> For the complete documentation index, see [llms.txt](https://docs.akiraghost.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.akiraghost.com/product-guides/akira-jni/features/combat/aim-assist.md).

# Aim Assist

Smoothly locks your crosshair onto nearby targets during combat, with full humanization controls to keep the movement convincing.

The *Aim Assistance* module tracks and corrects your crosshair toward the nearest valid target in real time. It calculates a smooth path to the target rather than snapping onto it, so the motion reads as genuine human aim under normal scrutiny.

## Preset

Three starting points for how the assist feels: **Legit** is the safest and slowest, **Balanced** sits in the middle, and **Fast** is the snappiest. Each one sets the aim-feel sliders — smoothness, field of view, multipoint, humanization, the two speed steps, and the motion mode — in one move.

Presets are a starting point, not a lock. Adjust any of those sliders afterwards and the picker reads **Custom**, so it always tells you the truth about what's actually set.

## Aim mode

Controls which axes assistance corrects. **Normal** (the default) corrects both horizontal and vertical aim; **Horizontal Assist** corrects only left/right; **Vertical Assist** corrects only up/down. Restricting to a single axis leaves the other under your full manual control.

## Motion

How the assist decides to move, independent of which axes it corrects.

### Smooth

Continuously eases the crosshair onto the target. Predictable and easy to tune — the default.

### Smart

Mimics a full human motor pipeline. It picks between fast flicks and smooth guided swings based on context — the size of the angle, how far away the target is, how fast it's moving, and whether you're actually committing to a fight — then settles, micro-corrects, and velocity-tracks with human reaction delays. **Flick Chance** and **Predict** only apply in this mode.

## Aim Point

Where on the target the crosshair aims.

* **Adaptive** — aims toward the closest visible point on the hitbox: the feet when they're above you, the head when only the head is showing. **Multipoint** controls how far from center it's allowed to roam. The default.
* **Center** — locks onto one fixed spot in the middle of the body and keeps aiming there.

## Silent Aim

Aims in the movement packet instead of moving your camera. Your crosshair never visibly moves, but your hits still land on the target. Silent Aim always uses **Smooth** motion regardless of what you set above. Off by default.

## Targeting

These settings decide who gets assisted and from how far.

* **Aim distance** — the minimum and maximum range within which targets are assisted, from `0.0` to `6.0 blocks` (default the full `0.0 - 6.0`). Anything outside the band is ignored.
* **Field of view** — the angular radius around your crosshair that counts as a valid target, from `1°` to `180°` (default `70°`).
* **Target mode** — how the target is chosen when several enemies are in range: **Distance** (closest), **Health** (lowest HP), or **FOV** (most centered on your crosshair, the default).
* **Multipoint** — how far the aim is allowed to roam from the body center toward the closest visible point on the hitbox, from `0` to `100` (default `50`). `0` always aims at body center; `100` goes all the way to the closest point — the feet when they're above you, the head when only the head shows. Only applies with **Aim Point** set to **Adaptive**.
* **Target lock** — once a target is acquired, hold it even if a closer one appears, rather than switching to whoever is nearest each moment. Off by default.
* **Through wall** — allow assistance even when a solid block sits between you and the target. Off by default.
* **Target invisible** — assist targets who are under an invisibility effect. On by default; turn it off to skip invisible players entirely.

## Aim motion

How the crosshair actually travels toward the target.

* **Smoothness** — how much the tracked point is filtered before the aim follows it, from `1.0` to `100.0` (default `40.0`). Higher gives rounder, more fluid motion at the cost of a little extra follow delay; low values are raw and snappy. This shapes the motion, not its pace.
* **Horizontal speed** — left/right aim speed, from `1` to `10` (default `5`). `5` is the classic pace; lower is a lazier sideways correction, higher is snappier.
* **Vertical speed** — up/down aim speed, from `1` to `10` (default `5`). People track vertically slower than horizontally, so keeping this at or below **Horizontal speed** reads most naturally.

Both speed settings drive **Smooth** and **Smart** motion alike.

### Flick Chance

**Smart** motion only. How often a fast flick is used instead of a smooth guided swing, from `0` to `100` (default `60`). `0` is always smooth, `100` is always flick. Angle size, target speed, combat intent, and a per-session feel all modulate around whatever you set.

### Predict

**Smart** motion only. How far the tracker leads a steadily-moving target, from `0` to `100` (default `70`). `0` is purely reactive and trails slightly behind — the safest option; `70` is a balanced human lead; `100` leads aggressively. Prediction resets on erratic movement and is dropped during reversal overshoot.

## Manual aim

**Ignore manual aim** backs the assist fully off the instant you move your own mouse, and resumes shortly after you stop — so your flicks and micro-adjustments stay entirely yours. Off by default.

**Manual aim threshold** sets how fast you have to move before that happens, from `10` to `180 deg/s` (default `60`). Lower is more sensitive, so even slow drags count as manual aim; higher means only deliberate fast movements interrupt the assist.

## Humanization

Real aim is never mechanically perfect. **Humanization** is a single master slider, from `0%` to `100%` (default `50%`), that scales how much natural imperfection is blended into every aim movement — higher values are harder to flag statistically.

Turn on **Advanced humanization** (off by default) to expose the individual controls below and tune each behavior separately.

### Curves

Moves the crosshair along a gentle arc toward the target instead of a straight line (on by default). **Curve intensity** sets how pronounced the arc is, from `0.10` to `0.60` (default `0.30`).

### Speed variation

Ramps aim speed up and then slows it near the target, mimicking real hand motion (on by default). **Ease power** controls how sharp that ramp is, from `1.5` to `4.0` (default `2.5`).

### Overshoot

Occasionally travels slightly past the target and corrects back, imitating natural human error (on by default). **Overshoot chance** is the probability per movement, from `0%` to `30%` (default `15%`); **Overshoot amount** is how far past it goes, from `1.05×` to `1.40×` (default `1.15×`); and **Correction speed** is how quickly it snaps back, from `0.30` to `1.00` (default `0.70`).

### GCD sensitivity fix

Rounds each aim step to the smallest angular increment your mouse can actually produce at your current sensitivity (on by default), making the movement indistinguishable from genuine mouse input.

### Speed randomization

Adds a small random variance to aim speed every tick, from `0.00` to `0.50` (default `0.05`), breaking the mechanical consistency that statistical detection looks for.

## Visual indicators

Optional on-screen overlays — all off by default, purely cosmetic, and safe to leave disabled.

* **FOV circle** — draws the target-acquisition radius on screen. **FOV circle color** sets its color and **FOV circle thickness** its line weight, from `1.0` to `6.0 px` (default `2.0`).
* **Target ring** — draws a perspective-correct ring around the currently-targeted player that bobs between their feet and head while the assist holds a lock. Its color is set by **Target ring color**.

### Ring style

Chooses how the ring is drawn (default **Classic Ring**):

* **Classic Ring** — perspective ring that bobs up and down in world space.
* **Helix Scanner** — world-anchored ring that orbits with a helix spin.
* **Comet Spiral** — world-anchored ring with a trailing comet effect.
* **Segmented Reticle** — 2D HUD spinner centered on the target.
* **Lock Brackets** — 2D HUD bracket spinner centered on the target.

For the three world-space styles, **Target ring radius** sets its size from `0.30` to `1.50` (default `0.60`, roughly a player's width), **Target ring period** sets the bob cycle from `0.40` to `3.00 sec` (default `1.45`), and **Ring spin** sets the orbit time from `0.20` to `4.00 sec` (default `1.00`). **Ring trail** (on by default) draws fading ghost rings behind it, with **Ring trail length** controlling how long they linger, from `0.10` to `1.00 sec` (default `0.15`).

For the two HUD spinners, **Spinner size** sets the on-screen radius from `8` to `60 px` (default `20`) and **Spinner speed** sets the rotation rate from `0.20` to `6.00 rad/s` (default `1.20`).

## Conditions

Limit assistance to specific states — with nothing checked it applies in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Aim Assistance off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** pair a high **Smoothness** with a touch of **Speed randomization**. Smoothness hides tracking snaps while the speed variance breaks up repetitive motion — start randomization around `0.05` and raise it if you need more variance.
{% endhint %}
