Minecraft anticheat guide

Elytra Flight Motion Checks Explained

What FairPlay's Elytra motion checks observe in gliding, firework use and chases, what cheats they target, and how staff should review alerts.

What do the Elytra motion checks observe?

The motion group watches how a gliding player moves through the air. FairPlay names checks for following, overrun, motion lock, pursuit prediction, snapping to a target, automatic firework use, firework hit delay and Elytra criticals. Together they ask whether the flight path looks like glide physics, whether firework use is timed the way a player times it, and whether movement stays locked to another player in a way a steering script would produce.

Each one looks at a different part of the same chase. A reviewer should expect the signals to agree before treating a flight as a problem.

Motion evidence also depends on the map. A long open canyon gives a clean flight path to read, while a faction base with walls, roofs and tight turns bends that path in ways that look suspicious without any software involved. Note which base or region the fight happened in before reading any motion alert.

Which Elytra cheat behavior is targeted?

Elytra combat cheats often try to hold a target while gliding, fire fireworks on a schedule, or nudge the player toward an opponent after each hit. A chase that stays locked to one player for a long time, or that corrects its path toward a target after each contact, does not look like a person steering with a mouse and a firework timer.

Motion checks look for steady locks, predictions that match an opponent too neatly, and boosts that show up without a matching firework or input. The point is the relationship between movement and the inputs that should cause it. Compare the flight with the player's inputs in the same seconds. A boost with no firework use, or a hard turn with no input behind it, gives a reviewer a concrete question to ask, which is more useful than the alert name alone.

What do legitimate Elytra fights look like?

A great deal of real Elytra combat looks like a lock. Two gliders chasing each other in the same direction produce follow-style paths on both sides. A skilled player who keeps the target in front for a long chase can also look locked.

How should staff read Elytra motion alerts?

Map each alert to the question it answers, then look for the matching evidence. The table below lists the first thing to check for the most common motion alerts, and a legit explanation that should be ruled out before you act.

First checks for Elytra motion alerts.
AlertCheck firstLegit explanation to rule out
ElytraFollow or ElytraOverrunRelative path between the two players over the chaseBoth players gliding in the same direction
ElytraAutoFirework or ElytraFireworkHitDelayFirework use timing and inventory eventsQuick chase with several fireworks used in turn
ElytraMotionLock or ElytraSnapToTargetFlight path across the full fight, not one momentPlayer steering around terrain or obstacles
ElytraPredictPursuitWhether the path follows a predictable line for a long stretchTwo experienced players in an open map
ElytraCriticalsVertical movement at the moment of the hitA dive into a hit, with lag delaying the position update

What should you tune only in staging?

Use recorded fights from a staging copy of your factions or SMP map. Include elytra-only fights and mixed combat sessions, since the signals behave differently when players also use melee or ranged weapons. Keep motion checks alert-only while you learn the shapes that legit players produce on your map.

Read the per-check reference before changing any value. Motion checks depend on terrain and on how your server handles movement packets, so a value that works on an open map may not transfer to a base-heavy one.

A good staging plan covers at least three map types: an open area, a base-heavy area and a mixed area with water or lava, because the same fight can read differently on each.

What have we not verified?

We have not measured how often the motion checks fire on live factions or SMP maps, how they respond to each Elytra and firework setup, or how they compare with other combat anticheats. This article describes what each check is named to observe. It does not claim that any alert is accurate on its own, and it does not claim full coverage of every flight method. Several alerts in this family can fire on one fight, so count the agreeing signals rather than the alerts.

FAQ

Do Elytra motion alerts usually come from lag?

Lag is one common source of noise, since delayed position updates can bend a flight path. Compare ping and server tick health for the same window before deciding.

Should we ban a player for firework alerts?

Not from one alert. Look for the same firework timing across several fights, and check the context of each fight before you decide.

How is this different from the trident movement article?

The trident and riptide article covers movement false flags for other weapons. Read it for those cases, and use this article for the glide and firework checks.

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