A full breakdown of what Xenon Hub does, split into categories. Purple checkmark is free, gold is premium only.
Checks what every nearby character is doing every frame and blocks when something dangerous is detected. Works on melee, grabs, dashes, and more.
When someone is mid combo, the block holds until every hit in the sequence is done. No early drops that get you caught.
Detects incoming projectiles in the world and starts blocking before they arrive. Works on reserve balls, soulfire bullets, and exec sword throws.
Skips blocking against attacks that are too far away or not aimed at you. Stops fake melee spam from triggering unnecessary blocks.
Automatically blocks and holds when a Megumi rabbit storm is active nearby. Releases cleanly when all rabbits are gone.
Tracks attacks from summoned pets separately so you block those too, even when the pet owner is nowhere near you.
When you get trapped inside Malevolent Shrine or Moon Palace, it holds block for as long as you are inside the domain.
If you want full control, enable this and auto block will not interfere while you are holding block yourself.
Restricts auto block to your current lock target. Useful in group fights where you want to ignore everyone else.
Keeps block held for a short period after getting hit so you do not immediately expose yourself. Duration is adjustable.
Camera mode rotates the camera toward the target, character mode makes you physically face them, and the native JJS lock on works alongside both.
Tracks velocity and acceleration to predict where a player will be a few frames ahead. Keeps the lock accurate through dashes and direction changes.
When the target is mid side dash, adjusts the lock target position sideways to follow where they are actually going.
Restrict locking to specific players or exclude certain players entirely. Useful for protecting allies or targeting specific enemies in a group.
Temporarily activates the lock during your own block or dash animations so you are always facing the right way without needing it permanently on.
Adjust how snappy or smooth the lock transitions are. Higher smoothing is more cinematic, lower is more precise and instant.
Fires the correct counter move for your character when an enemy attacks. Itadori uses Manji Kick, Hakari uses his right ability, and so on for each supported character.
After successfully blocking an attack, immediately hits back. Timing adjustable with the hold after hit delay setting.
When you land an M1 on a blocking enemy, side dashes behind them and punishes. Looks completely natural because it uses the actual dash mechanics.
Keybind that fires a precision side dash toward your target. Optional auto lock and auto punish after the dash lands.
Fires your ultimate as soon as the gauge hits 100. Optional delay if you want a small buffer before it goes off.
Teleports behind blocking enemies automatically so you can break their guard without any manual repositioning.
Forces every fourth M1 to end as a downslam or uppercut every single time. No timing required.
Abilities that require a target automatically aim at your locked target or the closest player so they never miss.
Increases the size of your hit detection. Multiplier is adjustable from the slider in the UI.
Calculates the best direction and dash power to arc around the target, landing just behind them naturally at the end of the movement.
Fires the black flash at the right moment after the dash so it registers server side cleanly. Adjustable delay and compensates for your ping automatically.
Triggers after your divergent fist animation plays. Also supports Todo and Mahito versions of the chain.
Mark a target for a Todo swap. When you get swapped behind them, it teleports you into position and fires a black flash automatically.
Automatically offsets the lock angle during the arc based on which way the target is facing so the approach is always optimal.
Bind the full BF chain to any key so you can trigger it manually whenever you want, separate from the auto trigger.
Auto WCS, auto feint, feint into counter integration, and Swap BF mode with Todo allies.
Auto perfect clap, R variant automation, auto R hit followup, and a two nearest swap button that swaps between the two closest enemies in quick succession.
Auto fly frog variant, auto shadow variant with adjustable delay, and auto Nue targeting against the nearest enemy.
Jackpot music replacement with your own local audio files, and an auto ratio followup that fires at the right point in the animation.
Auto Lucky Coward dodge when someone swings at you, and auto backstab positioning using the arc dash system.
Garuda, Rising Rage, Mass Breaker, and Garuda Stab specials all automated. Auto ult with enemy tracking during the dead animation.
Auto adapt on enemy attack, safe summon that keeps you airborne during the animation, and auto ult chain into the right ability followup.
Auto execution threshold for Toji, auto copy targeting for Yuta, auto counter and ability followups for the rest.
Reads the QTE prompt and presses the right key or button automatically. Supports delay and a miss chance option so it does not look perfect every time.
Picks Silence, Confess, Denial, or a random option automatically when the domain choice prompt appears.
Records every key press, click, and hold timing as you play. Saves everything to a file so your combos persist between sessions.
Play back any saved combo at normal speed or faster. Loop mode keeps firing it continuously if you want sustained pressure.
Combo stops automatically if the target dies, goes into their ult, gets ragdolled, or any other condition you pick from the list.
Write custom sequences with waits, conditional checks, loops, lock on commands, and more. Useful for complex character specific chains.
Copy any combo to your clipboard and share it with others, or paste one someone else made. No files to transfer manually.
Option to pause between combo steps until your current attack animation finishes so nothing gets dropped on laggy servers.
Standard player ESP with individual toggles and a colour picker for each category. Works on all players in the server.
Shows what character each player is running underneath their name. Updates live when someone switches.
Draws a line from the edge of the screen to each player so you can find them even when they are behind you.
Puts a cooldown ring on top of every player so you can see when their abilities are available or still recharging.
Highlights players with a colour that shifts from red to green based on their evade cooldown. See who is vulnerable at a glance.
Floating numbers above enemies when they take damage. Colour customisable, fades out after a short time.
Labels every item on the map with its name and how far away it is from you. Toggle and colour customisable like the rest.
Highlights whoever you are currently locked onto so it is always clear who your active target is during a fight.
Camera relative flying with WASD and space for up and down. Works on mobile too using the movement stick.
Removes stun effects so you can keep moving and attacking through situations that would normally lock you in place.
Prevents ragdoll states from activating so you stay in full control even when taking heavy hits.
Lets you dash back to back without waiting for the cooldown between each one.
Set a custom walk speed that holds even when the game tries to reset it.
Makes your character model invisible to other players. Two variants available depending on what your executor supports.
Pick any player from the dropdown and teleport to them instantly.
Save named positions around the map and teleport back to them any time. Saves to a file so they persist between sessions.
Finds targets automatically, walks or pathfinds to them, and attacks. Supports ability usage, target priority modes, and player selection.
Plays an emote or a sound clip when you get a kill on your locked target. Picks from equipped emotes or a preset sound list.
we're always adding new tools and improvements