So if you've played this game with high latency, you will notice that when you hit someone with a knock-up spell, they lag before actually being knocked up, tend to hover in the air for a few hundred milliseconds before coming back down. There's not point in this. It's why I'm suggesting client-side prediction of knocked up opponents. Simply put, if you hit someone, or you see someone hit someone, they will be knocked up instantly on your screen. The way knocked-up players react on high latency clients makes the game a lot harder to play, makes it much harder to land aerial spells, and makes it much more difficult to know whether you've knocked them up or not. But we already know a few things: The force of gravity The force with which the player has been knocked up If we have a player sprinting in a particular direction, given by the green arrow, and they are hit with a knock-up spell, we can predict with a high level of certainty where they're going to land. In fact, at any time t, we can calculate their velocity (z) and their acceleration (Az) based on G. If at time t, the player sprinting in the direction of the green arrow was hit with a spell (lets say magma storm), then because we know the force of the magma storm, and the force of gravity, we now know this players Z position, velocity and acceleration at every given t unless another force acts upon them. So simply put, take latency out of the equation completely for the players z position and acceleration and let the client predict those. The client can still receive updates for the characters x and y positions (because the small amount of air control the player has will still alter their position slight), and the client can smooth between the clients view and the recieved server view. So what happens if the client thinks it hit when it actually didn't? Well... simply put, in the next received state, the players position will be put back down on the ground where it should be. A minor inconvenience compared to the current state. Alternatively, if the velocity of a player that is knocked up was given, then yet again the client can predict their z position accurately and avoid ridiculous hang times and sudden velocity changes in the air.