NoKnockback
[!] InferentialAnti-knockback / Velocity — cancels, scales or redirects the KB a sprint-hit applies so the victim barely moves. One VL pool across four sub-signals: the VelocityC magnitude ratio, the absorbed-KB sustained gate, NoKB(VelocityB) vertical ratio, and NoKB(Vector) direction mismatch. Nemesis VelocityA/B/C proxy.
What it detects
Anti-knockback / Velocity — cancels, scales or redirects the KB a sprint-hit applies so the victim barely moves. One VL pool across four sub-signals: the VelocityC magnitude ratio, the absorbed-KB sustained gate, NoKB(VelocityB) vertical ratio, and NoKB(Vector) direction mismatch. Nemesis VelocityA/B/C proxy.
False-positive guards
- Gated on attacker-sprinting (only sprint-KB is strong enough)
- Victim-in-vehicle/gliding/riptide exempt
- Recent-teleport exempt (tick - lastTeleportTick < 5)
- Server-lag exempt (tick - lastServerLagTick <= 4 or lastLagBurstTick <= 2)
- KB-dampening surface at feet exempt (liquid/cobweb/soul sand/honey)
- Wall in KB direction exempt (multi-band sweep)
- Shield exempt: a player holding up a shield takes no sprint-KB in vanilla, so a legit blocker's ~zero displacement never trips the ratio
- VelocityB is gated on the victim being grounded at the hit: the launches-them-off-the-ground premise is undefined for an already-airborne victim, who contributes their own motion
- VelocityB fails open where velocity is not broadcast (kbVy stays 0), and a first-airborne dy in the 0.38-0.46 band is exempt as an ambiguous vanilla jump