> 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/fake-lag.md).

# Fake Lag

*Fake Lag* holds your outbound position updates for a short period before releasing them. Other players see your character jump forward in chunks rather than move smoothly, making you harder to track and hit. A three-tier UI — Easy, Smart, and Advanced — lets you tune from presets up to full control.

## Tier

**FakeLag Tier** sets how much control you get over the settings below (default `Smart`). **Easy** shows a single preset picker and handles everything else automatically. **Smart** shows flush-trigger controls while the choke rhythm is managed automatically. **Advanced** exposes every setting for full manual control.

In Easy tier, **FakeLag Easy Preset** picks a pre-tuned feel (default `Standard`): `Smooth` uses a light choke with longer hold intervals for a low-impact, subtle effect; `Standard` is a balanced starting point for most servers; `Twitchy` fires more frequent tick-based bursts for a busier stutter pattern; `Tap` uses a minimal hold, just a brief flicker of desync per burst.

## Humanization

**Humanization Strength**, from `0` to `100%` (default `50`), controls how much timing variation is applied to the hold-and-release rhythm. Higher values prevent repetitive patterns from forming in your position update bursts.

## Hold duration

Available in Advanced tier. **FakeLag Mode** chooses whether the hold is measured in time or server ticks (default `Time`). In `Time` mode, **FakeLag Delay** picks a random duration from `50` to `1000 ms` for each choke episode (default `100–200 ms`). In `Pulse (Tick)` mode, **FakeLag Ticks** picks a random tick count from `1` to `20` instead (default `5–10`).

## Flush triggers

**Smart Flush Triggers** (Smart and Advanced tiers) selects which events force an immediate release of every held position update, preventing rubberbanding or damage-related desyncs. All three are checked by default:

* **Rubber-band** — fires when the server's known position of you diverges from your real position beyond **Rubber Band Threshold**, from `0.1` to `3.0 blocks` (default `0.5`).
* **Hurt-cam** — fires when a hurt animation plays, indicating you took damage.
* **Packet burst** — fires when incoming server traffic spikes, suggesting the server is catching up to your position.

Advanced tier adds three more flush behaviors. **Smart Flush** (on by default) auto-releases updates the moment you enter water or lava or start falling — situations where continued choking would cause visible rubberbanding or fall-damage flags. **Flush On Hurt** (on by default) immediately sends every queued update the instant you take damage, snapping your server position back to your real location. **Flush On Attack** (off by default) does the same each time you land an attack. **Kite** (off by default) disables the hold entirely whenever you're detected moving away from enemies, so opponents can't get free hits off your desynced position during a retreat.

## Flush release

Also Advanced tier only. **Flush Mode** controls how the queue drains (default `Instant`): `Instant` sends every held update in one burst — fastest, but can flag excessive packet checks on some servers; `Staggered` releases them gradually instead. When Staggered is selected, **Flush Rate** sets the pace: `1/tick (Safest)` (default) is the slowest and most conservative, `2/tick` is faster, and `3/tick` drains quickest.

## Server position overlay

Advanced tier. **Show Server Position** (on by default) renders a box at the position the server currently believes you occupy while a choke is active. Its **Server Pos Color** defaults to red (`1.0 / 0.0 / 0.0 / 0.5` RGBA), and **Box Line Width** sets the outline thickness from `1.0` to `5.0` (default `2.0`).

## Cooldown

**Min Cooldown**, Advanced tier only, enforces a floor on how often choke episodes can start, from `0` to `1000 ms` (default `250`) — preventing a new choke from firing right after a flush.

{% hint style="success" %}
**Recommended:** pair Flush On Hurt with a tick-based hold (`5–10` ticks). Taking damage snaps your position back to the server immediately, so your opponent can't lock you into an infinite combo while you're desynced.
{% endhint %}
