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GOKZ / Modes


Modes are different sets of movement mechanics that you can choose from.

Server owners may freely remove modes by disabling their respective plugin. The mode plugins may also be used independently to apply that mode's movement mechanics to all players e.g. for HnS servers.

You may bring up the mode selection menu by typing !mode in chat. There are also shortcuts for each mode - !v/!vnl for Vanilla, !k/!kzt for KZTimer and !s/!skz for SimpleKZ.

Custom Mechanics

Mechanic Vanilla SimpleKZ KZTimer Description
Perfect Bunnyhop Ticks 1 2 1 Maximum ticks on ground for perfect bunnyhop
Perfect Bunnyhop Speed Normal Formula 380 Cap Speed after perfect bunnyhop
Prestrafe None SimpleKZ KZTimer Ground prestrafe mechanic
Crouchjump Nerf No Yes Yes Removal of tick-perfect crouchjumps
Duck Slowdown Normal Tweaked Tweaked Exhaustion after ducking repeatedly
Slope Boost Fix No Yes No Consistent speed when bunnyhopping off a slope

SimpleKZ Formula

This is the formula used to calculate the resulting speed of perfect bunnyhops: resulting speed = 0.2 * landing speed + 200 only when landing speed >= 250

Console Variables

Console Variable Vanilla SimpleKZ KZTimer Description
sv_accelerate 5.5 6.5 6.5 Ground acceleration
sv_airaccelerate 12 100 100 Air acceleration
sv_autobunnyhopping 0 0 0 Auto bunnyhopping
sv_enablebunnyhopping 0 1 1 Removes bunnyhop speed limit
sv_friction 5.2 5.2 5.0 Ground friction
sv_ladder_scale_speed 0.78 1.0 1.0 Ladder climbing speed
sv_maxspeed 320 320 320 Probably does nothing
sv_maxvelocity 3500 3500 2000 Maximum velocity
sv_staminajumpcost 0.08 0.0 0.0 Stamina penalty upon jumping
sv_staminalandcost 0.05 0.0 0.0 Stamina penalty upon landing
sv_staminamax 80 0 0 Maximum stamina penalty
sv_staminarecoveryrate 60 0 0 Stamina penalty recovery rate
sv_timebetweenducks 0.4 0.0 0.0 Crouch cooldown in the air
sv_wateraccelerate 10 10 10 Probably does nothing


Affects the rate at which the player accelerates on the ground. Also related: sv_friction.


Controls acceleration when in the air which, essentially, limits the rate at which you can change your direction (turn). This is more important at high speeds (e.g. surf and auto b-hop) because more acceleration needs to be done to change the direction of the movement. In relation to KZ, the default value of 12 does not allow the player to turn freely from a normal jump (so anything up to around 450 u/s). The KZTimer value of 100 is more than sufficient to allow the player to perform a 360 degree turn. This value of this cvar is completely incomparable to the sv_airaccelerate cvar of CS 1.6 (which, by the way, has a default of 10).


Affects the deceleration due to friction when walking on the ground. Friction is relative to current speed, with the deceleration being greater at higher velocity (this is made obvious when using low values for friction).


Controls the speed at which ladders can be climbed. With the animation update of 15/9/2015, Valve changed the speed at which you could climb ladders in normal CS:GO. They added this cvar so that servers can control it. Setting it to 1.0 restored how ladders worked before the update.


Limits the velocity at which the player can travel in the air. Normally you won't see players reach anywhere near either of these limits. A possible place where this is relevant are places in maps with boosters and surf ramps.


Controls the stamina cost upon jumping. At default value, your stamina will have recovered by the time you have landed. Increasing beyond default can result in a stamina cost that is still apparent upon landing, like a sv_staminalandcost that depends on how long you were in the air. Raising this value significantly reveals that stamina also seems to reduce air acceleration. However, this effect isn't really noticeable on the default value.


Controls the stamina cost upon landing. Stamina affects the speed at which you can run at and the height you can jump. So, upon landing, your speed is reduced and your next jump height will be lower. This will recover gradually until you are at normal speed and jump height again. Generally, this results in b-hopping being slower than running because your speed is reduced to below the 250 u/s running speed (and air strafes can't make up for the lost speed). This cvar effects are comparable to landing penalty mechanics in CS 1.6, however they are far from the same (particularly its effects on b-hopping).

Example of Reductions when Jumping with Knife

sv_staminalandcost 0.050 - results in ~27% decrease.
Speed reduced from 250 to 183.05 upon landing.
Approximate height of next jump reduced from 55 to 40.

sv_staminalandcost 0.020 - results in ~11% decrease.
Speed reduced from 250 to 221.97 upon landing.
Approximate height of next jump reduced from 55 to 49.

sv_staminalandcost 0.000
No speed or jump height reduction.


Minimum time between ducking and unducking while in mid-air.