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.
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 Zone | Animation | What It Looks Like |
|---|---|---|
| Low (legs) | Jump variant | character flips over the attack |
| Mid (body) | Body variant | character twirls around the attack |
| High (head) | Duck variant | character 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:
| Style | Description |
|---|---|
| Default (Reactive) | dynamically selects animation based on where incoming hits land |
| Roll | dodges use roll animations |
| Twirl | dodges use twirl animations |
| Flip | dodges use flip animations |
Set these via /zephyrsettings or with the roll, twirl, or flip options.
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.