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Flexible Dodge
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Dash a short distance with brief invulnerability: turn well-timed dodges into perfect dodges that cancel the hit and let projectiles pass straight through you. Repeated dodges cost a ramping cooldown.
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Description
Flexible Dodge
A standalone dodge mod for NeoForge 1.21.1. Tap a key to dash a short distance with brief invulnerability, and turn every well-timed dodge into a perfect dodge: the hit is cancelled, projectiles pass straight through you, and that dodge costs no cooldown.
Features
Dodge on demand — press
Left Alt(rebindable in Options → Controls) to dash in the direction you are holding at that moment (8-way; straight backwards if you are standing still). Movement is server-authoritative with client-side prediction, so it feels instant but stays fair.Invulnerability window — 0.2 seconds by default. Fall, lava, drowning and cactus damage are not dodgeable; everything else is.
Perfect dodge — get hit inside the window and the damage is cancelled entirely, that dodge's cooldown is waived, and you get a dedicated sound plus a full-bar flash on the HUD.
Projectiles pass through — during the window you simply have no hitbox for arrows, tridents, fireballs and the like. They do not damage you, do not bounce off, do not slow down and do not stick in you; an arrow keeps flying to whatever is behind you. The perfect dodge still triggers: the mod re-runs vanilla's own swept hit test (same sweep box, same 0.3 margin) asking "would this have hit you without the pass-through?".
Consecutive dodge cooldown — spamming dodges gets progressively more expensive, so dodging stays a decision rather than a movement option:
Dodge Cooldown after the dash 1st none 2nd 0.1s 3rd 0.2s … … 7th onward 0.6s (cap) The cooldown is measured from the moment the previous dash fully ends, and the streak resets if you do not dodge again within 2 seconds. A perfect dodge does not reset the streak — it only waives its own cooldown.
HUD — a slim translucent cooldown bar drawn just below the vanilla attack indicator (hand-drawn 16x4, styled after the vanilla bar and using the same inverted blending as the crosshair, so it stays readable on any background). It fills as the cooldown runs out and hides when you are ready; a perfect dodge flashes the full bar once. Dodge markers
< >(and<<< >>>for a perfect dodge) fade out around the crosshair. Both work in first and third person.
Installation
- Minecraft 1.21.1 with NeoForge 21.1.1 or newer (the whole 21.1.x line works).
- Install on both the client and the server for multiplayer: the keybind, HUD and sounds live on the client, while movement and damage handling are server-authoritative (the server has the last word, so a modified client cannot cheat extra dodge distance).
- Works out of the box in singleplayer.
Notes and known limits
- Area effects are not covered by the pass-through: a splash potion landing next to you still applies its effect, and a fireball exploding behind you can still catch you. Explosion damage inside the window is still intercepted as a perfect dodge; the potion effect itself is not.
- An Ender pearl thrown at you passes through and no longer teleports its owner to you.
- Your own projectiles, and projectiles vanilla would not let hit you (PvP off, same team), never count as perfect dodges.
For mod developers
Two events are fired on the NeoForge event bus: DodgeEvent (a dodge happened, carrying the player and the direction) and PerfectDodgeEvent.
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MIT.
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