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Detection ChecksMovement Checks

Movement Checks

Movement checks detect speed hacks, fly hacks, and other movement-related cheats.

Speed

Detects players moving faster than allowed.

speed.ground

Horizontal speed while on the ground.

Detection:

  • Compare distance traveled between position packets
  • Account for sprint, effects, and modifiers
  • Flag when exceeding maximum legitimate speed

Vanilla Limits:

Movement TypeMax Speed (blocks/tick)
Walking0.1
Sprinting0.26
Sprint + Speed II0.52

Example Finding:

{ "detector_name": "movement_core_speed_ground", "severity": "high", "title": "Ground speed: 0.85 b/tick", "description": "Moving faster than max allowed speed on ground", "evidence_json": { "distance": 0.85, "max_allowed": 0.52, "has_speed_effect": true, "is_sprinting": true } }

speed.air

Horizontal speed while airborne.

Detection:

  • Track horizontal movement during jumps
  • Account for initial velocity and momentum
  • Detect acceleration that violates physics

speed.vehicle

Speed while riding entities (horses, boats, etc.).

Detection:

  • Compare vehicle movement packets
  • Account for vehicle type and attributes
  • Flag impossible vehicle speeds

Fly

Detects unauthorized flight.

fly.survival

Flying in survival/adventure mode.

Detection:

  • Track vertical position over time
  • Identify sustained altitude without falling
  • Detect creative-style flight patterns

Example Finding:

{ "detector_name": "movement_core_fly_survival", "severity": "critical", "title": "Survival flight: 120 ticks airborne", "description": "Sustained flight detected without elytra or creative mode", "evidence_json": { "airtime_ticks": 120, "average_y_delta": 0.001, "expected": "falling" } }

fly.hover

Hovering in place while airborne.

Detection:

  • Identify packets with minimal Y movement
  • Account for cobweb, water, and other blocks
  • Flag sustained hovering patterns

fly.glide

Gliding without elytra or riptide.

Detection:

  • Track fall rate over time
  • Compare to expected gravity
  • Detect artificially slow falling

NoFall

Detects fall damage bypass.

nofall.ground

Spoofing on_ground flag to avoid damage.

Detection:

  • Compare claimed on_ground with expected state
  • Track fall distance and landing
  • Flag ground claims during falls

Example Finding:

{ "detector_name": "movement_core_nofall_ground", "severity": "high", "title": "NoFall: 15.5 block fall without damage", "description": "Player claimed on_ground during significant fall", "evidence_json": { "claimed_ground": true, "fall_distance": 15.5, "y_position": 64.0 } }

Phase

Detects moving through solid blocks.

phase.horizontal

Moving through walls horizontally.

Detection:

  • Track position changes through solid blocks
  • Requires world state (challenging async)
  • Best used with block position hints

phase.vertical

Moving through floors/ceilings.

Detection:

  • Track vertical position through solid blocks
  • Flag impossible upward movement
  • Detect floor clipping

Step

Detects stepping up blocks too quickly.

step.height

Stepping up more than allowed.

Detection:

  • Track Y increases per movement
  • Maximum vanilla step is 0.5 blocks
  • Flag larger single-tick Y increases

Example Finding:

{ "detector_name": "movement_advanced_step_height", "severity": "medium", "title": "Step height: 1.5 blocks", "description": "Stepped up more than maximum allowed height", "evidence_json": { "step_height": 1.5, "max_allowed": 0.6, "on_ground_before": true } }

Configuration

Example movement check configuration:

{ "movement": { "speed": { "enabled": true, "buffer": 0.05, "sprint_multiplier": 1.3, "effect_consideration": true }, "fly": { "enabled": true, "max_airtime_ticks": 80, "hover_threshold": 0.01 }, "nofall": { "enabled": true, "min_fall_distance": 3.0 } } }
Last updated on
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