Knockout Predictor
Key RequiredUniversal

Knockout Predictor

Universal ScriptTheKnockoutScripterTheKnockoutScripter 3.1K views 768 executesUpdated Mar 21, 2026
2.5/ 5(2 votes)
1150% Positive
Lua Script•165 lines (5073 chars)
--[[
	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
--[[
    KNOCKOUT PREDICTOR — PLANET VERSION
    Follows camera direction when not moving
]]

local Players           = cloneref(game:GetService("Players"))
local RunService        = cloneref(game:GetService("RunService"))
local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage"))

local LP     = Players.LocalPlayer
local Camera = workspace.CurrentCamera

local BASE_SPEED = 7.84
local SPEED_STEP = 2.85
local FRICTION   = 6.3

local powerLevel = 1
local ok, Bindables = pcall(function() return ReplicatedStorage:WaitForChild("Bindables", 5) end)
if ok and Bindables then
    local ev = Bindables:FindFirstChild("PowerChanged")
    if ev then ev.Event:Connect(function(n) powerLevel = n end) end
end

if _G.KO_CONN  then pcall(function() _G.KO_CONN:Disconnect() end) end
if _G.KO_PARTS then for _,p in ipairs(_G.KO_PARTS) do pcall(function() p:Destroy() end) end end

local RED = Color3.fromRGB(255, 40, 40)

local function neon(sz, col, shape)
    local p = Instance.new("Part")
    p.Size = sz; p.Color = col or RED
    p.Material = Enum.Material.Neon
    p.Anchored = true; p.CanCollide = false
    p.CastShadow = false; p.Transparency = 1
    if shape then p.Shape = shape end
    p.Parent = workspace
    return p
end

local function addOutline(part)
    local h = Instance.new("Highlight")
    h.Adornee = part; h.FillTransparency = 1
    h.OutlineColor = Color3.new(0, 0, 0)
    h.OutlineTransparency = 0; h.Parent = part
end

-- ── PARTS ────────────────────────────────────

local stem = neon(Vector3.new(0.2, 0.2, 1), RED)
addOutline(stem)

local sphere = neon(Vector3.new(2.2, 2.2, 2.2), RED, Enum.PartType.Ball)
addOutline(sphere)

local DOT_N = 12
local DOT_R = 2.4
local dots  = {}
for i = 1, DOT_N do
    local d = neon(Vector3.new(0.7, 0.7, 0.7), RED, Enum.PartType.Ball)
    addOutline(d)
    dots[i] = d
end

-- ── STATE ────────────────────────────────────
local lastPos   = Vector3.new(0, 0, 0)
local pulse     = 0

-- ── HELPERS ──────────────────────────────────
local function flatUnit(v)
    local flat = Vector3.new(v.X, 0, v.Z)
    if flat.Magnitude > 0.001 then
        return flat.Unit
    end
    return nil
end

-- ── MAIN LOOP ────────────────────────────────
_G.KO_CONN = RunService.RenderStepped:Connect(function(dt)
    pulse = pulse + dt * 1.2

    local char = LP.Character
    local hrp  = char and char:FindFirstChild("HumanoidRootPart")
    if not hrp then
        stem.Transparency = 1
        sphere.Transparency = 1
        for _, d in ipairs(dots) do d.Transparency = 1 end
        return
    end

    local curPos   = hrp.Position
    local asmVel   = hrp.AssemblyLinearVelocity
    local posDelta = (curPos - lastPos).Magnitude / math.max(dt, 0.001)
    lastPos = curPos

    -- ── DIRECTION ────────────────────────────
    -- Always use camera direction as primary source
    -- This ensures the predictor always follows where you're looking

    local dir = flatUnit(Camera.CFrame.LookVector)

    -- If moving fast, use velocity direction instead
    if asmVel.Magnitude > 3 then
        local velDir = flatUnit(asmVel)
        if velDir then
            dir = velDir
        end
    end

    if not dir then return end

    -- ── SPEED & DISTANCE ─────────────────────
    local moving   = posDelta > 0.5
    local rawSpeed = moving and posDelta or (BASE_SPEED + (powerLevel - 1) * SPEED_STEP)
    local dist     = (rawSpeed * rawSpeed) / (2 * FRICTION)

    local endPos = Vector3.new(
        curPos.X + dir.X * dist,
        curPos.Y,
        curPos.Z + dir.Z * dist
    )

    local stemDist = (endPos - curPos).Magnitude
    local ps       = 1 + math.sin(pulse * 0.5) * 0.03

    -- ── STEM ─────────────────────────────────
    if stemDist > 0.5 then
        stem.CFrame = CFrame.new(curPos, endPos) * CFrame.new(0, 0, -stemDist / 2)
        stem.Size   = Vector3.new(0.18, 0.18, stemDist)
        stem.Transparency = 0.2
    else
        stem.Transparency = 1
    end

    -- ── SPHERE ───────────────────────────────
    sphere.Position    = endPos + Vector3.new(0, 1.1, 0)
    sphere.Size        = Vector3.new(2.2 * ps, 2.2 * ps, 2.2 * ps)
    sphere.Transparency = 0.1

    -- ── ORBITING DOTS ────────────────────────
    local rot = pulse * 0.3
    for i = 1, DOT_N do
        local angle = (i - 1) * (2 * math.pi / DOT_N) + rot
        local x  = endPos.X + DOT_R * math.cos(angle)
        local z  = endPos.Z + DOT_R * math.sin(angle)
        local y  = endPos.Y + 1.1
        local sz = 0.65 + math.sin(pulse * 0.6 + i * 0.5) * 0.03
        dots[i].CFrame = CFrame.new(x, y, z)
        dots[i].Size   = Vector3.new(sz, sz, sz)
        dots[i].Transparency = 0.08
    end
end)

_G.KO_PARTS = { stem, sphere }
for _, d in ipairs(dots) do table.insert(_G.KO_PARTS, d) end

_G.KO_DESTROY = function()
    if _G.KO_CONN then _G.KO_CONN:Disconnect() end
    for _, p in ipairs(_G.KO_PARTS or {}) do pcall(function() p:Destroy() end) end
    print("[KO] Removed")
end

print("[KO Predictor] Loaded!")

Features & Information

Um Just Use It
#Knockout#cool#idk

Community Comments (5)

DontaskmynameDontaskmynameMar 21, 2026

This is calling predict It can be use predict your enemy move * stupid *

Replying to @Dontaskmyname

@Dontaskmyname why is it stupid?

yhivghjvjhvjhgjhgyhivghjvjhvjhgjhgMar 21, 2026

doesnt work

Replying to @yhivghjvjhvjhgjhg

@yhivghjvjhvjhgjhg what do you mean? explain

TiloTiloAug 4, 2026

dude i tried it but how the heck does it work like what is the idea

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