AntiFall

AntiFall prevents fall damage by sending manipulated ground-state packets to the server during a fall. Unlike FallProtection, it does not place blocks; instead, it modifies the movement packets the client sends so the server believes the player has already landed.

Category
Player
Type
Packet manipulation
Supported clients
Wurst, Meteor, LiquidBounce, Aristois, Boze
Minecraft versions
All 1.21.x
Detection risk
Moderate on protected servers
Last checked

What it does

AntiFall intercepts outgoing movement packets. When a fall is detected, it modifies the packets to signal a landed state, which resets the server's fall damage calculation. Configurable options:

  • Mode — packet spoof, ground flag, or delay-based landing.
  • Trigger distance — fall distance threshold.
  • Compatibility mode — specific handling for servers with strict movement validation.

Client support

Client Status Notes
Wurst Yes Multiple spoof modes
Meteor Yes Configurable landing patterns
LiquidBounce Yes Server-specific compatibility modes
Aristois Yes Multi-version support
Boze Yes Anarchy-focused implementation

Server compatibility

  • HypixelRestricted. Fall-state validation catches most packet spoofs.
  • 2b2tPermitted. No anti-cheat active.
  • CubeCraftRestricted. Sentinel validates fall-state transitions.

Detection behavior

Anti-cheat detection relies on:

  • Position history. Server tracks the player's Y-coordinate over time; the fall-state spoof breaks consistency.
  • Packet sequence. Ground-state packets that do not match the client's actual position are flagged.
  • Fall damage absence. Landing after a long fall without damage is unusual.

Packet-based AntiFall is generally less detectable than block-placement FallProtection because it does not produce placement packets. On servers with strong position validation, both approaches are detectable.

Known limitations

  • Some servers run custom movement checks that detect every known AntiFall mode.
  • Timing is sensitive; server lag can cause the spoof to fail.
  • Combined with Fly, AntiFall produces an obvious no-fall-damage pattern.

Related modules

  • FallProtection — block-placement fall prevention.
  • Fly — airborne movement.
  • Speed — faster movement.
  • Regen — accelerated health regeneration.

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