> 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/misc/clutch.md).

# Clutch

The *Clutch* module saves you from fall damage automatically. It offers two independent save modes — MLG (a water bucket, cobweb, hay bale, or slime block placed at your feet on impact) and BlockSave (stacking blocks under you against a nearby wall before you hit the ground). You can run either or both; no save fires unless at least one mode is enabled.

## Placement timing

**Switch delay** waits after switching to the save item's hotbar slot before placing it, from `0` to `500 ms` (default `50 ms`). **Place delay** then waits after aiming before the right-click actually places the item, from `0` to `500 ms` (default `50 ms`). **Switch back** (on by default) returns you to whatever item you were holding before Clutch triggered.

## Silent rotations

On by default. The placement aim is sent inside the movement packet without actually turning your camera, so spectators and replay recordings see no sudden snap. Turn it off to fall back to a visible camera rotation.

## MLG

On by default. Places a water bucket, cobweb, hay bale, or slime block at your feet just before impact to cancel fall damage.

**Trigger height** is how many blocks above the surface the save fires, from `1.0` to `5.0 blocks` (default `3.0 blocks`) — too high wastes the water early, too low fires it too late. **Min fall distance** stops small hops from wasting a save: MLG won't fire until you've already fallen at least this far, from `3.0` to `30.0 blocks` (default `6.0 blocks`). **Fatal only** (off by default) ignores **Min fall distance** and only saves when the predicted fall damage would kill you at your current health. **Auto pickup** (on by default) retrieves the water block after you land so your bucket is ready for the next save.

## BlockSave

Off by default. Bridges blocks under your feet, using a nearby wall as support, to stop the fall.

**Max blocks** caps how many blocks are placed in a single save, from `1` to `10 blocks` (default `5 blocks`) — it also stops early if a solid block ends up directly beneath your feet first. **Trigger conditions** decide when BlockSave engages; it activates when any selected condition is met (default **On Void** and **On Blocks Below**):

* **On Void** — no ground detected below you
* **On Lethal Fall** — the fall would deal enough damage to kill you
* **On Blocks Below** — at least **Min blocks below** empty blocks beneath your feet

**Min blocks below** sets the drop height that triggers the **On Blocks Below** condition — the number of empty blocks directly under your feet required to engage, from `1` to `10 blocks` (default `3 blocks`).

{% hint style="success" %}
**Recommended:** MLG is the primary save method — keep it on with **Fatal Only** off and a trigger height of `3` blocks, and enable **Auto Pickup** so you're never left without a bucket. BlockSave is a good fallback where water isn't safe (nether, indoor arenas): enable it with **On Void** and a max of `5` blocks. Both modes can run at once — BlockSave is attempted first each tick and MLG fires as the fallback.
{% endhint %}
