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Kinich

Practical config

Use kinich in configs. Aliases: None listed.

Code

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

Combo recipes

Cannon loop

Attack to build Nightsoul points, wait until 20 points, then fire held skill.

.kinich.nightsoul.points

Current Nightsoul points. His cannon route usually waits for 20.

.kinich.nightsoul.state

Prevents casting the cannon after Nightsoul ended.

skill[hold=1]

This is Kinich's cannon/held skill branch, not the opener skill.

Code

fn kinich_combo() {
  kinich skill;

  for let c=0; c<5; c=c+1 {
    kinich attack[direction=1]:2;
    while .kinich.nightsoul.points < 20 && .kinich.nightsoul.state {
      wait(1);
    }
    if .kinich.nightsoul.state {
      kinich skill[hold=1];
    }
  }
}

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 kinich_basic_loop() {
  if .kinich.skill.ready {
    kinich skill;
  }
  if .kinich.burst.ready {
    kinich burst;
  }
  kinich attack:3;
}

Wait while .kinich.blind_spot is active

The direction of the Blind Spot relatively to Kinich. -1 - in clock-wise direction; 1 - in counter clock-wise direction; 0 - does not exist at the moment.

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 .kinich.blind_spot > 0 && f() - start < 300 {
  kinich attack;
}

Use attack[direction=...]

Direction in which Kinich move when attached to the opponent: -1 - in clock-wise direction; 1 - in counter clock-wise direction. Default: -1

attack[direction=...]

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

Code

kinich attack[direction=1];

Use skill[travel=...]

Scalespiker projectile travel time. Default: 13 frames.

skill[travel=...]

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

Code

kinich skill[travel=10];

Actions you can write

attack usable directly

Code

kinich attack:3;

charge Need to use attack right before charge. Cannot charge in nightsoul blessing

Code

kinich attack, charge;

skill usable directly

Code

kinich skill;

burst usable directly

Code

kinich burst;

dash usable directly

Code

kinich dash;

jump usable directly

Code

kinich jump;

walk usable directly

Code

kinich walk;

swap usable directly

Code

kinich swap;

low_plunge Previous action must be a jump buffed via Xianyun's burst for example. Cannot low plunge in nightsoul blessing.

Code

kinich low_plunge[collision=0];

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

Code

kinich high_plunge[collision=0];

Special action params

attack[direction=...] - Direction in which Kinich move when attached to the opponent: -1 - in clock-wise direction; 1 - in counter clock-wise direction. Default: -1

Code

kinich attack[direction=1];

skill[travel=...] - Scalespiker projectile travel time. Default: 13 frames.

Code

kinich skill[travel=10];

skill[c6_travel=...] - C6 Bounce Scalespiker projectile travel time. Default: 50 frames.

Code

kinich skill[c6_travel=10];

skill[hold=...] - 0 for Tap (default), value between 1 and 301 for Hold to enter Nightsoul and between 1 and 181 to shot Scalespiker. Subtracted by 1 to account for requiring a 1 to activate.

Code

kinich skill[hold=1];

Fields for conditions

.kinich.blind_spot - The direction of the Blind Spot relatively to Kinich. -1 - in clock-wise direction; 1 - in counter clock-wise direction; 0 - does not exist at the moment.

Code

if .kinich.blind_spot > 0 {
  # action here
}

Frames

Video credit: ange1o5
Count: Sheet (credit: ange1o5)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.060.01truefalse
N20.090.01truefalse
N30.120.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPlayer--0.7--33-
N2BoxPlayer--1--23.9-
N3BoxPlayer----2.24.3-
E-N1-1CirclePrimaryTarget--0.5----
E-N1-2CirclePrimaryTarget--0.5----

Known issues

  • The actual Kinich's circular movement is not simulated, so Loop Shots/Scalespiker Cannon will damage the Primary target, which does not depend on attack angle.

Names

  • kinich

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge. Cannot charge in nightsoul blessing
aim-
skill-
burst-
low_plungePrevious action must be a jump buffed via Xianyun's burst for example. Cannot low plunge in nightsoul blessing.
high_plungePrevious action must be a jump buffed via Xianyun's burst for example.
dash-
jump-
walk-
swap-

Params

AbilityParamDescription
attackdirectionDirection in which Kinich move when attached to the opponent: -1 - in clock-wise direction; 1 - in counter clock-wise direction. Default: -1
skilltravelScalespiker projectile travel time. Default: 13 frames.
skillc6_travelC6 Bounce Scalespiker projectile travel time. Default: 50 frames.
skillhold0 for Tap (default), value between 1 and 301 for Hold to enter Nightsoul and between 1 and 181 to shot Scalespiker. Subtracted by 1 to account for requiring a 1 to activate.

Fields

FieldDescription
.kinich.blind_spot
The direction of the Blind Spot relatively to Kinich. -1 - in clock-wise direction; 1 - in counter clock-wise direction; 0 - does not exist at the moment.
If more than one field is available, then either field will work.