Dash
Take a hit without the knockback and dash on, flying with one that pushes you forward.
- Category
- Network
- Settings
- 14
- Mode settings
- 3
- Legit Mode
- Hides it
On this page
Trigger
ModeWhen it starts holding.
Hit
DefaultAt the knockback you take.
Key
While you hold Dash Key.
Both
Either.
For Key and Both
Hold it to dash: everything waits while it's down and goes when you let go.
Outgoing
ModeWhat you send.
Off
Goes out as usual (the server sees you move).
Hold
DefaultWaits too, and goes at once when it lets go (you dash ahead on everyone's screen).
Pulse
Goes in bursts every Pulse (you jump from spot to spot).
Pulse
- Default
- 450
- Limits
- 150 to 1000
- Step
- 25
Milliseconds between bursts.
For Hold and Pulse
Your hits and block placements first send what's held, so the server judges them where you are.
Leave a copy of yourself where the server has you while it holds (only you see it).
Knockback
ModePick
DefaultYou take the last knockback that came, and it lets go as soon as one pushes you the way you're going.
Max Angle
- Default
- 60
- Limits
- 10 to 120
- Step
- 5
How far off where you're going a knockback may push and still count as forward, in degrees.
Min Strength
- Default
- 0.25
- Limits
- 0 to 1.5
- Step
- 0.05
How hard it must push to be worth flying with, in blocks a tick (a sword hit is about 0.4).
Jump as the knockback you're left with lands, so it pushes you less.
Cancel
Your knockback is thrown away (an anticheat that checks knockback sees that).
Hold Time
- Default
- 1500
- Limits
- 200 to 4000
- Step
- 50
The longest it holds, in milliseconds: then it lets go whatever came.
The world goes on while it holds: others moving, blocks, chat, sounds, the scoreboard and your health.
Cooldown
- Default
- 250
- Limits
- 0 to 3000
- Step
- 50
Milliseconds after it lets go before it can hold again.
A tag under your crosshair while it holds: the time left, and which way the knockback it holds would push you.