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Kamisato Ayaka

Practical config

Use ayaka in configs. Aliases: kamisatoayaka

Code

ayaka char lvl=90/90 cons=0 talent=9,9,9;
ayaka add weapon="favoniussword" refine=5 lvl=90/90;
ayaka add set="emblemofseveredfate" count=4;
ayaka add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;

Combo recipes

Safe basic loop

This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.

if .character.skill.ready

This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.

attack:3

`attack:3` means three normal attacks in a row. Change the number while you test.

No infinite loop here

This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.

Code

fn ayaka_basic_loop() {
  if .ayaka.skill.ready {
    ayaka skill;
  }
  if .ayaka.burst.ready {
    ayaka burst;
  }
  ayaka attack:3;
}

Use dash[f=...]

Number of frames to add to minimum dash length. Default 0 frames.

dash[f=...]

Action params go inside brackets on the exact action you are casting.

Code

ayaka dash[f=1];

Use low_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg.

low_plunge[collision=...]

Action params go inside brackets on the exact action you are casting.

Code

ayaka low_plunge[collision=0];

Actions you can write

attack usable directly

Code

ayaka attack:3;

charge Need to use attack right before charge.

Code

ayaka attack, charge;

skill usable directly

Code

ayaka skill;

burst usable directly

Code

ayaka burst;

low_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

ayaka low_plunge[collision=0];

high_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

ayaka high_plunge[collision=0];

dash usable directly

Code

ayaka dash;

jump usable directly

Code

ayaka jump;

walk No action followed by walk (except low_plunge and high_plunge) has proper frames.

Code

ayaka walk;

swap usable directly

Code

ayaka swap;

Special action params

dash[f=...] - Number of frames to add to minimum dash length. Default 0 frames.

Code

ayaka dash[f=1];

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

ayaka low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

ayaka high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: Kolibri#7675
Count: Sheet (credit: Kurt#5846)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.030.01truefalse
N20.030.01truefalse
N30.060.01truefalse
N4-30.030.05truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-0.81.6----
N2CirclePlayer-0.81.2----
N3CirclePlayer--0.52.860---
N4-1CirclePlayer-0.61.6----
N4-2CirclePlayer-0.61.6----
N4-3CirclePlayer-0.61.6----
N5-TargetCirclePrimaryTarget--0.8----

Known issues

Does not have any known issues

Names

  • ayaka
  • kamisatoayaka

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge.
aim-
skill-
burst-
low_plungePrevious action must be a jump buffed via Xianyun's burst for example.
high_plungePrevious action must be a jump buffed via Xianyun's burst for example.
dash-
jump-
walkNo action followed by walk (except low_plunge and high_plunge) has proper frames.
swap-

Params

AbilityParamDescription
dashfNumber of frames to add to minimum dash length. Default 0 frames.
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

Does not have any fields