Enjoy guys! 1.9 Version (works on skyblock): Code: mc.thePlayer.motionY = 0.0; mc.timer.timerSpeed = 1.0003f; boolean isAir = mc.theWorld.getBlockState(mc.thePlayer.getPosition().add(-0.5, -0.2, -0.5)).getBlock() instanceof BlockAir; mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(mc.thePlayer.posX + mc.thePlayer.motionX * 11, mc.thePlayer.posY + (mc.thePlayer.movementInput.jump ? 0.0625 : mc.thePlayer.movementInput.sneak ? -0.0625 : isAir ? -0.0625 : 0.0), mc.thePlayer.posZ + mc.thePlayer.motionZ * 11, false)); mc.thePlayer.sendQueue.addToSendQueue(new C04PacketPlayerPosition(mc.thePlayer.posX + mc.thePlayer.motionX * 11, mc.theWorld.getHeight(), mc.thePlayer.posZ + mc.thePlayer.motionZ * 11, false)); Version 1: (noflag) Code: public boolean onUpdate(final UpdateEvent event) { if (super.onUpdate(event)) { mc.thePlayer.motionY = 0; mc.timer.timerSpeed = 1.0000000001F; mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 1.0E-9D, mc.thePlayer.posZ); if (mc.thePlayer.ticksExisted % 2 == 0 && mc.theWorld.getBlockState(new BlockPos(mc.thePlayer.posX, mc.thePlayer.posY - 0.2D, mc.thePlayer.posZ)).getBlock() instanceof BlockAir) { event.setY(event.getY() + 1.0E-9D); event.setY(event.getY() + 1.0E-9D); } mc.thePlayer.setSprinting(true); return true; } return false; } Version 2: (some flags, sometimes fly kick) Code: public void onUpdate() { mc.thePlayer.motionY = 0.0; mc.timer.timerSpeed = 1.00000952F; mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 1.0E-9D, mc.thePlayer.posZ); if (mc.thePlayer.ticksExisted % 2 == 0 && mc.theWorld .getBlockState(new BlockPos(mc.thePlayer.posX, mc.thePlayer.posY - 0.2D, mc.thePlayer.posZ)) .getBlock() instanceof BlockAir) { mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(mc.thePlayer.posX, mc.thePlayer.posY + 1.0E-9D, mc.thePlayer.posZ, true)); } mc.thePlayer.setSprinting(true); } Version 3 (Bypasses ALL NCP servers than run b1112 and under): Code: public void onUpdate() { mc.thePlayer.motionY = 0.0; mc.timer.timerSpeed = 1.00000952F; mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 1.0E-9D, mc.thePlayer.posZ); if (mc.thePlayer.ticksExisted % 4 == 0 && mc.theWorld .getBlockState(new BlockPos(mc.thePlayer.posX, mc.thePlayer.posY - 0.2D, mc.thePlayer.posZ)) .getBlock() instanceof BlockAir) { mc.thePlayer.sendQueue.addToSendQueue(new C03PacketPlayer.C04PacketPlayerPosition(mc.thePlayer.posX, mc.thePlayer.posY + 1.0E-29D, mc.thePlayer.posZ, true)); } mc.thePlayer.setSprinting(false); } EDIT: This bypasses some ncp servers even big ones! I know a few, but will not disclose the IPs as that would be against the rules. EDIT 2: Version 3 contains a nice little exploit