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Dashes & Dodges

The dash/dodge system is Zephyr's core movement mechanic. A normal dodge is a directional dash, but if you get hit during the invincibility window, your character performs a reactive dodge animation (roll, twirl, or flip) depending on where the attack lands on your body.

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All settings mentioned on this page can be adjusted in-game. Use /zephyrsettings to configure them.

8-Directional Dodging

Dodges work in eight directions: forward, backward, left, right, and all four diagonals. The direction is determined by the movement keys you're holding when the dodge triggers. If you're standing still when you dodge, you'll dash backward.

Invincibility Frames (iFrames)

During the dodge, an invincibility window activates for 200ms. While iFrames are active:

  • Incoming damage is completely blocked
  • Reactive animations play if you get hit during a dodge

The iFrame duration is controlled by iFrameDurationMs.

Reactive Hit Animations

When an attack connects during your iFrame window, the dodge animation changes based on where the hit lands on your body:

Hit ZoneAnimationWhat It Looks Like
Low (legs)Jump variantcharacter flips over the attack
Mid (body)Body variantcharacter twirls around the attack
High (head)Duck variantcharacter rolls under the attack

This reactive system makes each dodge feel dynamic rather than a boring static animation.

Animation Styles

You can override the reactive system and force specific animation styles for all dodges:

StyleDescription
Default (Reactive)dynamically selects animation based on where incoming hits land
Rolldodges use roll animations
Twirldodges use twirl animations
Flipdodges use flip animations

Set these via /zephyrsettings or with the roll, twirl, or flip options.

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You can enable multiple styles at once. When more than one is checked, the mod randomly picks one each time you dodge.

How to Trigger?

The dodge is bound to the Karambit's Ability 2 by default. To bind it to other weapons, check out Ability Injections.

Dash Momentum

When useVelocity is enabled, velocity is used to dash instead of distance. This lets you chain jumps to your dash to create a "bhop" effect. The strength of these dashes is determined by horizontalVelocity and verticalVelocity.

Air Dodge

An feature that allows a single mid-air dodge per airborne period. The air dodge "cooldown" resets when you land.

Enable infiniteAirDash to allow unlimited air dashes instead of just one.

Stamina Cost

Each dodge consumes 1.0 stamina and resets your stamina regeneration delay. This prevents dodge spamming and creates a resource management layer.

Creative Mode

By default, dodging works in Creative mode. This can be configured by changing disableCreativeDash.

Cooldown

The cooldown between dodges is 500ms to prevent spam. This is controlled by dodgeCooldownMs.

Counterattack

When a player gets hit during a perfect dodge window (perfectDodgeWindowMs: 50ms from dodge start), a counterattack opportunity activates. If the player attacks back within the counterattack window (counterattackWindowMs: 750ms), the next hit deals amplified damage scaled by counterattackDamageMultiplier (default 1.25x).

Configuration

See Dodge / Dash Settings for all configurable options.