Jump Reset
Jump Reset taps the jump key for you the instant you take a hit, so an on-the-ground hit pops you up instead of skidding you back. It reacts to being hit, not to hitting, and it watches your own damage timer: fall damage, fire, drowning or a nearby mob will not set it off on their own.
It only fires when a real player is close enough to have been the one who hit you (see Attacker Distance and Attacker FOV). It never runs while BHop is on, since BHop already holds jump, and it pauses in menus and while the cursor is showing.
Settings
Section titled “Settings”How long to wait after a hit before tapping jump, in milliseconds. A fresh value is rolled between the two handles for every hit, so the timing is never the same twice. Lower reacts sooner.
Chance
Section titled “Chance”The percent chance that any given hit gets a jump. At 100 every eligible hit is answered; lower it and some hits are deliberately skipped.
Attacker FOV
Section titled “Attacker FOV”Narrows the reaction to attackers inside this cone in front of you, in degrees. At 360 the direction does not matter and only Attacker Distance is checked; lower values ignore hits from behind or the side.
Attacker Distance
Section titled “Attacker Distance”An attacker has to stand within this many blocks for a hit to count. Set it to 0 to react from any range. This keeps an arrow or a hit from across the map from triggering a jump.
Simple (immediate)
Section titled “Simple (immediate)”On, it does exactly one immediate tap the moment you are hit, with no reaction delay and no pattern. Off, it uses the randomized Delay and the optional Hit Trade Pattern instead.
Hit Trade Pattern
Section titled “Hit Trade Pattern”Only used while Simple (immediate) is off. Over a repeating four-hit cycle against the same opponent it jumps only on the second and third hit and stays still on the others. More than two seconds without a hit restarts the cycle.