For the complete documentation index, see llms.txt. This page is also available as Markdown.

Velocity

Reduces or eliminates knockback you take from hits, letting you hold your position in a fight instead of getting spaced out.

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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” only while holding a weapon

  • Clicking Only β€” only while actively clicking

  • Standing, Sneaking, Walking, Sprinting β€” restrict to a movement state

  • On Ground / Air β€” restrict to grounded or airborne

  • Eating β€” only while eating

  • In Liquid β€” 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.

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