I want something loopless as possible, and that the results of the check doesnt get interfered by other server scripts that mess with characters.
I thought of adding a humanoid.StateChanged event on a server script that sets the walkspeed, jumppower and collisiongroup to what I want to, so if an exploiter try something as soon as they move they are fixed, and, with discrepancies ocurring too often (position too far away from moments ago), kick him. Would that be a good way to do it?

2 comments
Um, the best "anti-cheat" currently is just Filtering Enabled. Like seriously.. unless you are a very advanced developer, you can't do any better.
Velocity checking