Reduces or eliminates knockback by strategically delaying incoming damage packets. Take hits without losing positioning—stay exactly where you want to be during combat.
When you take damage in Minecraft, the server sends you flying backward. KnockbackDelay catches these hits and briefly "freezes" your position, letting you stay in melee range or maintain combos that would normally be broken. You'll notice enemies can't push you around as easily.
Knockback behaves differently depending on whether you're standing or airborne. This module lets you set separate delays for each state. Most players keep ground delay low for responsive movement, while increasing air delay to prevent being juggled off edges or out of combos.
Bind a key to temporarily hold all incoming packets. This gives you complete control—press it when you anticipate a big hit, or use it strategically to tank through dangerous situations without being displaced. Release to resume normal gameplay.
The module watches your hurtTime—the brief window after taking damage. As soon as you're hit, it engages and holds incoming packets for your configured delay. Once the delay expires (or hurtTime ends), everything returns to normal automatically.
Set a percentage chance for the module to activate on each hit. At 100%, it works every time. At 50%, it's a coin flip. Lower values add unpredictability—useful for appearing more legitimate while still getting occasional knockback reduction.
Bind any key to manually toggle the packet hold. While held, you won't receive any knockback at all. Perfect for crossing bridges, fighting near lava, or any situation where getting knocked back means certain death.
Knockback in Minecraft works very differently when you're airborne versus standing still:
→ Ground knockback: Usually small, predictable pushes. Keeping this delay low maintains responsive movement and doesn't feel "laggy."
→ Air knockback: Massive displacement, often sending you flying off platforms or out of combos. Higher delays here prevent being juggled and keep you in control.
Most players run 0-50ms ground and 80-120ms air for the best balance.
Fine-tune when the module should be active:
→ Require Target: Only work when you're looking at an entity. Prevents triggering from fall damage or environmental hits.
→ Require Click: Only activate while holding attack. Keeps the module dormant during passive gameplay.
→ Disable on Back: Won't trigger if hit from behind—useful for avoiding suspicious behavior when running away.
→ Weapon Filters: Only work when holding specific weapons (swords, axes, etc.).
Subtle reduction that feels like good ping. Hard to detect, still effective.
Noticeable knockback reduction without completely freezing. Good for most PvP.
You'll barely move when hit. Use with caution on strict servers.
The manual hold key is incredibly versatile. Bind it to an easily accessible key (like a side mouse button) and use it situationally:
• Crossing a 1-block bridge over void? Hold it.
• Fighting near the edge of an island? Hold it.
• About to get hit by multiple enemies? Hold it.
• Comboing someone and don't want them to escape? Hold it.
The key overrides all other settings and gives you complete immunity while pressed. Just remember to release it when you're safe—holding it too long can desync your client.