TargetStrafe
TargetStrafe automatically orbits your character around the enemy currently locked by KillAura or Aimbot, keeping you circling at a fixed distance. Continuously moving sideways around an opponent makes you much harder to hit while keeping you within melee reach — a significant edge in close-quarters PvP. If neither combat module has a lock, TargetStrafe falls back to its own built-in target selector.
Two movement modes control how the orbit is applied. Motion mode adjusts your velocity vector directly and includes a Hypixel sub-option that synchronises the strafe with Speed's low-hop timing so you don't bleed horizontal speed on Hypixel-style servers. Input mode redirects your directional keyboard input instead, making the strafe behave more like manual movement and potentially passing certain anti-cheat checks more cleanly. The Requirements setting gates activation — for example, requiring KillAura to be running and the jump key to be held — so the module only activates under the right conditions.
The Planner group validates each planned orbit step before your character moves there, checking for block collisions, nearby edges, and void drops. When a destination is blocked, the module reverses its strafe direction by default; enabling AdaptiveRange causes it to try progressively tighter orbit radii before reversing. The Visuals group renders a ring around the target showing the orbit path and a dot marking the next planned position — the dot turns red when that position is deemed unsafe.
Category: Movement
Enabled by default: No
Settings
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
| Mode | Mode Selector | Motion | — | How the strafe movement is applied. Motion modifies movement velocity directly; Input redirects keyboard directional input. |
| Mode → [Motion] → Hypixel | Toggle | true | — | Synchronises strafe timing with Speed's Hypixel low-hop mode to avoid losing horizontal speed on Hypixel-style servers. |
| Range | Decimal | 0.5 | 0.0 – 8.0 | Target orbit radius — the distance from the enemy the module tries to maintain while circling. |
| FollowRange | Decimal | 3.0 | 0.0 – 10.0 | Maximum horizontal distance from the target at which strafing remains active. Beyond this the module pauses until you close in. |
| Requirements | Multi-Select | Space, Speed | — | Conditions that must all be satisfied for strafing to activate: Space (jump key held), Speed (Speed active), KillAura (KillAura active), Ground (standing on the ground). |
| Planner | Toggleable Group | on | — | Plans and validates each orbit step before moving. Disabling skips all path-safety checks. |
| Planner → ControlDirection | Toggle | true | — | When on, pressing left or right overrides the automatic strafe direction. |
| Planner → Validation | Toggleable Group | on | — | Validates the next orbit position for safety before committing to movement. |
| Planner → Validation → EdgeCheck | Toggleable Group | on | — | Prevents strafing to positions where you would fall farther than the configured maximum height. |
| Planner → Validation → EdgeCheck → MaxFallHeight | Decimal | 1.2 | 0.1 – 4.0 | Maximum drop distance in blocks still considered safe when evaluating an orbit position. |
| Planner → Validation → VoidCheck | Toggleable Group | on | — | Prevents strafing to positions from which you would fall into the void. |
| Planner → Validation → VoidCheck → SafetyExpand | Decimal | 0.1 | 0.0 – 5.0 | Expands the void-detection boundary outward by this many blocks for an additional safety margin. |
| Planner → AdaptiveRange | Toggleable Group | off | — | When a destination is blocked, tries progressively closer orbit radii before reversing direction. |
| Planner → AdaptiveRange → MaxRange | Decimal | 4.0 | 1.0 – 5.0 | Largest orbit radius AdaptiveRange will attempt before giving up and reversing direction. |
| Planner → AdaptiveRange → RangeStep | Decimal | 0.5 | 0.1 – 1.0 | Amount by which the orbit radius increases with each adaptive step. |
| Visuals | Toggleable Group | on | — | Renders the orbit ring and next-step marker in the game world. |
| Visuals → Width | Decimal | 0.12 | 0.01 – 1.0 | Thickness of the orbit ring drawn around the target. |
| Visuals → HeightOffset | Decimal | 0.05 | -1.0 – 1.0 | Vertical offset of the ring and point marker relative to the target's position. |
| Visuals → OuterColor | Color | — | — | Fill colour for the outer edge of the orbit ring. |
| Visuals → InnerColor | Color | — | — | Fill colour for the inner edge of the orbit ring. |
| Visuals → OutlineColor | Color | — | — | Border colour of the orbit ring. |
| Visuals → ShowNextPoint | Toggle | true | — | Shows a dot at the next planned strafe position. |
| Visuals → PointRadius | Decimal | 0.18 | 0.05 – 1.0 | Radius of the next-position dot marker. |
| Visuals → PointColor | Color | — | — | Fill colour of the dot when the next position is valid. |
| Visuals → PointOutlineColor | Color | — | — | Border colour of the dot when the next position is valid. |
| Visuals → InvalidPointColor | Color | — | — | Fill colour of the dot when the next position is blocked or unsafe. |
| Visuals → InvalidPointOutlineColor | Color | — | — | Border colour of the dot when the next position is blocked or unsafe. |
Last updated: 2026-06-08 — Based on source code