The turret gives you a shield if you stand in it. If you've got Air Anchor available, it's a 3 second bind or stun from 25y. Let's also go over what every job can do about it:
WHM: Aquaveil, Miracle of Nature, Afflatus Purgation
SCH: Adloquium (with or without Expedient), Summon Seraph
AST: Double-casted Aspected Benefic
SGE: Kardia + Eukrasian Dosis, Pneuma, Mesotes (might need to test that one)
PLD: Holy Sheltron, Phalanx (might need to test that one)
WAR: Bloodwhetting
DRK: The Blackest Night, Eventide (pretty sure this works as I've seen DRKs pop Eventide and then survive Seiton Tenchu)
GNB: Jugular Rip/Abdomen Tear/Eye Gouge/Hypervelocity (Junction Tank)
MNK: Thunderclap (targeting enemy), Meteodrive
DRG: Sky High, Sky Shatter (barrier)
NIN: Huton
SAM: Ogi Namikiri, Kaeshi: Namikiri (when striking two or more targets)
RPR: Arcane Crest, Tenebrae Lemurum
BRD: Repelling Shot (to bind and create distance), Silent Nocturne
MCH: Air Anchor (bind or stun), Aether Mortar (stand in it for shield)
DNC: En Avant (simply create a 40y gap), Contradance
BLM: Burst, Night Wing
SMN: Radiant Aegis
RDM: White Shift melee combo
Every job in the game has some way of preventing the Chiten > Zantetsuken combo, with or without using their own limit break. With the exception of Phalanx and Mesotes, every limit break mentioned has a shorter charge time than Zantetsuken. Yes, some of these are CC effects, and may be countered by use of Purify or Meikyo Shisui, but that can be enough: the hardest part of pulling off the Chiten > Zantetsuken combo can be getting out alive. SAM has no movement options except for Hissatsu: Soten into an enemy's face (bring back ground target Soten), and needs to get the combo off without having to use Purify/Meikyo for the best chance of getting out alive.
Zantetsuken's charge time is 120 seconds. After the two minute mark, start expecting to see Chiten use to set up the combo and remind yourself of your job's tools.