What Is AntiKB in Minecraft?

AntiKB is a Minecraft module that reduces or cancels knockback from hits. See how it intercepts the vector, compares to Velocity, and why servers catch it.

Modulesby trqUpdated July 13, 2026
Key takeaways
  • AntiKB reduces or cancels the knockback a player takes from being hit.
  • It intercepts Minecraft's knockback vector, so the hit lands but the pushback shrinks or disappears.
  • It's mechanically the same as a Velocity module, just filed under a different menu on some clients.
  • Anticheats catch it server-side, comparing the hit's expected movement to what the player actually sends.

AntiKB is a Minecraft module that reduces or outright cancels the knockback a player takes when they get hit, whether that hit comes from a sword swing, an arrow, an explosion, or the Knockback enchantment. Vanilla Minecraft shoves a hit player backward for a moment, taking their movement out of their hands for that instant. AntiKB steps in front of that shove and shrinks or zeroes it, so the hit still registers but the fight doesn't get interrupted by a launch across the arena. Some clients group the feature with combat tools; others file it under general player settings instead, even though the effect is identical either way.

How it works

Vanilla knockback is a vector, not a suggestion. Get hit and the game shoves you away from the source of the damage for a beat, overriding whatever direction you were actually moving in. AntiKB intercepts that vector before it reaches your character's motion and scales it down, sometimes all the way to zero. The attack still connects, damage still applies, the swing still counts, but the physical response to being hit gets dialed back or removed entirely.

The appeal is straightforward. Without knockback, a player can hold melee range and keep trading hits instead of getting bumped away after every swing, which normally forces a chase to close the distance again. It also kills the risk of getting knocked off a ledge, into a hole, or off a bridge, moments where vanilla knockback can end a fight on its own regardless of who's actually winning the exchange. Against someone not running it, the mismatch is obvious: one player eats hits and holds ground, the other gets shoved every time.

AntiKB vs Velocity: same trick, different menu

AntiKB and a Velocity module aren't cousins, they're the same feature under two names. Both intercept the same server-controlled knockback vector, both scale or zero it before it reaches player motion, and both get caught by the exact same detection method. The only real difference is packaging. Some clients bucket the effect with combat tools, where it obviously belongs next to things like reach or an aimbot. Others tuck it into a general Player category instead, which is a menu decision by whoever built the client, not a difference in what the code actually does.

If you see either name on a feature list, read it the same way: this client can turn down how far getting hit knocks you around.

Where Opal draws the line

Opal's combat and movement modules are built for BedWars and SkyWars-style fights: aim assist, movement tools, the usual kit for winning a trade. A dedicated knockback canceler isn't part of that lineup. It's exactly the kind of movement manipulation that leaves a clean signature in a server's hit log, which makes it a strange thing to gamble an account on.

This is a server-side giveaway

AntiKB isn't cosmetic. It changes how your position responds to combat, and that's precisely what a server-authoritative anticheat is built to check. When the server applies knockback to a hit, it has an expectation for how far you should move over the next few ticks. Barely moving after a hit that should have sent you flying is a mismatch the anticheat doesn't have to guess about. Dialing the effect down instead of canceling it outright only narrows that gap, it doesn't close it.

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