> 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/keep-sprint.md).

# Keep Sprint

Keeps your sprint momentum when you land a hit instead of letting the game slow you down mid-fight.

Vanilla Minecraft cuts your momentum to `60%` and drops your sprint every time you land a hit. The *Keep Sprint* module retains that speed instead, so a fight never leaves you crawling while your opponent strafes around you. It's the difference between holding a combo and losing it the moment you connect.

{% hint style="danger" %}
No setting makes this undetectable. Predictive anti-cheats such as Grim and Vulcan simulate your expected velocity on the server and can catch sustained above-vanilla speed during combat. Lowering **Speed** and **Chance** reduces how often the pattern shows, but never removes it.
{% endhint %}

## Keep Sprint Mode

How aggressively the module holds onto your momentum.

### Dynamic

Behaves like vanilla while you've recently been hurt, and only retains sprint the rest of the time. Blending in with your own damage timing makes the pattern much harder to pick out.

### Static

Always retains momentum at whatever **Speed** you set, regardless of what's happening to you. Stronger in a fight and correspondingly more obvious.

## Speed

How much momentum you keep on each hit, from `0.60×` to `1.00×` (default `0.80×`). `0.60×` is exactly vanilla and does nothing at all; `1.00×` keeps your full sprint speed and is the most visible setting on the module.

## Chance

The probability of retaining sprint on each hit, from `0%` to `100%` (default `100%`). Dropping below `100%` scatters vanilla hits through your combos so the behavior stops looking mechanical.

## Weapons Only

Only retains sprint while you're holding a weapon — bare-hand hits behave exactly like vanilla. On by default.

## Only On Behind

Only retains sprint when you attack a target from behind. Narrows the module to the chase scenario it helps most in, which also means it fires far less often.

## Hurt Time Threshold

Used by **Dynamic** mode only. Behave like vanilla whenever you were hurt within this many ticks, from `0` to `20 ticks` (default `10`). Higher values hand more of your fight back to vanilla behavior.

## Auto disable

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

{% hint style="success" %}
**Recommended:** use **Dynamic** mode with **Speed** well under `1.00×` and **Chance** below `100%`. You keep most of the benefit while leaving a much smaller signature for velocity checks to find.
{% endhint %}
