> 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/movement/sprint-reset.md).

# Sprint Reset

The *Sprint Reset* module automatically restarts your sprint the moment you land a hit. Sprinting is what gives an attack its full knockback, so resetting it on every hit means every swing sends your opponent flying — without you having to tap W by hand.

## Mode

The physical method used to break and restore your sprint. Each option trades how natural it looks against how cleanly it stops your movement.

### WTap

Briefly taps the forward key to reset sprint. The most natural-looking method and the right choice on almost every server.

### sTap

Briefly stops all movement input instead of tapping forward — a middle ground when WTap feels too aggressive.

### Sneak

Briefly crouches to cancel sprint. Very reliable, but the crouch can be visible to nearby players.

### NoStop

Resets sprint with no visible movement interruption. The smoothest option, but the easiest to flag on servers with strict movement checks.

## Delay after attack

How long to wait after landing a hit before the reset fires, anywhere from `0` to `1000 ms` (default `50 ms`). Increase it if resets feel like they fire before your hit registers.

## Stop duration

How long the stop or sneak input is held during a reset, from `0` to `100 ms` (default `50 ms`). Longer durations produce a more pronounced pause but look less natural.

## Cooldown

A randomized delay between consecutive resets. A fresh value is picked from your range each time — default `250 - 500 ms` — so your timing never settles into a fixed rhythm.

## Chance

The percentage chance to reset on each eligible hit, from `0%` to `100%` (default `100%`). Dropping below `100%` sprinkles in missed resets that make your pattern much harder to detect.

## Distance

Only fire a reset when your target sits within this range, from `0` to `6 blocks` (default the full `0 - 6`). Use it to suppress resets when you are too far away to land knockback anyway.

## Require combo

When enabled, sprint reset only fires while you are building an active hit streak — it stays silent on isolated hits. With it on, **Min combo hits** sets how many hits in a row must land first, from `1` to `10` (default `2`).

## FOV check

Restricts resets to targets inside your view cone, so they never fire on enemies behind you. When enabled, **FOV** sets how wide that cone is, from `0°` to `180°` (default `120°`).

## Whitelist

Sprint reset only fires while you hold one of the allowed item types. By default only **swords** and **axes** qualify, so it won't trigger while you're placing blocks or holding tools — pickaxes, shovels, hoes, and blocks are off unless you enable them.

## Conditions

Extra requirements that must all be true at once for a reset to fire. Leave them unchecked to allow resets 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 Sprint Reset off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** stick with **WTap**, keep **Chance** just under `100%`, and give **Cooldown** a real range. That combination lands full knockback while staying convincing on servers with strict movement checks.
{% endhint %}
