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 #1
- Video #2
Hitlag Data
- Normal
- Charge Attack
- Skill
- Burst
- Cons
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| N1 | 0.06 | 0.01 | true | false |
| N2 | 0.09 | 0.01 | true | false |
| N3 | 0.12 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| CA-3 | 0.01 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| E Scalespiker | 0 | 0.01 | true | true |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| Q-Initial | 0 | 0.01 | true | false |
| Q-Laser | 0 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| C6 Bounce | 0 | 0 | true | true |
AoE Data
- Normal
- Charge Attack
- Skill
- Burst
- Cons
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Box | Player | - | -0.7 | - | - | 3 | 3 | - |
| N2 | Box | Player | - | -1 | - | - | 2 | 3.9 | - |
| N3 | Box | Player | - | - | - | - | 2.2 | 4.3 | - |
| E-N1-1 | Circle | PrimaryTarget | - | - | 0.5 | - | - | - | - |
| E-N1-2 | Circle | PrimaryTarget | - | - | 0.5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA-1 | Box | PrimaryTarget | - | 0.45 | - | - | 3 | 5 | - |
| CA-2 | Box | PrimaryTarget | - | 0.45 | - | - | 3 | 5 | - |
| CA-3 | Box | PrimaryTarget | - | 0.45 | - | - | 3 | 5 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Scalespiker | Circle | PrimaryTarget | - | - | 3 | - | - | - | - |
| E-Scalespiker C2 | Circle | PrimaryTarget | - | - | 5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-Initial | Circle | Player | - | - | 4 | - | - | - | - |
| Q-Laser | Box | PrimaryTarget | - | - | - | - | 1 | 10 | In actual game Ajaw's laser is single target: hit is spawned on the enemy the laser touched. To approximate laser's AoE, we use box. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| C6 Bounce | Circle | PrimaryTarget | - | - | 3 | - | - | - | - |
| C6 Bounce (Trigger C2) | Circle | PrimaryTarget | - | - | 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
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ⚠ | Need to use attack right before charge. Cannot charge in nightsoul blessing |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. Cannot low plunge in nightsoul blessing. |
high_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
dash | ✔ | - |
jump | ✔ | - |
walk | ✔ | - |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
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 |
skill | travel | Scalespiker projectile travel time. Default: 13 frames. |
skill | c6_travel | C6 Bounce Scalespiker projectile travel time. Default: 50 frames. |
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. |
Fields
| Field | Description |
|---|---|
.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. |