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Kinich

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
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.