Criticals

Criticals forces every attack to register as a critical hit. In vanilla Minecraft, critical hits require the player to be falling when the attack lands. Criticals bypasses this requirement, typically by sending a small fall update to the server before each attack.

Category
Combat
Type
Damage modifier
Supported clients
Wurst, Meteor, LiquidBounce, Future, Raven
Minecraft versions
All 1.21.x
Detection risk
Moderate to high
Last checked

What it does

Criticals manipulates the client's movement state at the moment of each attack so the server sees the player as falling. Configurable options:

  • Mode — packet manipulation, mini-jump, or position spoof.
  • Delay — timing offset between the spoof and the attack packet.

Client support

Client Status Notes
Wurst Yes Packet-based critical spoofing
Meteor Yes Mode selection between mini-jump and packet
LiquidBounce Yes Configurable timing offset
Future Yes Runtime injection implementation
Raven Yes Combat module group

Server compatibility

  • HypixelRestricted. Fall state anomalies are validated against position history.
  • 2b2tPermitted. No anti-cheat active.
  • CubeCraftRestricted. Sentinel checks fall damage and position history.

Detection behavior

Criticals is detectable because the fall state that criticals depend on produces movement packets that do not correspond to real player motion. Anti-cheat checks:

  • Fall distance validation. Repeated small falls without landing are physically impossible.
  • Position history consistency. The server tracks recent positions; spoofed falls break consistency.
  • Attack-fall correlation. Attacks always coinciding with fall updates indicate automation.

Known limitations

  • Some servers disable criticals entirely in certain game modes.
  • Combined with KillAura, Criticals creates an attack-fall correlation that is very easy to flag.
  • Packet-based modes are more detectable than mini-jump modes on servers with strict movement validation.

Related modules

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