> 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/backtrack.md).

# Backtrack

The *Backtrack* module holds a short history of where enemies have been and lets your attacks land on those older positions. From other players' perspectives, hits connect in situations where you appear to be slightly out of reach. A three-tier UI — Easy, Smart, and Advanced — lets you choose between presets, minimal knobs, or full control.

## Backtrack Tier

Selects the UI complexity level; switching tiers shows and hides different setting groups below. Defaults to **Smart**.

* **Easy** — shows a single preset picker. All other knobs are hidden and handled automatically.
* **Smart** — shows a minimal set of classifier settings. Akira automatically selects the best internal mode based on combat state.
* **Advanced** — exposes all settings for full manual control.

### Humanization Strength

How much irregular timing is folded into Backtrack's decisions, from `0` to `100%` (default `50%`). Higher values make the pattern less mechanically uniform.

### Backtrack Easy Preset

In Easy tier, selects a pre-configured profile (default **Default**). Each preset adjusts delay, flush limits, and hit caps internally.

* **Conservative** — short buffer, low hit cap. The most cautious profile.
* **Default** — balanced for typical PvP.
* **Aggressive** — longer buffer, higher hit cap. Maximum advantage.

## Targeting and timing

These settings decide which enemies get backtracked and how far into the past your hits reach.

* **Velocity Priority** — scores nearby enemies by how fast they are moving, giving priority to targets whose velocity puts them outside your reach without buffering. Available in all tiers, on by default.
* **Backtrack Delay** — how many milliseconds of position snapshots Akira keeps for each nearby enemy, from `50` to `300 ms` (default `200 ms`). Longer delays let hits land farther behind an enemy's current position but become more visible at high values. Smart and Advanced tiers.
* **Smart Target Threshold** — when the number of simultaneous enemies exceeds this value, Akira switches to a rolling latency approach suited for multi-target situations, from `1` to `6 targets` (default `2`). Smart and Advanced tiers.
* **Smart Attack Freq Threshold** — if your sustained attack rate exceeds this frequency, Akira promotes to the rolling latency approach, from `0.5` to `10.0 attacks/sec` (default `2.0`). Smart and Advanced tiers.
* **Max Rewound Hits** — disables Backtrack after this many back-to-back hits land against an enemy's buffered position (where the buffered position differed meaningfully from their real position), from `1` to `15 hits` (default `5`). The streak resets on a normal hit, a target change, or a server correction. Easy preset overrides: Conservative `3`, Default `5`, Aggressive `8`. Smart and Advanced tiers.

### Smart Flush Triggers

In Smart and Advanced tiers, selects which dynamic conditions immediately release the buffered positions back to real time. Additional flush triggers that are always active regardless of this setting are not listed here. By default only **Advancing velocity** is checked.

* **Advancing velocity** — an enemy is closing on you faster than a comfortable threshold
* **Local player hurt** — you take damage

## Advanced controls

Exposed only in Advanced tier.

* **Backtrack Mode** — the internal backtracking strategy (default **Target Rewind**, though Smart tier auto-selects). **Target Rewind** freezes the targeted enemy's incoming position updates briefly when you attack so your hit registers where they were — best for 1v1, single-target only. **Lag-Comp Exploit** holds all nearby enemies' position updates simultaneously and also adjusts your reported ping to match, so the server accepts your hit against the delayed position — rolling, always smart-triggered, multi-target.
* **Cooldown** — after Backtrack deactivates, how many seconds must pass before it can engage again, from `0.0` to `5.0 sec` (default `0.0`).
* **Target Distance** — the block band within which Backtrack engages, from `0.5` to `10.0 blocks` (default `1.0 - 4.0`).
* **Disable On Hit** — immediately releases buffered positions and deactivates Backtrack when you take damage. On by default.
* **Always Spoof Ping** — when on and using Lag-Comp Exploit mode, holds your outbound position updates at all times rather than only during active combat windows. Leave this off for stealth — continuous outbound hold is detectable. Off by default.

## Visual indicators

**Show Server Pos** renders a box showing where the server believes an enemy is while Backtrack is active (off by default). In Target Rewind mode this box appears only while actively rewinding a hit; in Lag-Comp Exploit mode it draws continuously for all tracked enemies. When it is on:

* **Server Pos Color** — the RGBA color of the box outline (default red, `1.0 / 0.0 / 0.0 / 0.5`).
* **Box Line Width** — how thick the box lines are drawn, from `1.0` to `5.0` (default `2.0`).
* **Filled Box** — draws a semi-transparent fill inside the box in addition to the outline (off by default). When on, **Filled Box Color** sets its RGBA color (default red, `1.0 / 0.0 / 0.0 / 0.2`).
* **Box Rotation** — rotates the box to match the enemy's current body yaw instead of always facing north. Off by default.

{% hint style="success" %}
**Recommended:** Smart tier is the best starting point. It automatically chooses between single-target and rolling approaches based on how many enemies you are fighting, without requiring you to tune the internal parameters yourself.
{% endhint %}
