Ganyu
Practical config
Use ganyu in configs. Aliases: None listed.
Code
ganyu char lvl=90/90 cons=0 talent=9,9,9;
ganyu add weapon="favoniussword" refine=5 lvl=90/90;
ganyu add set="emblemofseveredfate" count=4;
ganyu 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 ganyu_basic_loop() {
if .ganyu.skill.ready {
ganyu skill;
}
if .ganyu.burst.ready {
ganyu burst;
}
ganyu attack:3;
}Use attack[travel=...]
Projectile travel time. Default 10 frames.
attack[travel=...]
Action params go inside brackets on the exact action you are casting.
Code
ganyu attack[travel=10];Use aim[hold=...]
0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot, 2 for Frostflake Arrow (default).
aim[hold=...]
Action params go inside brackets on the exact action you are casting.
Code
ganyu aim[hold=1];Actions you can write
attack usable directly
Code
ganyu attack:3;aim usable directly
Code
ganyu aim[weakspot=1,travel=10];skill usable directly
Code
ganyu skill;burst usable directly
Code
ganyu burst;dash usable directly
Code
ganyu dash;jump usable directly
Code
ganyu jump;walk Only aim followed by walk has proper frames.
Code
ganyu walk;swap usable directly
Code
ganyu swap;Special action params
attack[travel=...] - Projectile travel time. Default 10 frames.
Code
ganyu attack[travel=10];aim[hold=...] - 0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot, 2 for Frostflake Arrow (default).
Code
ganyu aim[hold=1];aim[travel=...] - Projectile travel time. Default 10 frames.
Code
ganyu aim[travel=10];aim[weakspot=...] - Hit weakspot with aimed shot. Default 0 (false), 1 for true.
Code
ganyu aim[weakspot=1];Fields for conditions
No special entries documented.
Frames
- Video #1
- Video #2
- Video #3
- Video #4
- Video #5
Hitlag Data
- Aimed Shot
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| Aim-Head | 0.12 | 0.01 | false | true |
| FullAim-Head | 0.12 | 0.01 | false | true |
| FullAim-Lv2-Head | 0.12 | 0.01 | false | true |
AoE Data
- Normal
- Aimed Shot
- Skill
- Burst
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N2 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N3 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N4 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N5 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N6 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Aim | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Aim-Head | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Head | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Lv2 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Lv2-Head | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Bloom | Circle | PrimaryTarget | - | - | 5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Skill | Circle | Player | - | - | 4 | - | - | - | - |
| E-Explosion | Circle | Player | - | - | 4 | - | - | - | Spawns at the E-Skill position. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-Start | Circle | Player | - | - | 3 | - | - | - | Q/A4/C4 has a detection area of 10m around the position of this hitbox. This hitbox is a 0 damage attack that is not implemented yet. |
| Q-IceShard | Circle | GlobalValue | - | - | 2.5 | - | - | - | At every tick: If there are enemies within the Q detection area that are not currently marked, then it spawns at a random enemy out of those. This random enemy is then marked for 1.45s. Otherwise, it will spawn randomly between 0.5m and 9.5m from the Q center. |
Known issues
Names
- ganyu
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ❌ | - |
aim | ✔ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ❌ | - |
high_plunge | ❌ | - |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | Only aim followed by walk has proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
attack | travel | Projectile travel time. Default 10 frames. |
aim | hold | 0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot, 2 for Frostflake Arrow (default). |
aim | travel | Projectile travel time. Default 10 frames. |
aim | weakspot | Hit weakspot with aimed shot. Default 0 (false), 1 for true. |