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Detection ChecksCombat Checks

Combat Checks

Combat checks detect killaura, reach hacks, and other combat-related cheats.

Reach

Detects attacking from impossible distances.

reach.attack

Attack reach beyond vanilla limits.

Detection:

  • Calculate distance between attacker and victim positions
  • Account for latency and position interpolation
  • Flag attacks beyond maximum reach

Vanilla Limits:

ModeMax Reach
Survival3.0 blocks
Creative5.0 blocks

Example Finding:

{ "detector_name": "combat_core_reach_attack", "severity": "high", "title": "Reach: 4.2 blocks", "description": "Attack distance exceeded maximum allowed reach", "evidence_json": { "distance": 4.2, "max_allowed": 3.0, "attacker_pos": {"x": 100, "y": 64, "z": 200}, "victim_pos": {"x": 104.2, "y": 64, "z": 200} } }

reach.block

Interacting with blocks from too far away.

Detection:

  • Calculate distance to targeted block
  • Maximum vanilla reach is 4.5 blocks
  • Flag interactions beyond limit

Killaura

Detects automated combat targeting.

killaura.pattern

Unnatural attack patterns.

Detection:

  • Analyze attack timing consistency
  • Track target switching speed
  • Detect multi-target attacks in single tick

Example Finding:

{ "detector_name": "combat_core_killaura_pattern", "severity": "critical", "title": "Killaura: 18.5 APS, 5 targets", "description": "Detected automated attack pattern with rapid target switching", "evidence_json": { "attacks_per_second": 18.5, "target_switches": 5, "average_interval_ms": 54 } }

killaura.angle

Attacking without proper aim.

Detection:

  • Compare player look direction to attack target
  • Track rotation changes around attacks
  • Flag attacks with impossible aim angles

killaura.timing

Perfect attack timing detection.

Detection:

  • Analyze time between attacks
  • Detect inhuman consistency
  • Flag patterns matching known hacks

Velocity

Detects knockback modification.

velocity.horizontal

Horizontal knockback reduction/cancellation.

Detection:

  • Track player movement after receiving damage
  • Compare to expected knockback physics
  • Flag insufficient horizontal movement

Example Finding:

{ "detector_name": "combat_advanced_velocity_horizontal", "severity": "high", "title": "Velocity: 87.5% reduction", "description": "Horizontal knockback significantly reduced", "evidence_json": { "expected_kb": 0.4, "actual_kb": 0.05, "reduction_percent": 87.5 } }

velocity.vertical

Vertical knockback modification.

Detection:

  • Track Y velocity after hits
  • Compare to expected upward movement
  • Flag missing vertical knockback

AutoClicker

Detects automated clicking.

autoclicker.cps

Clicks per second analysis.

Detection:

  • Count arm swing packets per second
  • Track consistency over time
  • Flag inhuman CPS or patterns

Typical Limits:

TypeCPS Range
Normal6-12
Jitter12-16
Butterfly15-25
Macro/Auto20+ consistent

Example Finding:

{ "detector_name": "combat_advanced_autoclicker_cps", "severity": "high", "title": "AutoClicker: 22.5 CPS", "description": "Click rate exceeds human capability with low variance", "evidence_json": { "cps": 22.5, "variance": 0.3, "sample_duration_ms": 5000 } }

autoclicker.pattern

Click pattern analysis.

Detection:

  • Analyze interval between clicks
  • Detect regular patterns (auto-clicker signatures)
  • Compare variance to human clicking

Configuration

Example combat check configuration:

{ "combat": { "reach": { "enabled": true, "max_reach": 3.1, "latency_compensation_ms": 150 }, "killaura": { "enabled": true, "min_attacks_for_pattern": 10, "max_target_switch_speed_ms": 50 }, "velocity": { "enabled": true, "min_horizontal_ratio": 0.75, "min_vertical_ratio": 0.75 }, "autoclicker": { "enabled": true, "max_cps": 20, "min_variance": 0.5 } } }

Notes

Latency Consideration

Combat checks must account for network latency:

  1. Position data may be delayed
  2. Hit registration happens server-side
  3. Use historical positions for reach calculations

False Positives

Common causes of false positives:

  • High ping players
  • Server lag spikes
  • Legitimate fast clicking (jitter/butterfly)
  • Entity interpolation issues

Recommend setting conservative thresholds and reviewing flagged players manually.

Last updated on
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