- Super Knockback is a combat module that boosts the pushback your hits deal beyond what vanilla physics would produce.
- It's the mirror of Velocity: Velocity shrinks the knockback you take, Super Knockback inflates the knockback you deal.
- The exaggeration ignores real inputs like sprint state, criticals, and enchantments, so an ordinary hit looks far stronger than it was.
- It's detectable both server-side, since the expected knockback is known math, and by eye, since a flung opponent is hard to miss.
Super Knockback is a combat module that increases the knockback your hits deal to an opponent past what vanilla physics would produce. Land a normal hit and the target flies back as if you'd stacked an enchantment nobody has. It's the mirror image of a Velocity (anti-knockback) module, which shrinks the pushback you take. Where Velocity keeps you standing your ground, Super Knockback sends the other player somewhere else entirely.
How it works
Normal knockback in Minecraft already factors in a handful of things: whether the attacker was sprinting, whether the hit landed as a critical, and any Knockback enchantment on the weapon. The server does that math and tells the client how far the target should move. Super Knockback pushes the result past what those inputs earn, so a plain walking hit shoves someone as if it carried a far stronger effect than the attacker actually had.
It's the same trick as Velocity, run backward. Velocity works on the receiving end, cutting down the knockback a player takes. Super Knockback works on the dealing end, inflating the knockback a player sends out. Both are reaching into the same value, a knockback vector, from opposite sides of the same swing.
Super Knockback vs Velocity
The two sit on opposite ends of the same hit. Velocity belongs to the player getting hit, and it's about staying close instead of getting shoved off. Super Knockback belongs to the player landing the hit, and it's about doing the shoving, hard enough to break up an opponent's positioning or knock them off a ledge, out of a base, off a bridge. Both are combat-category tools built around controlling distance in a fight. They just work from opposite sides of the exchange.
Where this fits Opal's lineup
Combat is one of Opal's core categories, but Super Knockback isn't part of it. It's a hard cheat to disguise: the server already knows what a hit should produce, and everyone else in the fight can see the result land.
Reference, not a how-to
This page explains the term, not how to configure it. Exact behavior varies by client, and pushing knockback past what your hit earned breaks the rules on essentially every server running an anticheat.
FAQ
No. The Knockback enchantment is a legitimate vanilla enchant that increases knockback within limits the game already accounts for. Super Knockback is a client-side module that pushes the effect past anything a real enchantment combination allows.
Yes. Velocity reduces the knockback you take when you're hit, while Super Knockback increases the knockback you deal when you land a hit. Both act on the same knockback vector, just from opposite ends of the swing.
Yes, and it's easier to catch than most combat cheats. The server already knows what knockback a hit should produce from the attacker's sprint state, critical status, and enchantments. When the target keeps flying farther than that math allows, it stands out to a server-side anticheat and usually to the other player too.
To break up an opponent's positioning. Where Velocity keeps you glued to a target, Super Knockback shoves them away, off a bridge, out of a favorable trade, buying you space or time depending on how the fight is going.