Combat
Hit Delay
Delays outgoing hits against a hurt player whose distance from you is increasing.
Hit Delay starts when you attack a hurt player inside the Min Distance and Max Distance window whose distance from you is increasing. It holds that hit and every following outgoing packet, then sends the queued traffic in its original order when the hold ends. Players filtered by Anti Bot do not trigger it.
A player is hurt while Minecraft's hurt animation is still playing on them. Hitting an unhurt player, or one whose hurt state is unavailable, cannot start a hold. Once a hold has started, further hits join it regardless of hurt state.
When the hold ends
- The target moves outside the distance window.
- Max Delay has elapsed since the first hit started the hold.
- The target starts getting closer to you.
- You use or release a throwable, hold-to-use, or interactive item, including projectiles, potions, bows, fishing rods, and food.
Distance is measured from your position to the closest point of the target's hitbox. Movement considers both players: chasing can reduce the separation even while the target keeps running in the same direction, and retreating can increase it even if the target stands still. Unchanged separation cannot start a hold; during an existing hold it waits for another release condition.
Further hits keep the original deadline, so repeated clicking cannot extend Max Delay. They join the same queue, including when you attack another player.
Using or releasing a qualifying item ends the hold before its action is sent, keeping it behind the delayed hit in packet order. The check follows the item's native capabilities, including custom items; merely holding the item does not release anything. Right Clicker use counts too.
Turning Hit Delay off, opening a menu, teleporting, changing worlds, losing the target, or an attack the game rejects also ends the hold and releases the queued traffic.
Note
The Lag module keeps its independent delay while Hit Delay is holding traffic. The distance window does not extend attack reach.
Interactive Client menu preview. Game status is illustrative. Settings and profiles stay in this preview and do not change your account.
Settings
What Hit Delay does. Every value below is where the module starts before you change anything.
Min Distance
2.80
0.00 – 8.00
Near edge of the distance window, in blocks, measured from your position to the closest point of the target's hitbox. Moving inside this distance releases the hold.
Max Distance
4.50
0.00 – 8.00
Far edge of the distance window, in blocks. A hit starts the hold only while its target is hurt, inside the window, and increasing its distance from you; moving beyond this distance releases it.
Max Delay
500 ms
0 – 500 ms
Maximum time to hold the first hit and the outgoing traffic behind it. Further hits keep the original deadline. Zero disables the hold.
Conditions
When Hit Delay is allowed to act. Keybind and Enabled are on every module in the Client.
Keybind
None
A key that toggles this module while playing. Shortcuts are suppressed while the external editor has focus or another screen captures input. Click GUI defaults to Right Shift; other modules start unbound (None).
Enabled
Off
Whether the module is running. Anti Bot and Anti Reach Display start on; other modules start off. Click GUI's open state is not saved, so the editor starts closed each launch.