Minecraft anticheat guide

KillAura Rotation and Swing Checks Explained

What FairPlay's KillAura checks observe for rotation, swing, multi-target and rhythm, plus the critical-hit spoof check, with review steps for staff.

What do the KillAura checks observe?

KillAura checks look for attacks that do not match how a player aims, swings and moves. FairPlay names five KillAura checks: no rotation, no swing, multi-target, combat rhythm and attack-to-move timing. A separate critical-hit spoof check covers attacks that claim a falling hit when the player's movement does not support one. Each check asks a different question about the same fight.

A single check rarely decides a case. The useful signal is several checks agreeing across a fight, read against the player's usual combat.

Keep in mind that combat rulesets change what a normal fight looks like. Attack cooldowns, knockback and sweep rules all shift the timing and the target lists, so a fight that is odd on one ruleset can be routine on another.

Which cheat behavior do these checks target?

Aura modules attack without turning toward the target, attack without playing the swing animation, switch between several targets very quickly, or time attacks to a fixed rhythm. The critical spoof check targets clients that claim a falling hit without falling.

Each target behavior leaves a different trace. A module that never turns leaves a view that stays put while hits land. A module that never swings leaves hits with no arm animation. A module that spreads hits across targets leaves a target list that changes faster than a person can manage.

What legitimate combat can resemble these patterns?

Plenty of normal fights produce these shapes. A target that is already directly ahead needs no turn, so a no-rotation alert on a close fight deserves a second look. Sweep and cleave attacks hit several entities at once, which can look like multi-target behavior.

How should staff read KillAura alerts?

Match each alert to the question it asks, then pull the evidence that answers it. The table gives the first question and the most common legit cause for each check in this family.

First questions for KillAura and critical-hit alerts.
AlertQuestion to askCommon legit cause
KillAuraNoRotationDid the view turn toward the target before the hit?Target was already directly ahead
KillAuraNoSwingWas the swing sent with the attack?Lag or batched packets
KillAuraMultiTargetDid the player hit several targets in one moment?Sweep attacks or a mob group in range
KillAuraCombatRhythmIs the rhythm steady across the whole fight?A strong player on a clean rhythm
KillAuraAttackMoveTimingDid moves and attacks line up too cleanly?Strafing combos and reset timing
CriticalsSpoofWas the player falling when the hit landed?Jump-crit timing or lag on the position update

What is the review procedure?

Review each fight, not each hit. A reviewer should see the whole fight before judging any single attack.

Note the number of players present and the map, since a fight in a crowded area gives legitimate sweep attacks more targets.

What should you tune only in staging?

Combat checks interact with knockback plugins, custom combat rules and the attack cooldown your server uses. Test on the same combat settings your players use, and include PvE and mob areas if players fight there. Keep the family alert-only until reviewers agree on how legit combos read on your server.

Read the per-check reference before changing anything. Do not copy values from another server, because the same numbers can mean different things under a different combat ruleset.

Test on a copy of the ruleset your players actually use, and include at least one fight with a second player who moves quickly, so you can see how the checks respond to ordinary chases.

What have we not verified?

We have not measured how often these checks fire on each combat ruleset, how they respond to each combo, or how they compare with other combat anticheats. This article describes the public check names and the behavior each one is named to observe. It does not claim that any single check catches every aura module.

FAQ

Does a KillAura alert mean the player is cheating?

No. Several legal combos can trigger these checks. Review the whole fight and compare it with the player's usual combat before deciding.

Why do multi-target alerts appear in mob areas?

Mob groups and sweep attacks put several targets in range at once. Test those areas in staging, then decide whether they should be reviewed separately.

Does the critical spoof check conflict with jump-crit PvP?

It can, depending on your combat rules and lag. Test the check with jump-crit fights in staging before you rely on it.

Related sources and official pages

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