
KeylessUniversal

--[[
WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
loadstring(game:HttpGet("https://raw.githubusercontent.com/Nwepnet/suff/refs/heads/main/sigma"))()
-- yk the deal bud
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Skill Names
local skillOne = game.Players.LocalPlayer.PlayerGui.Main.Moveset['Lapse Blue'].ItemName
local skillTwo = game.Players.LocalPlayer.PlayerGui.Main.Moveset['Reversal Red'].ItemName
local skillThree = game.Players.LocalPlayer.PlayerGui.Main.Moveset['Rapid Punches'].ItemName
local skillFour = game.Players.LocalPlayer.PlayerGui.Main.Moveset['Twofold Kick'].ItemName
local ultTitle = game.Players.LocalPlayer.PlayerGui.Main.Ultimate.Title
-- Set skill names
skillOne.Text = "Maximum blue"
skillTwo.Text = "Maximum Red"
skillThree.Text = "Barrage"
skillFour.Text = "Kick flash"
ultTitle.Text = "Nah id win"
-- Skill 1 --
-- Animation references
local cursedStrikeANIM = ReplicatedStorage.Animations.Itadori.CursedStrike
local roughEnergyANIM = ReplicatedStorage.Animations.Hakari.RoughEnergy
local shadowSwarm1ANIM = ReplicatedStorage.Animations.Choso.WingKing
-- VFX references (add your VFX paths here)
local VFX_TEMPLATES = {
groundWave = game.ReplicatedStorage.Utils.Megumi.Mahoraga.Parry.Scream,
}
-- Animation storage
local loadedAnimations = {}
local activeVFX = {}
-- Prevent multiple triggers
local isAnimationSequenceActive = false
-- Function to create VFX
local function createVFX(vfxName, character)
if not VFX_TEMPLATES[vfxName] then
warn("VFX template not found:", vfxName)
return nil
end
local hrp = character:WaitForChild("HumanoidRootPart")
local vfx = VFX_TEMPLATES[vfxName]:Clone()
vfx.Parent = hrp
activeVFX[vfxName] = vfx
return vfx
end
-- Function to play VFX
local function playVFX(vfxName, particleAmount)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child:Emit(particleAmount or 15)
child.Enabled = true
end
end
end
-- Function to stop VFX
local function stopVFX(vfxName)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child.Enabled = false
end
end
end
-- Function to cleanup VFX
local function cleanupVFX(vfxName)
local vfx = activeVFX[vfxName]
if vfx then
vfx:Destroy()
activeVFX[vfxName] = nil
end
end
-- Function to load animation
local function loadAnimation(animId, character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return nil end
local animation = Instance.new("Animation")
animation.AnimationId = animId
return humanoid:LoadAnimation(animation)
end
-- Function to play animation sequence
local function playAnimationSequence(player)
if isAnimationSequenceActive then return end
isAnimationSequenceActive = true
local character = player.Character
if not character then return end
-- Load animations if not already loaded
if not loadedAnimations.roughEnergy then
loadedAnimations.roughEnergy = loadAnimation(roughEnergyANIM.AnimationId, character)
loadedAnimations.shadowSwarm1 = loadAnimation(shadowSwarm1ANIM.AnimationId, character)
end
-- Stop any existing animations
for _, track in pairs(character:FindFirstChildOfClass("Humanoid"):GetPlayingAnimationTracks()) do
track:Stop()
end
-- Create VFX instances
createVFX("groundWave", character)
-- Custom sequence
task.spawn(function()
loadedAnimations.roughEnergy:Play()
task.wait(0.2)
playVFX("groundWave", 15)
task.wait(0.2)
loadedAnimations.roughEnergy:Stop()
loadedAnimations.shadowSwarm1:Play()
stopVFX("groundWave")
task.wait(2)
loadedAnimations.shadowSwarm1:Stop()
-- Cleanup
task.wait(0.5)
cleanupVFX("groundWave")
isAnimationSequenceActive = false
end)
end
-- Event handler for animation played
local function onAnimationPlayed(animationTrack)
if animationTrack.Animation.AnimationId == cursedStrikeANIM.AnimationId then
playAnimationSequence(Players.LocalPlayer)
end
end
-- Set up character connections
local function setupCharacter(character)
-- Clear old animations
loadedAnimations = {}
-- Clear old VFX
for name, vfx in pairs(activeVFX) do
vfx:Destroy()
end
activeVFX = {}
local humanoid = character:WaitForChild("Humanoid")
humanoid.AnimationPlayed:Connect(onAnimationPlayed)
end
-- Connect to local player's character
local player = Players.LocalPlayer
setupCharacter(player.Character or player.CharacterAdded:Wait())
player.CharacterAdded:Connect(setupCharacter)
-- Skill 2 --
-- Animation references
local crushingBlowANIM = ReplicatedStorage.Animations.Itadori.CrushingBlow
local roughEnergyANIM = ReplicatedStorage.Animations.Choso.Melee.Down
-- VFX references (add your VFX paths here)
local VFX_TEMPLATES = {
groundWave = game.ReplicatedStorage.Utils.Mahito.Worms.WormLaunch.groundwaveing,
}
-- Animation storage
local loadedAnimations = {}
local activeVFX = {}
-- Prevent multiple triggers
local isAnimationSequenceActive = false
-- Function to create VFX
local function createVFX(vfxName, character)
if not VFX_TEMPLATES[vfxName] then
warn("VFX template not found:", vfxName)
return nil
end
local hrp = character:WaitForChild("HumanoidRootPart")
local vfx = VFX_TEMPLATES[vfxName]:Clone()
vfx.Parent = hrp
activeVFX[vfxName] = vfx
return vfx
end
-- Function to play VFX
local function playVFX(vfxName, particleAmount)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child:Emit(particleAmount or 15)
child.Enabled = true
end
end
end
-- Function to stop VFX
local function stopVFX(vfxName)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child.Enabled = false
end
end
end
-- Function to cleanup VFX
local function cleanupVFX(vfxName)
local vfx = activeVFX[vfxName]
if vfx then
vfx:Destroy()
activeVFX[vfxName] = nil
end
end
-- Function to load animation
local function loadAnimation(animId, character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return nil end
local animation = Instance.new("Animation")
animation.AnimationId = animId
return humanoid:LoadAnimation(animation)
end
-- Function to play animation sequence
local function playAnimationSequence(player)
if isAnimationSequenceActive then return end
isAnimationSequenceActive = true
local character = player.Character
if not character then return end
-- Load animations if not already loaded
if not loadedAnimations.roughEnergy then
loadedAnimations.roughEnergy = loadAnimation(roughEnergyANIM.AnimationId, character)
end
-- Stop any existing animations
for _, track in pairs(character:FindFirstChildOfClass("Humanoid"):GetPlayingAnimationTracks()) do
track:Stop()
end
-- Create VFX instances
createVFX("groundWave", character)
-- Custom sequence
task.spawn(function()
loadedAnimations.roughEnergy:Play()
task.wait(0.2)
playVFX("groundWave", 15)
task.wait(0.5)
loadedAnimations.roughEnergy:Stop()
stopVFX("groundWave")
-- Cleanup
task.wait(0.5)
cleanupVFX("groundWave")
isAnimationSequenceActive = false
end)
end
-- Event handler for animation played
local function onAnimationPlayed(animationTrack)
if animationTrack.Animation.AnimationId == crushingBlowANIM.AnimationId then
playAnimationSequence(Players.LocalPlayer)
end
end
-- Set up character connections
local function setupCharacter(character)
-- Clear old animations
loadedAnimations = {}
-- Clear old VFX
for name, vfx in pairs(activeVFX) do
vfx:Destroy()
end
activeVFX = {}
local humanoid = character:WaitForChild("Humanoid")
humanoid.AnimationPlayed:Connect(onAnimationPlayed)
end
-- Connect to local player's character
local player = Players.LocalPlayer
setupCharacter(player.Character or player.CharacterAdded:Wait())
player.CharacterAdded:Connect(setupCharacter)
-- Skill 3 --
-- Animation references
local divergentFist1 = ReplicatedStorage.Animations.Itadori.Variants.DivergentFist1
local roughEnergyANIM = ReplicatedStorage.Animations.Mahito.FocusStrike
-- VFX references (add your VFX paths here)
local VFX_TEMPLATES = {
groundWave = game.ReplicatedStorage.Utils.Gojo.LapseBlue.Infinity.Attachment,
}
-- Animation storage
local loadedAnimations = {}
local activeVFX = {}
-- Prevent multiple triggers
local isAnimationSequenceActive = false
-- Function to create VFX
local function createVFX(vfxName, character)
if not VFX_TEMPLATES[vfxName] then
warn("VFX template not found:", vfxName)
return nil
end
local hrp = character:WaitForChild("HumanoidRootPart")
local vfx = VFX_TEMPLATES[vfxName]:Clone()
vfx.Parent = hrp
activeVFX[vfxName] = vfx
return vfx
end
-- Function to play VFX
local function playVFX(vfxName, particleAmount)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child:Emit(particleAmount or 15)
child.Enabled = true
end
end
end
-- Function to stop VFX
local function stopVFX(vfxName)
local vfx = activeVFX[vfxName]
if not vfx then return end
for _, child in ipairs(vfx:GetChildren()) do
if child:IsA("ParticleEmitter") then
child.Enabled = false
end
end
end
-- Function to cleanup VFX
local function cleanupVFX(vfxName)
local vfx = activeVFX[vfxName]
if vfx then
vfx:Destroy()
activeVFX[vfxName] = nil
end
end
-- Function to load animation
local function loadAnimation(animId, character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return nil end
local animation = Instance.new("Animation")
animation.AnimationId = animId
return humanoid:LoadAnimation(animation)
end
-- Function to play animation sequence
local function playAnimationSequence(player)
if isAnimationSequenceActive then return end
isAnimationSequenceActive = true
local character = player.Character
if not character then return end
-- Load animations if not already loaded
if not loadedAnimations.rapidPunches then
loadedAnimations.rapidPunches = loadAnimation(roughEnergyANIM.AnimationId, character)
end
-- Stop any existing animations
for _, track in pairs(character:FindFirstChildOfClass("Humanoid"):GetPlayingAnimationTracks()) do
track:Stop()
end
-- Create VFX instances
createVFX("groundWave", character)
-- Custom sequence
task.spawn(function()
loadedAnimations.roughEnergy:Play()
task.wait(0.2)
playVFX("groundWave", 15)
task.wait(0.5)
loadedAnimations.roughEnergy:Stop()
stopVFX("groundWave")
-- Cleanup
task.wait(0.5)
cleanupVFX("groundWave")
isAnimationSequenceActive = false
end)
end
-- Event handler for animation played
local function onAnimationPlayed(animationTrack)
if animationTrack.Animation.AnimationId == divergentFist1.AnimationId then
playAnimationSequence(Players.LocalPlayer)
end
end
-- Set up character connections
local function setupCharacter(character)
-- Clear old animations
loadedAnimations = {}
-- Clear old VFX
for name, vfx in pairs(activeVFX) do
vfx:Destroy()
end
activeVFX = {}
local humanoid = character:WaitForChild("Humanoid")
humanoid.AnimationPlayed:Connect(onAnimationPlayed)
end
-- Connect to local player's character
local player = Players.LocalPlayer
setupCharacter(player.Character or player.CharacterAdded:Wait())
player.CharacterAdded:Connect(setupCharacters)



hey man, i want to start in this programation world, did you know a tutorial?
how do i use it and can i use it in nezur
* me
Make scirpts jjs movset L like it make more pls
crashes on move