What it does
A sprinting, fully charged hit knocks the opponent back harder — but in normal play the attacker pays for it: their speed drops sharply and sprint resets. Experienced players rebuild momentum honestly by releasing and pressing forward again (W-tapping). KeepSprint removes the cost entirely: after a hit the cheater keeps running exactly as fast as before.
They never fall behind a fleeing opponent and keep landing hit after hit. In chases on bridges, in BedWars and in sword duels that turns into a combo an honest player can't escape. A related cheat is SuperKnockback.
How to spot it
- Catches a fleeing opponent and hits them on the run without losing a step
- Doesn't slow down at the moment of a hit, the way every other sprinting player does
- Moves as fast mid-fight as when sprinting across an empty field
- Combos run longer than usual: the opponent never gets to turn around or hit back
How it gets caught
Slowing down after a sprint hit is the client's own job — it's part of vanilla logic, not a command from the server. So the anticheat simulates the attacker's movement in the ticks after the hit: horizontal speed has to drop. If the player keeps running at the same speed, an unmodified client couldn't have moved like that.
Lag, Speed effects, ice and pushes from other players also change speed at the moment of a hit. A single mismatch decides nothing; evidence is a consistent gap, hit after hit.