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Velocity

Reduces or cancels knockback and other motion effects caused by attacks, explosions, or other sources to help you maintain control and avoid being pushed around.


Cancels or reduces knockback by manipulating movement packets specifically made for Intave anti-cheat.


Simply reduces knockback by scaling down the player’s velocity after being hit.


Targets knockback patterns from Minecraft 1.17, adjusting motion accordingly to reduce KB.


Applies a user-customizable velocity adjustment, allowing precise control over KB reduction.


Inverts or reverses knockback motion to counteract the push effect.


Reduces knockback in a way that mimics normal player behavior to avoid detection.


Uses a specialized algorithm to reduce knockback commonly effective on servers using Karhu anti-cheat.


Focuses on reducing knockback while the player is on the ground, ignoring air knockback.


Combines techniques to bypass Intave and Polar anti-cheats by managing velocity packets and motion.


Spoofs player position or velocity packets to confuse server-side knockback calculations.


Integrates knockback reduction with safe movement, preventing knockback-related slips or falls.


Tailored to reduce knockback on servers using older Minemen anti-cheat versions.


Adjusts velocity to counter knockback on Hypixel’s specific anti-cheat system.


A variant focused solely on Intave anti-cheat knockback mechanics.


Uses bounding box adjustments to mitigate knockback effects.


Reduces knockback by blocking or canceling specific polar motion packets.


General knockback push reduction by canceling or modifying push vectors.


Tells the module when to cancel the packet:

Never cancel.

Cancel only when you’re standing on the ground.

Cancel only when in the air.

Always cancel the packets.

**Purpose: ** Keeps your connection active by confirming you’re still online.

Simulates lag or desync. Often used to make anti-cheat systems ignore knockback or movement inconsistencies.

Purpose: Sent when interacting with your inventory (clicking, moving items).

Can hide or delay inventory actions from the server, which helps spoof movement or avoid detection when performing fast or illegal inventory actions.

Sent when the server attempts to make you download and apply a resource pack.

Prevents forced resource pack downloads. Sometimes used to interfere with specific server-side triggers that rely on this packet. Not directly related to combat but can help prevent detection or forced visuals.

How many times this packet should be canceled. Optional — used for fine control (e.g., only cancel 6 times, not infinitely).

Settings for the specified modes: Intave13, Grim-1.17, Karhu, Intave/PolarFlag, Spoof, SafeWalk, OldMinemen, HypixelTest, PolarBlock

Section titled “Settings for the specified modes: Intave13, Grim-1.17, Karhu, Intave/PolarFlag, Spoof, SafeWalk, OldMinemen, HypixelTest, PolarBlock”

Intave/PolarFlag Has an aditional setting called Polar:true/false. Have it at true if the server users polar anti cheat and false if it uses other anti-cheats such as Intave.

Disable velocity cancel when sprint key is pressed.

Disable velocity cancel during long jump.

Ignore fire damage knockback effects.

Prevents damage sound packets from other players for less client lag or distraction.

Enables canceling certain packets to reduce knockback.

PacketsToCancel: S00PacketKeepAlive S32PacketConfirmTransaction S48PacketResourcePackSend


Controls horizontal velocity when in the air.

Controls overall velocity when in the air.

Cancels knockback while airborne.

Controls horizontal velocity when on the ground.

Controls overall velocity when on the ground.

Cancels knockback while on the ground.

Enables explosion knockback handling.

Controls horizontal velocity in air from explosions.

Controls overall velocity in air from explosions.

Cancels air knockback caused by explosions.

Controls horizontal velocity on ground from explosions.

Controls overall velocity on ground from explosions.

Cancels ground knockback caused by explosions.

Does not cancel velocity if sprint key is pressed.

Does not cancel velocity during long jumps.

Delay or lag adjustment for velocity canceling.

Igores knockback caused by fire damage.

Cancels damage sound packets from other players to reduce lag or distractions.

S00PacketKeepAlive
S32PacketConfirmTransaction
S48PacketResourcePackSend

Controls horizontal motion reduction while in the air.

Controls horizontal motion reduction while on the ground.

Disables velocity canceling if the sprint key is pressed.

Disables velocity canceling during long jumps.

Sets lag or delay for velocity adjustments.

Ignores velocity changes caused by fire damage.

Cancels damage sound packets from other players to reduce lag or distractions.

S00PacketKeepAlive
S32PacketConfirmTransaction
S48PacketResourcePackSend

Activates reverse velocity movement at the start of a hit (pushes player opposite to knockback).

Controls strafing movement direction reversal to counter knockback, value 1 means enabled.

Strength of horizontal (X and Z axis) velocity reversal to reduce knockback.

Strength of vertical (Y axis) velocity reversal to reduce knockback.

Disables reverse velocity if sprint key is pressed.

Disables reverse velocity during long jumps.

Delay or lag setting for velocity manipulation.

Ignores velocity effects caused by fire damage.

Cancels damage sound packets from others to reduce distractions.

S00PacketKeepAlive
S32PacketConfirmTransaction
S48PacketResourcePackSend


Allows velocity jump logic to work even while inventory is open.

Uses random chance to decide if a jump will happen when hit.

A percentage (e.g., 100) controlling the likelihood of a jump being triggered when eligible.

Uses timing rules to decide if and when to jump, possibly with realistic delay patterns.

Range of ticks between jumps. Controls how often the player jumps to reduce velocity.

Prevents repeating velocity jumps too frequently in succession.

Enables occasional irregular jump intervals to appear more legit.

MinJumpIntervalOutlierValue / MaxJumpIntervalOutlierValue:

Section titled “MinJumpIntervalOutlierValue / MaxJumpIntervalOutlierValue:”

Defines outlier timing range when Outliers is enabled.

Time between outlier events.

Distributes jump timing using bell-curve-like randomness for more natural intervals.

Controls variance of the normal distribution.

Mean value around which the distribution is centered.

MinTickDelayBetweenJumps / MaxTickDelayBetweenJumps:

Section titled “MinTickDelayBetweenJumps / MaxTickDelayBetweenJumps:”

Delay between jump actions when triggered.

Only applies jumps if fall damage would be avoided or mitigated.

Threshold for how much falling triggers a velocity jump.

Disables jumping when player has speed/jump boost.

Disables if sprint or long jump is active.

Optional delay or pause under lag conditions.

Disables the effect when on fire.

Hides other players’ damage sounds.

Cancels specific packets:

S00PacketKeepAlive
S32PacketConfirmTransaction
S48PacketResourcePackSend


The hurt time (in ticks) when the pushground effect starts working. Lower values apply reduction immediately after getting hit.

The hurt time tick when the pushground effect stops. Higher values extend the protection.

Disables pushground if you’re holding the backward (S) key.

Disables pushground during long jump modules (helps with bypass and legit look).
(true = active only outside long jumps)

Optional delay (in ticks) to simulate network lag behavior. Often kept at 0 for responsiveness.

If true, disables effects while on fire.

Prevents playing the hurt sound from others. Mainly aesthetic, can reduce attention in replays or logs.

These help reduce knockback and simulate lag by delaying or cancelling important communication with the server.

  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: 6
    Cancels keep-alive packets to simulate disconnection or delay knockback handling.
  • CancelType: Same as above
  • PacketCount: 1
    Cancels or delays inventory transactions to prevent detection of fast switches or spoofed movements.
  • CancelType: Same as above
  • PacketCount: 6
    Blocks forced resource pack downloads—helps avoid certain visual-based server checks.

How much horizontal velocity (knockback) is allowed when hit. 0.80 will make you take 80% of the KB so 20% is reduced.

Adjusts horizontal velocity when sprinting.

Enables logic to automatically adapt to different anti-cheat behavior (bypass assist).

Simulates movement boost to appear legit while reducing KB.

Delay (in ms) between boost attempts to avoid detection.

How many ticks you must be on ground before boost can apply.

Manual control of horizontal velocity after hit (negative values = reverse motion).

Vertical velocity control (jump effect after hit).

Sneaks while airborne—used to reduce KB and spoof fall status.

Enables special KB logic in water.

Interval for applying water logic.

Applies anti-KB logic in cobwebs.

Enables velocity bypass while on ladders.

Limits ladder logic to horizontal direction only.

Enables micro-jumping or hop-based bypassing after hit.

Performs jumps while inventory is open to help reduce motion lag abuse.

  • Delay: waits a fixed time between jumps
  • Tick: jumps based on tick intervals
  • Chance: random chance per tick

Delay range between allowed jumps (used in delay/tick modes).

Avoids jumping or bypassing if it would cause fall damage.

Max distance before it stops jumping to avoid taking damage.

Buffers values to smooth transitions.

  • NotWhileSpeed / NotWhileJumpBoost / NotWhileSPressed / NotWhileLongJump:
    Disables KB reduction if any of these modules or keys are active, to keep movement legit-looking.

Optional lag simulation delay (0 ticks/none).

Disable effects if you’re on fire.

Mutes other players’ hit sounds (cosmetic or desync effect).

Used to spoof lag, delay server updates, or bypass checks.

  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: 6
  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: 1
  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: Number of packets to cancel.

Defines the time window (in ticks) after taking damage when the velocity manipulation is active.

Disables the effect if you’re holding the S (backward) key.

Disables the effect while LongJump module is active.

Adds an artificial delay before applying the velocity logic (measured in ticks).

Ignores hurt events caused by fire (so the mode won’t activate from fire ticks).

Suppresses hurt sounds of other players on your client.

Cancels specific server packets to reduce KB consistency or bypass flags.

  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: 6
  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: 1
  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: Amount of packets to cancel.

Determines the method used to reduce knockback.

  • Simple:
    Basic, straightforward knockback reduction.

  • Expert:
    More advanced, uses hurttime with PushMotion depending on the hurt time.

There are 10 different modes, each giving different values depending on the hurt time.

Enables push control only when the player is on the ground.

Controls how much motion is applied when push effects trigger (usually values or parameters affecting movement during knockback).

Define when the push effect starts and ends during knockback.

Enables push control only when the player is on the ground.

Disables push control if the sneak (shift) key is pressed.

Disables push control while performing a long jump to avoid conflicts.

Adds a delay (in ticks) to the push effect to handle server lag or avoid detection.

If enabled, ignores knockback from fire damage sources.

Cancels the sound effects from other players’ damage to reduce client lag or distraction.

List of packets to cancel (prevent from being sent/processed) to reduce knockback or avoid server detection. Common ones include:

  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: Number of packets to cancel (e.g., 6)
  • CancelType: None / OnlyOnGround / OnlyInAir / Always
  • PacketCount: Number of packets to cancel (e.g., 1)

CancelType: None / OnlyOnGround / OnlyInAir / Always

  • PacketCount: Number of packets to cancel