Documentation

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Velocity

Velocity (also known as AntiKnockback) changes how much knockback you take when something hits you. When a player or mob strikes you, the server pushes you back; this module intercepts that push and lets you cancel it, shrink it, redirect it, or delay it so you can stay on top of your target instead of getting bounced away. It's a staple for close-range fights, especially when paired with KillAura.

The behavior depends entirely on the Mode you pick. Generic modes like Modify, Reversal, Strafe, JumpReset, Lag and Reduce work on a wide range of servers, while the named modes (Hypixel, Dexland, Hylex, BlocksMC) and anticheat modes (Grim2371, Grim2344-117, AAC4.4.2, Intave) are tuned to slip past specific setups. Some modes simply scale the knockback packet, some reverse it, and the Lag-based modes hold incoming knockback for a few ticks (similar to Blink and FakeLag) before releasing it.

Because aggressive knockback reduction is one of the most heavily watched behaviors on modern anticheats, use the global Delay to spread out when velocity is applied and PauseOnFlag to back off automatically after the server corrects your position, lowering the chance of being flagged.

Category: Combat Enabled by default: Yes

Settings

SettingTypeDefaultRangeDescription
ModeMode SelectorJumpResetModify, Reversal, Strafe, JumpReset, Lag, Reduce, Hypixel, Dexland, Hylex, BlocksMC, Grim2371, Grim2344-117, AAC4.4.2, IntaveChooses how knockback is handled. Generic modes work broadly; named and anticheat modes target specific servers.
Mode → [Modify] → HorizontalDecimal0.0-1.0..1.0Multiplier for sideways knockback (0 cancels it).
Mode → [Modify] → VerticalDecimal1.0-1.0..1.0Multiplier for upward knockback.
Mode → [Modify] → MotionHorizontalDecimal0.00.0..1.0Sideways motion kept when Horizontal is 0, to avoid an obvious dead stop.
Mode → [Modify] → MotionVerticalDecimal1.00.0..1.0Upward motion kept when Vertical is 0.
Mode → [Modify] → ChanceInteger1000..100 %How often the modification is applied.
Mode → [Modify] → FilterChoiceAlwaysAlways, OnGround, InAirRestricts the effect to being on the ground, in the air, or always.
Mode → [Modify] → OnlyMoveTogglefalse—Only modify knockback while you are actively moving.
Mode → [Modify] → TransactionBufferInteger00..3Buffers server transactions to help hide the effect.
Mode → [Modify] → ConsiderExplosionToggletrue—Also modify knockback caused by explosions.
Mode → [Reversal] → DelayInteger21..5 ticksTicks to wait before reversing your velocity.
Mode → [Reversal] → XModifierDecimal0.50.0..1.0Strength of the reversed motion on the X axis.
Mode → [Reversal] → ZModifierDecimal0.50.0..1.0Strength of the reversed motion on the Z axis.
Mode → [Reversal] → OnlyMovingTogglefalse—Only reverse velocity while you are moving.
Mode → [Strafe] → DelayInteger00..10 ticksTicks to wait after being hit before strafing.
Mode → [Strafe] → StrengthDecimal1.00.1..2.0How strongly your movement is redirected after taking knockback.
Mode → [Strafe] → OnlyFacingToggleable Groupoff—Only strafe while looking at a nearby enemy.
Mode → [Strafe] → OnlyFacing → RangeDecimal3.50.1..6.0Distance within which an enemy counts for OnlyFacing.
Mode → [Strafe] → UntilGroundTogglefalse—Keep applying the strafe until you land.
Mode → [JumpReset] → ChanceDecimal100.00.0..100.0 %How often a jump-reset is performed when hit.
Mode → [JumpReset] → JumpByReceivedHitsToggleable Groupoff—Trigger the jump after a set number of received hits.
Mode → [JumpReset] → JumpByReceivedHits → HitsUntilJumpInteger Range2..20..10Hits taken before jumping.
Mode → [JumpReset] → JumpByDelayToggleable Groupoff—Trigger the jump after a tick delay instead.
Mode → [JumpReset] → JumpByDelay → UntilJumpInteger Range2..20..20 ticksTicks waited before jumping.
Mode → [Lag] → LagTimeInteger Range5..51..20 ticksHow many ticks of knockback to hold back before releasing.
Mode → [Lag] → JumpResetTogglefalse—Also jump when the held knockback is released.
Mode → [Lag] → ConsiderExplosionToggletrue—Also delay knockback caused by explosions.
Mode → [Reduce] → AttackCountInteger Range3..30..20Number of attacks over which knockback is reduced.
Mode → [Reduce] → LagTargetRangeDecimal Range2.0..6.00.0..20.0Distance window for selecting and lagging toward a target.
Mode → [Reduce] → LagMaxDelayInteger101..1000 ticksMaximum ticks knockback can be held before forced release.
Mode → [Reduce] → LagRequireKillAuraTogglefalse—Only lag while KillAura is running.
Mode → [Reduce] → HorizontalDecimal0.60.0..1.0Sideways knockback multiplier applied on each attack.
Mode → [Reduce] → VerticalDecimal1.00.0..1.0Upward knockback multiplier applied on each attack.
Mode → [Reduce] → DebugToggleable Groupoff—Show diagnostic feedback about the reduce/lag state.
Mode → [Reduce] → Debug → ChatMessageTogglefalse—Print debug info to chat.
Mode → [Reduce] → Debug → NotificationTogglefalse—Show debug info as notifications.
Mode → [Reduce] → BlinkEspMode SelectorWireframeBox, Model, Wireframe, NoneHow the lagged target's real position is rendered while held.
Mode → [Reduce] → BlinkEsp → [Box] → ColorColor——Fill color of the box render.
Mode → [Reduce] → BlinkEsp → [Box] → OutlineColorColor——Outline color of the box render.
Mode → [Reduce] → BlinkEsp → [Model] → OutlineColorColor——Outline color of the model render.
Mode → [Reduce] → BlinkEsp → [Model] → LightPercentInteger600..100 %Brightness of the rendered model.
Mode → [Reduce] → BlinkEsp → [Wireframe] → ColorColor——Fill color of the wireframe render.
Mode → [Reduce] → BlinkEsp → [Wireframe] → OutlineColorColor——Outline color of the wireframe render.
Mode → [Dexland] → HReduceDecimal0.30.0..1.0Sideways knockback multiplier for the Dexland bypass.
Mode → [Dexland] → AttacksToWorkInteger41..10Attacks needed before the reduction kicks in.
Mode → [Grim2344-117] → AlternativeBypassTogglefalse—Use an alternative packet sequence for the bypass.
Mode → [AAC4.4.2] → ReduceDecimal0.620.0..1.0Knockback multiplier applied while airborne and hurt.
Mode → [Intave] → ReduceOnAttackToggleable Groupon—Reduce knockback when you attack, within timing limits.
Mode → [Intave] → ReduceOnAttack → FactorDecimal0.970.6..1.0Knockback multiplier applied on attack.
Mode → [Intave] → ReduceOnAttack → HurtTimeInteger Range5..71..10Hurt-time window during which the reduction applies.
Mode → [Intave] → ReduceOnAttack → LastAttackTimeToReduceInteger20001..10000Max milliseconds since your last attack for the reduction to apply.
Mode → [Intave] → JumpResetToggleable Groupon—Perform jump-resets to shed knockback.
Mode → [Intave] → JumpReset → ChanceDecimal50.00.0..100.0 %How often a jump-reset is attempted.
Mode → [Intave] → JumpReset → RandomizeToggleable Groupoff—Randomize the delay between jump-resets.
Mode → [Intave] → JumpReset → Randomize → DelayTicksInteger Range0..50..10Random tick delay range before each jump-reset.
DelayInteger Range0..00..40 ticksDelays the incoming velocity update by a random amount within this range.
PauseOnFlagInteger20..20 ticksTicks to pause the module after the server corrects your position, to avoid further flags.

Last updated: 2026-06-08 — Based on source code