> 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/velocity.md).

# Velocity

The *Velocity* module modifies the knockback you receive when an enemy lands a hit. You can dial it down to absorb only a fraction of the movement, cancel it entirely, or use Jump Reset mode to negate it through a timed jump rather than direct modification.

## Velocity Mode

The reduction strategy, defaulting to **Jump Reset**. **Normal** directly scales down the horizontal and vertical components of knockback each time you are hit. **Jump Reset** performs a timed jump when you take damage to cancel velocity naturally.

## Normal mode settings

These apply when **Velocity Mode** is set to Normal.

* **Horizontal** — the percentage of horizontal knockback that takes effect, from `0.0%` to `100.0%` (default `100.0%`). `0%` means no horizontal push; `100%` means full vanilla knockback.
* **Vertical** — the percentage of vertical knockback that takes effect, from `0.0%` to `100.0%` (default `100.0%`). `0%` means no upward launch; `100%` means full vanilla lift.
* **Chance** — the percentage rolled on each incoming hit, from `0.0%` to `100.0%` (default `100.0%`). If the roll fails, full vanilla knockback applies for that hit. Keeping this below `100%` makes your movement pattern less obviously modified.
* **Delay** — when on, waits a short random number of ticks before applying the modification rather than acting immediately (off by default). When on, **Delay Tick** picks a random tick count from `1` to `10 ticks` (default `2 - 3`) before the modification fires.

## Jump Reset mode settings

These apply when **Velocity Mode** is set to Jump Reset.

* **Jump Reset Chance** — the percentage rolled each time you take damage, from `0.0%` to `100.0%` (default `100.0%`). If the roll fails, no jump fires and you take normal knockback that hit.
* **Jump Reset Delay** — a random tick offset before the jump executes, from `0` to `5 ticks` (default `0 - 1`). `0` ticks means the jump fires at the earliest possible moment.
* **Only Player Damage** — the jump only fires in response to hits from entities; fall damage, fire, lava, and similar sources are ignored. On by default.

## Kite

Instead of reducing your horizontal movement, this flips it so you are pulled toward the attacker rather than pushed away — useful for closing the gap after a hit. Off by default.

## Conditions

Extra requirements that limit when Velocity is active. 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 Velocity off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** on strict servers, avoid setting **Horizontal** to `0%`. Values around `80 - 90%` reduce knockback enough to win spacing trades while staying within a range that doesn't trigger detection.
{% endhint %}
