shinjuku gojo moveset for jjs
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shinjuku gojo moveset for jjs

[SKY ASSASSIN] Jujutsu ShenanigansIshowskibidiIshowskibidi 50.5K views 1.3K executesUpdated Mar 2, 2025
Unrated
00
Lua Script•459 lines (12813 chars)
--[[
	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)

Features & Information

[moves names ofc] [ult moves arent named] [and ult color changes] [only change is with rapid punches/barrage] [thats all]

Community Comments (5)

familiatubesallesfamiliatubesallesMar 3, 2025(edited)

hey man, i want to start in this programation world, did you know a tutorial?

calvinrankin210calvinrankin210Mar 9, 2025(edited)

how do i use it and can i use it in nezur

cutekachingcutekachingJul 11, 2025

* me

omaea157omaea157Jul 24, 2025

Make scirpts jjs movset L like it make more pls

offset_ggoffset_ggAug 8, 2025

crashes on move

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