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Learn · Minecraft

Fly, speed and timer hacks

Movement cheats are the easiest to detect and the easiest to detect badly. The rules they break are exact — and so are the ordinary situations that look identical to a check written carelessly.

Updated August 18, 2026 · Itnetic team — reviewed by Petr Chlíbek, founder

Key takeaways

  • Minecraft’s gravity is an exact per-tick rule, so a player in proven free air has a trajectory that can be checked rather than guessed at.
  • The client’s own "on ground" flag is the first thing a fly module lies about, so a check that trusts it checks nothing. What holds a player up has to be reconstructed from the blocks around them.
  • Anything short of proof — a slab, a ladder, a boat, an unloaded chunk — has to mean "say nothing", not "assume they are flying".
  • Timer hacks speed up the client’s entire tick loop, which makes the movement packet rate the cheat itself rather than a symptom of it.
  • A token bucket refilling at the vanilla tick rate lets a lag spike’s catch-up burst cost nothing, which is what stops every player on a bad connection from being flagged.
  • Speed, no-clip and Jesus all need a run of violations rather than a single moment, because one tick of each has an ordinary explanation.

Fly: the gravity curve is the whole check

An airborne player in Minecraft is not free to be anywhere. Their vertical velocity decays every tick according to a fixed rule, whatever they are doing: subtract a constant, then scale by a constant. A jump is that curve starting from a fixed initial velocity; it lasts about a second and gets a player a little over a block off the ground. A fall is the same curve running negative and accelerating.

So the check almost writes itself: while a player is in the air, their height must obey that curve. Two things are asked, and neither can be answered by sending more packets or by jittering the reported height, because both are measured against the wall clock rather than against packets, and both against the most generous legal trajectory:

  • They must come down, at a rate far below gravity's but far above a hover's. Every effect that legitimately slows a fall and is invisible to the proxy — slow falling above all — still brings a player down by metres a second. A hover does not.
  • They must never get far above where the stretch began, because nothing that starts at a jump's initial velocity and decays gets more than about a block and a quarter up.

The hard part is knowing they are in the air

Here is the trap. The movement packet carries a flag saying whether the client believes it is standing on something, and a fly module simply sets that flag to true. A check that reads it is checking a value the cheat authored.

The only honest source is the world the server streamed to the client. The proxy keeps a window of the blocks around the player and reconstructs what is under their bounding box.

Two details make the difference between a check that works and one that accuses innocents:

It has to use the bounding box, not one column. A player standing on the corner of a block is over four different columns at once. Ask about the single column at the player's rounded position and a fly module that parks itself on a block boundary reads as standing over nothing at all — which is a flag against a player who is genuinely standing still.

"Not solid" and "unknown" are different answers. A block table that only vouches for certain full cubes will report the same "not a full cube" for a slab, for a fence, and for air. Collapsing those into "no floor" means every player standing on a slab is in free air by the check's reckoning. The verdict needs three states, and the accusing one — nothing is holding this player up — has to be a proof. An unloaded chunk, a carpet, a boat, a ladder or a block the build has no opinion on all fall short of proof, and on those the check must say nothing at all.

Timer: the rate is the cheat

A vanilla client sends one movement packet per tick, twenty times a second, because that is what its tick loop does. A timer hack raises the loop's rate, and everything the client does speeds up with it — moving, mining, attacking, all of it. That makes the movement packet rate not a symptom of the cheat but the cheat itself, which is why it is one of the strongest signals available.

Measuring it naively flags everybody, though. Networks stall, and when a stalled connection recovers the client's buffered packets arrive in a burst. A check that counts packets in a fixed window sees that burst as a timer hack.

The fix is a token bucket run backwards: every movement packet spends a token, and tokens refill at exactly the vanilla tick rate. A client that has been quiet — because its connection stalled — has banked credit, so the catch-up burst costs it nothing. A client genuinely ticking faster than the game does drains the bucket continuously and cannot stop, because slowing down is the thing the cheat exists not to do.

Speed: measure the sustained average, not the tick

Horizontal speed sounds like the simplest check of all and is the one most likely to go wrong, because the legal maximum genuinely varies. Ice, slime, elytra, potions, mounts and a dozen plugin effects all raise it, and a proxy that cannot price every one of those does not know the exact ceiling for this player at this moment.

The wrong answer is to guess a tight budget and flag honest players. The right one, absent full block context, is a generous ceiling on a sustained average — a value no lag spike and no single fast tick can reach, and no speed module can stay under, because staying under it is the same as not cheating. The check is deliberately loose and it still works, because a speed hack's whole purpose is to be sustained.

No-clip: the cheapest possible test

If a player claims to be standing where a full solid cube is, they are inside it. That is one comparison against the block window and needs no history.

What makes it safe is the block table being conservative. Only blocks that are certainly full cubes count as solid, so a slab, a fence, a door or a pane of glass is treated as passable and brushing one never accuses. And one tick inside a block is a client and server disagreeing for a moment — a door swinging, a piston firing, a landing on a laggy connection. It is the sustained run that means a player is simply ignoring collision.

Jesus: walking on liquid

A player crossing water is either in it or on something. Jesus is the third case: the body stays above the surface, nothing solid is underneath, and the crossing continues. One tick of that is a jump over a puddle, so it takes a sustained run to accuse — and the run has to cover real ground, or bobbing at the edge of a pool would look the same.

What honest players do that looks like cheating

Worth stating explicitly, because these are the situations a badly written check punishes:

Ordinary situationWhat a careless check seesWhat stops the false positive
Connection stalls, then catches upA burst of movement packets — a timer hackBanked credit in the token bucket
Standing on a block cornerNothing under the player — flyingTesting the whole bounding box
Standing on a slab or carpetNo solid floor — flying"Not a full cube" and "no floor" kept distinct
Elytra, ice, a speed potionImpossible horizontal speedA ceiling on a sustained average, set generously
A door swinging into the playerStanding inside a block — no-clipRequiring a sustained run
Jumping across a streamStanding on water — JesusRequiring sustained travel over liquid

Every one of those is why a movement anticheat should accumulate a decaying violation level rather than act on a moment, and why a corrective teleport is a better first response than a kick. Both ideas are covered in What is a Minecraft anticheat?.

Combat cheats leave completely different evidence and are covered in Killaura and reach hacks.

FAQ

Quick answers

Why do fly checks miss players hovering near blocks?

Because a check that is honest about uncertainty says nothing when it cannot prove the player is unsupported. Near a slab, a ladder, a boat or the edge of an unloaded chunk, there is no proof of free air — and guessing there means flagging people who are standing on something perfectly ordinary.

Can a timer hack be hidden by moving slowly?

Not usefully. The rate is measured against the wall clock, so a client that ticks faster than the game either spends packets faster than they refill or gives up the advantage the cheat exists for.

Will elytra flight get me flagged for fly hacks?

It should not. Elytra produce a descent, which is exactly what the check asks for, and horizontal speed is judged on a generous sustained average rather than on a per-tick budget the proxy cannot price.

Is speed detection reliable with speed potions and ice?

A ceiling loose enough to accommodate them is loose, which is deliberate. The alternative is guessing a tight budget the proxy cannot verify and throwing honest players off. A speed module has to be sustained to be worth running, and sustained is what the check measures.

What is the difference between a setback and a kick?

A setback drops the illegal movement and teleports the player back to the last position the server accepted, so the movement never happened. A kick removes them. Setbacks come first because they neutralise the cheat without requiring certainty.

Keep reading

01

What is a Minecraft anticheat?

Every login check is bounded: a real account, a solved code, a reconnect. A player who paid all of them can still fly. An anticheat is the layer that watches what happens after the door.

02

Killaura and reach hacks

Combat cheats are the ones your community actually reports, and the hardest to judge — because the difference between a killaura and a genuinely good player is not how hard they hit, it is what their camera was doing.

03

X-ray, nuker and scaffold detection

X-ray is the cheat everyone asks about and the one an anticheat can say the least about, because it breaks no rule the server can observe. Nuker and scaffold are the opposite: they leave evidence a check can act on directly.

04

Minecraft bot attacks and join floods

A bot attack does not try to fill your network link. It makes your server do the most expensive thing it knows how to do — log a player in — thousands of times a second, until nothing is left for the people already playing.

05

Ping floods and server queues

Two problems that look unrelated and share a solution: a server should not have to answer every ping itself, and a full server should not have to turn people away.

06

Minecraft server DDoS protection

A Minecraft server is not a website. It holds long-lived connections, spends real CPU on every join attempt, and can be taken off the air by traffic that never looks like a flood on a bandwidth graph.

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