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Arataki Itto

Practical config

Use itto in configs. Aliases: aratakiitto, aratakitheoneandoniitto

Code

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

Combo recipes

Slash-state charged loop

Uses Itto's slash fields to keep charged attacks moving until the final slash path ends.

Code

while .itto.slash.next != .itto.slash-type.idle {
  itto charge;
}
if .itto.burst.ready {
  itto burst;
}

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 itto_basic_loop() {
  if .itto.skill.ready {
    itto skill;
  }
  if .itto.burst.ready {
    itto burst;
  }
  itto attack:3;
}

Wait while .itto.slash.current is active

Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type.

Live state

This is not a setup value. It is the current simulator state at that frame.

Timeout

The frame limit stops the config from freezing if the state never changes.

Code

let start = f();
while .itto.slash.current > 0 && f() - start < 300 {
  itto attack;
}

Wait while .itto.slash.next is active

Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type.

Live state

This is not a setup value. It is the current simulator state at that frame.

Timeout

The frame limit stops the config from freezing if the state never changes.

Code

let start = f();
while .itto.slash.next > 0 && f() - start < 300 {
  itto attack;
}

Wait while .itto.slash-type.idle is active

Returns the number that represents the CA Idle state.

Live state

This is not a setup value. It is the current simulator state at that frame.

Timeout

The frame limit stops the config from freezing if the state never changes.

Code

let start = f();
while .itto.slash-type.idle > 0 && f() - start < 300 {
  itto attack;
}

Use skill[travel=...]

Projectile travel time. Default 4 frames.

skill[travel=...]

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

Code

itto skill[travel=10];

Use skill[ushihit=...]

Number of stacks gained via Ushi getting hit. Max 3 stacks. Stacks are gained at random points during Ushi uptime while respecting 2s stack gain cooldown. Default 0.

skill[ushihit=...]

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

Code

itto skill[ushihit=1];

Actions you can write

attack usable directly

Code

itto attack:3;

charge usable directly

Code

itto attack, charge;

skill usable directly

Code

itto skill;

burst usable directly

Code

itto burst;

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

Code

itto low_plunge[collision=0];

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

Code

itto high_plunge[collision=0];

dash usable directly

Code

itto dash;

jump usable directly

Code

itto jump;

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

Code

itto walk;

swap usable directly

Code

itto swap;

Special action params

skill[travel=...] - Projectile travel time. Default 4 frames.

Code

itto skill[travel=10];

skill[ushihit=...] - Number of stacks gained via Ushi getting hit. Max 3 stacks. Stacks are gained at random points during Ushi uptime while respecting 2s stack gain cooldown. Default 0.

Code

itto skill[ushihit=1];

burst[prestack=...] - Whether to grant a stack from performing N1 right before Q. 0 for no prestack, 1 for prestack. Default 0.

Code

itto burst[prestack=1];

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

Code

itto low_plunge[collision=0];

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

Code

itto high_plunge[collision=0];

Fields for conditions

.itto.slash.current - Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type.

Code

if .itto.slash.current > 0 {
  # action here
}

.itto.slash.next - Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type.

Code

if .itto.slash.next > 0 {
  # action here
}

.itto.slash-type.idle - Returns the number that represents the CA Idle state.

Code

if .itto.slash-type.idle > 0 {
  # action here
}

.itto.slash-type.saichi - Returns the number that represents the CA Saichimonji Slash state.

Code

if .itto.slash-type.saichi > 0 {
  # action here
}

.itto.slash-type.left - Returns the number that represents the CA Left Combo Slash state.

Code

if .itto.slash-type.left > 0 {
  # action here
}

.itto.slash-type.right - Returns the number that represents the CA Right Combo Slash state.

Code

if .itto.slash-type.right > 0 {
  # action here
}

.itto.slash-type.final - Returns the number that represents the CA Final Slash state.

Code

if .itto.slash-type.final > 0 {
  # action here
}

.itto.will-c6-proc - Returns whether C6 will proc for the upcoming CA.

Code

if .itto.will-c6-proc > 0 {
  # action here
}

Frames

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

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
Q-N10.080.01truefalse
Q-N20.080.01truefalse
Q-N30.10.01truefalse
Q-N40.10.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-0.82.5----
Q-N1CirclePlayer-0.83.5----
N2CirclePlayer-0.82.5----
Q-N2CirclePlayer-0.83.5----
N3CirclePlayer-0.852.5----
Q-N3CirclePlayer-0.83.5----
N4BoxPlayer--1.5--3.26-
Q-N4BoxPlayer--1.7--3.88-

Known issues

Does not have any known issues

Names

  • itto
  • aratakiitto
  • aratakitheoneandoniitto

Legal Actions

AbilityLegalNotes
attack-
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
skilltravelProjectile travel time. Default 4 frames.
skillushihitNumber of stacks gained via Ushi getting hit. Max 3 stacks. Stacks are gained at random points during Ushi uptime while respecting 2s stack gain cooldown. Default 0.
burstprestackWhether to grant a stack from performing N1 right before Q. 0 for no prestack, 1 for prestack. Default 0.
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

FieldDescription
.itto.slash.current
Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type.
.itto.slash.next
Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type.
.itto.slash-type.idle
Returns the number that represents the CA Idle state.
.itto.slash-type.saichi
Returns the number that represents the CA Saichimonji Slash state.
.itto.slash-type.left
Returns the number that represents the CA Left Combo Slash state.
.itto.slash-type.right
Returns the number that represents the CA Right Combo Slash state.
.itto.slash-type.final
Returns the number that represents the CA Final Slash state.
.itto.will-c6-proc
Returns whether C6 will proc for the upcoming CA.
If more than one field is available, then either field will work.