What are you saying? Isn't that good enough..! (Downed by Gold Sumo)

ギ「確かにお前は民間人のようだ…ローラとかいう小僧!」ロ「なんで!?∀ならターンXの兄さんだろ!」(ターンXに撃破される)

Gym: You certainly are like a civilian, you little brat Laura!

Loran: What!? But Turn A is the Turn X's brother isn't it! (Downed by Turn X)

Burst

見せてみろ、ホワイトドール!(覚醒ゲージフル)

Just watch what the White Doll can do! (FULL)

こうまでしつこいのなら…見ていろ!(覚醒ゲージフル)

If you're going to be that obstinate, then I'll show you! (FULL)

自分を捨てて闘えるものには!

I myself threw away fighting, but--! (anime quote, contextual translation preferred)

地球は戦争する所じゃないでしょぉ!

The earth is not a place for waging war!!

Losing

同じ人間じゃないですかぁッ!ひどすぎます!

But aren't we both humans!? You are too cruel!!

Victory Screen

なんか…ホワイトドールの性能って、とんでもないな…

Amazing... the White Doll's power is really unthinkable...

戦いの歴史は…繰り返させません!

I will not let the Black History of fighting repeat itself!

黒歴史は封印されました!

The Black History has been sealed away!

地球はとてもいいところだ…!みんなー!早く戻ってこーい!

The earth is really a wonderful place... Everyone, hurry and come back!!

夢中だったんですよ。何で出来たのか…

It's like I was in a dream... How did I do that...

それが動物というものなのだろうが…人類は…歴史を重ねているのだぞ…?

That was almost like animals fighting... humanity.. is the Black History repeating itself?

これで、月と地球に平和が…!(僚機ゴールドスモー)

With this, the Earth and the Moon will have peace...! (Partner Gold Sumo)

Loss Screen

ホワイトドールのご加護は無いのかッ!動けええええええええ!!

The White Doll wasn't really divinely protected!? Moveeeeeeeee!

ディアナ様…お願いです!こんな戦争ッ!止めさせてくださいよ!!

Queen Dianna... please... put a stop to this war!

External Links


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