> 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/hit-select.md).

# Hit Select

The *Hit Select* module suppresses clicks that are unlikely to deal any damage. It blocks attacks during an enemy's hurt immunity window, cancels swings when you are not aiming at a target, and can hold off until you are falling for a clean critical hit — all configurable so some "wasted" hits still get through for a believable pattern.

## What gets cancelled

The individual filters that decide which clicks are suppressed. Each is a toggle.

* **Burst** — suppresses attacks while the target is still in their damage-immune frames after your last hit, preventing swings that could not register damage anyway. On by default.
* **Wait for First Hit** — holds off clicks until you have received at least one hit first, ensuring a damage trade on your terms rather than swinging first into a block or miss. Off by default.
* **Criticals** — cancels attacks while you are moving upward after a jump, then releases them once you are descending, so every hit that connects is a critical. Off by default.
* **Skip Liquid** — lets all clicks through without filtering if the enemy is standing in a liquid, for situations where timing windows behave differently near water. Off by default.

## Range

Suppresses attacks when the enemy is beyond this block distance, from `0.0` to `6.0 blocks` (default `0.0`). Set to `0` to disable distance-based cancellation.

## Combo Threshold

Hit Select stays inactive until you have landed this many hits in a row, then filtering begins, from `0` to `20 hits` (default `0`). Set to `0` to filter from the very first click.

## Keeping it believable

These settings deliberately let some "bad" hits through so your timing data doesn't look mechanically perfect.

* **Combat Cancel Rate** — when Hit Select would cancel a hit, how often the cancel actually fires, from `0` to `100%` (default `50%`). At `100%`, every predicted-no-damage hit is suppressed; lower values let some through, which looks more natural.
* **Missed Swing Rate** — when your crosshair is not on any entity, the percentage of clicks that are suppressed, from `0` to `100%` (default `0%`). `0%` disables this check entirely. Respects the **Whitelist** setting.
* **Max Pause Duration** — a random maximum picked from this range per streak, from `0` to `2000 ms` (default `0 - 0`). Once that cap is hit, the next click is always let through regardless of conditions, preventing suspiciously long gaps between attacks. Setting both values to `0` disables the cap.
* **Fake Swing** — shows your arm swinging even when the attack is suppressed, so the cancel is not visually obvious to observers watching your screen. Off by default.

## Whitelist

Restricts Hit Select filtering to when you hold one of the selected item types. With nothing checked, filtering applies to all held items.

* **Sword** — any sword
* **Axe** — any axe
* **Pickaxe** — any pickaxe
* **Shovel** — any shovel
* **Hoe** — any hoe
* **Blocks** — any placeable block

## Auto disable

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

{% hint style="success" %}
**Recommended:** keep **Combat Cancel Rate** below `100%` so a realistic share of "bad" hits still go through. Enable **Missed Swing Rate** to catch air swings. Set **Max Pause Duration** to a non-zero range so extremely long click gaps don't appear in your timing data.
{% endhint %}
