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 #1
- Video #2
- Video #3
- Video #4
Hitlag Data
- Normal
- Charge Attack
- Skill
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| Q-N1 | 0.08 | 0.01 | true | false |
| Q-N2 | 0.08 | 0.01 | true | false |
| Q-N3 | 0.1 | 0.01 | true | false |
| Q-N4 | 0.1 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| Q-CA-SaichimonjiSlash | 0.1 | 0.01 | true | false |
| Q-CA-AratakiKesagiriFinal | 0.1 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-FirstCS | 0.07 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-SecondCS | 0.05 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-Third+CS | 0.03 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| E-Skill | 0.02 | 0.01 | false | true |
AoE Data
- Normal
- Charge Attack
- Plunge
- Skill
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Circle | Player | - | 0.8 | 2.5 | - | - | - | - |
| Q-N1 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N2 | Circle | Player | - | 0.8 | 2.5 | - | - | - | - |
| Q-N2 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N3 | Circle | Player | - | 0.85 | 2.5 | - | - | - | - |
| Q-N3 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N4 | Box | Player | - | -1.5 | - | - | 3.2 | 6 | - |
| Q-N4 | Box | Player | - | -1.7 | - | - | 3.8 | 8 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA-SaichimonjiSlash | Circle | Player | - | - | 3 | - | - | - | - |
| Q-CA-SaichimonjiSlash | Circle | Player | - | - | 4 | - | - | - | - |
| CA-AratakiKesagiriFinal | Circle | Player | - | 0.6 | 3.5 | - | - | - | - |
| Q-CA-AratakiKesagiriFinal | Circle | Player | - | 0.8 | 4.3 | - | - | - | - |
| CA-AratakiKesagiriCombo | Box | Player | - | -2 | - | - | 3.8 | 5.5 | - |
| Q-CA-AratakiKesagiriCombo | Box | Player | - | -2.5 | - | - | 5 | 7 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Q-Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Low_Plunge | Circle | Player | - | 1 | 3 | - | - | - | - |
| High_Plunge | Circle | Player | - | 1 | 5 | - | - | - | - |
| Q-Low_Plunge | Circle | Player | - | 1 | 4 | - | - | - | - |
| Q-High_Plunge | Circle | Player | - | 1 | 6 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Skill | Circle | PrimaryTarget | - | - | 3.5 | - | - | - | - |
Known issues
Names
- itto
- aratakiitto
- aratakitheoneandoniitto
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ✔ | - |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
high_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | No action followed by walk (except low_plunge and high_plunge) has proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
skill | travel | Projectile travel time. Default 4 frames. |
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. |
burst | prestack | Whether to grant a stack from performing N1 right before Q. 0 for no prestack, 1 for prestack. Default 0. |
low_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
high_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
Fields
| Field | Description |
|---|---|
.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. |