Character

Defensive and movement options. These live in the Character section, with their keys in Keybinds.

Anti Future

The headline defensive feature. It stops enemies from "futuring" you — when their aim leads your shots by your velocity (serverPos + yourVelocity * factor) to hit where you are about to be.

How it works

  • Support for every executor you want. It adjusts the pose and velocity your character reports to the server.
  • While active it desyncs the position the server sees with a tight, hard random jitter near your HRP, and spoofs a huge random velocity so enemy future / lead points get thrown off.
  • Intensity and magnitude scale with how fast you move. Standing still is calmer; sprinting is destructive.
  • Locally it feels like it is off. Your camera and movement stay at your real position (the fake velocity is restored before local physics, so you do not fling yourself).
  • A neon white server ball shows where the server thinks you are, along with the stud gap.

Config

['Character'] = {
    ['Anti Future'] = {
        ['Enabled'] = true,
        ['Intensity'] = 100, -- 0-100 (up to 300): scales jitter + velocity desync
    },
},
['Keybinds'] = {
    ['Anti Future'] = 'Z',
},
Option Meaning
Enabled Master on and off for the feature.
Intensity Strength of the desync. 100 is full strength. Lower softens it; values above 100 (up to 300) push more chaos.

Speed scaling — Intensity is your master knob, then movement speed scales the effect on top. Faster movement = stronger desync automatically.

Anti Aim

Feeds enemies a bad velocity so velocity based prediction whiffs. Toggle it with its keybind.

Anti Aim can make your character feel floaty because it alters your reported velocity. For defense without that feeling, use Anti Future instead.

Movement

Setting What it does
WalkSpeed Override your walk speed. Activation is Keybind or Always. Type is Normal (regular Humanoid walk, ALV only echoed so the movement AC cannot stomp you) or Velocity (writes MoveDirection * speed each frame, no gun slowdown).
JumpPower Override your jump power. Nested WallJump ({Enabled, Multiplier} or {true, 2}): hop on walls. Multiplier is the JumpPower used on the wall (Y = JumpPower × mul). Hold Space to keep climbing the face.
Rage Movement Keybind fly. Nested Camlock (default on, Sharpness 1) aims the camera at your current target while you fly, using the same Sharpness curve as Aim Assist.
Anti Fling Resists common fling exploits.

These are straightforward toggles and values. Set them in your config on the website and they apply live.

God Mode and some other defensive options are game specific and appear where they are supported. Any option not listed here still follows the same pattern of a toggle plus an optional keybind.