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Kaedehara Kazuha

Practical config

Use kazuha in configs. Aliases: kaedeharakazuha, kaz

Code

kazuha char lvl=90/90 cons=0 talent=9,9,9;
kazuha add weapon="favoniussword" refine=5 lvl=90/90;
kazuha add set="emblemofseveredfate" count=4;
kazuha 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 kazuha_basic_loop() {
  if .kazuha.skill.ready {
    kazuha skill;
  }
  if .kazuha.burst.ready {
    kazuha burst;
  }
  kazuha attack:3;
}

Use skill[hold=...]

0 for Tap (default), 1 for Hold.

skill[hold=...]

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

Code

kazuha skill[hold=1];

Use skill[glide_cancel=...]

0 for no Glide Cancel (default), 1 for Glide Cancel. Using high_plunge after Skill with a Glide Cancel is not allowed.

skill[glide_cancel=...]

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

Code

kazuha skill[glide_cancel=1];

Actions you can write

attack usable directly

Code

kazuha attack:3;

charge Need to use attack right before charge.

Code

kazuha attack, charge;

skill usable directly

Code

kazuha skill;

burst usable directly

Code

kazuha burst;

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

Code

kazuha low_plunge[collision=0];

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

Code

kazuha high_plunge[collision=0];

dash usable directly

Code

kazuha dash;

jump usable directly

Code

kazuha jump;

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

Code

kazuha walk;

swap usable directly

Code

kazuha swap;

Special action params

skill[hold=...] - 0 for Tap (default), 1 for Hold.

Code

kazuha skill[hold=1];

skill[glide_cancel=...] - 0 for no Glide Cancel (default), 1 for Glide Cancel. Using high_plunge after Skill with a Glide Cancel is not allowed.

Code

kazuha skill[glide_cancel=1];

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

Code

kazuha low_plunge[collision=0];

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

Code

kazuha high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

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

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.030.01truefalse
N20.030.01truefalse
N3-10.010.01falsefalse
N3-20.050.01truefalse
N40.060.01truefalse
N5-100.05truefalse
N5-300.05truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-11.5----
N2CirclePlayer-0.71.5----
N3-1CirclePlayer-0.81.5----
N3-2CirclePlayer-0.71.5----
N4CirclePlayer-11.5----
N5-1CirclePlayer--2.2----
N5-2CirclePlayer--2.2----
N5-3CirclePlayer--2.2----

Known issues

Does not have any known issues

Names

  • kazuha
  • kaedeharakazuha
  • kaz

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 skill or 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
skillhold0 for Tap (default), 1 for Hold.
skillglide_cancel0 for no Glide Cancel (default), 1 for Glide Cancel. Using high_plunge after Skill with a Glide Cancel is not allowed.
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