Fe ultra instinct dodge script r15 · RobloxExploits.lolFe ultra instinct dodge script r15
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Fe ultra instinct dodge script r15.lua · 1,029 lines
Players = :()
TweenService = :()
UserInputService = :()
player = Players.LocalPlayer
LEFT_EMOTE_ID =
RIGHT_EMOTE_ID =
CROUCH_EMOTE_ID =
LEFT_DURATION =
RIGHT_DURATION =
CROUCH_DURATION =
DODGE_DISTANCE =
CROUCH_DOWN =
DODGE_SOUND_ID =
character =
humanoid =
root =
characterVersion =
dodging =
dodgeNumber =
dodgeToken =
currentTween =
currentTrack =
originalCollision = {}
savedWalkSpeed =
savedJumpPower =
savedJumpHeight =
savedAutoRotate =
savedUseJumpPower =
()
.(originalCollision)
currentTween =
currentTrack =
character =
humanoid =
root =
dodging =
dodgeNumber =
(char)
.(originalCollision)
_, obj (char:())
obj:()
originalCollision[obj] = obj.CanCollide
(char)
char
part, originalValue (originalCollision)
part
part.Parent
part:(char)
part:()
part.CanCollide = originalValue
(char)
char
_, obj (char:())
obj:()
obj.CanCollide =
()
currentTween
(()
currentTween:()
)
currentTween =
(hum)
hum
animator =
hum:()
animator
_, track (
animator:()
)
(()
track.Looped =
track:()
)
currentTrack =
(hum)
hum
hum.WalkSpeed = savedWalkSpeed
savedUseJumpPower
hum.JumpPower = savedJumpPower
hum.JumpHeight = savedJumpHeight
hum.AutoRotate = savedAutoRotate
hum:(
.HumanoidStateType.Jumping,
)
(newCharacter)
characterVersion +=
thisCharacterVersion =
characterVersion
dodgeToken +=
()
.(originalCollision)
dodging =
dodgeNumber =
currentTrack =
character = newCharacter
humanoid =
character:()
root =
character:(
)
(character)
humanoid.WalkSpeed =
humanoid.UseJumpPower
humanoid.JumpPower =
humanoid.JumpHeight =
humanoid.AutoRotate =
humanoid:(
.HumanoidStateType.Jumping,
)
humanoid.Died:(()
thisCharacterVersion
~= characterVersion
dodgeToken +=
dodging =
()
(humanoid)
(character)
.(originalCollision)
)
character.DescendantAdded:((obj)
thisCharacterVersion
~= characterVersion
obj:()
dodging
originalCollision[obj] =
obj.CanCollide
)
player.Character
(
player.Character
)
player.CharacterAdded:((newCharacter)
(newCharacter)
)
()
humanoid
savedWalkSpeed =
humanoid.WalkSpeed
savedJumpPower =
humanoid.JumpPower
savedJumpHeight =
humanoid.JumpHeight
savedAutoRotate =
humanoid.AutoRotate
savedUseJumpPower =
humanoid.UseJumpPower
humanoid.WalkSpeed =
humanoid.UseJumpPower
humanoid.JumpPower =
humanoid.JumpHeight =
humanoid.AutoRotate =
humanoid:(
.HumanoidStateType.Jumping,
)
()
root
sound =
.()
sound.Name =
sound.SoundId =
DODGE_SOUND_ID
sound.Volume =
sound.Parent = root
sound:()
sound.Ended:(()
sound
sound:()
)
.(, ()
sound
sound.Parent
sound:()
)
(emoteId)
humanoid
(humanoid)
success, track =
(()
humanoid:
(
emoteId
)
)
success track
currentTrack = track
(()
track.Looped =
track:()
)
(
direction,
token,
version
)
root
token ~= dodgeToken
version ~= characterVersion
targetCFrame =
root.CFrame
+ (
root.CFrame.RightVector
* direction
* DODGE_DISTANCE
)
tween =
TweenService:(
root,
TweenInfo.(
,
.EasingStyle.Quad,
.EasingDirection.Out
),
{
= targetCFrame
}
)
currentTween = tween
tween:()
tween.Completed:()
currentTween == tween
currentTween =
(
token,
version
)
root
token ~= dodgeToken
version ~= characterVersion
originalCFrame =
root.CFrame
downCFrame =
originalCFrame
+ .(
,
-CROUCH_DOWN,
)
downTween =
TweenService:(
root,
TweenInfo.(
,
.EasingStyle.Quad,
.EasingDirection.Out
),
{
= downCFrame
}
)
currentTween = downTween
downTween:()
downTween.Completed:()
token ~= dodgeToken
version ~= characterVersion
currentTween == downTween
currentTween =
upTween =
TweenService:(
root,
TweenInfo.(
,
.EasingStyle.Quad,
.EasingDirection.In
),
{
= originalCFrame
}
)
currentTween = upTween
upTween:()
upTween.Completed:()
version ~= characterVersion
currentTween == upTween
currentTween =
(
token,
version
)
token ~= dodgeToken
version ~= characterVersion
character
humanoid
dodging =
(humanoid)
(character)
(humanoid)
()
character
humanoid
root
humanoid.Health <=
dodgeToken +=
token =
dodgeToken
version =
characterVersion
dodging
dodging =
()
(character)
()
dodgeNumber +=
dodgeNumber >
dodgeNumber =
()
dodgeNumber ==
(
LEFT_EMOTE_ID
)
.(()
(
-,
token,
version
)
)
.(
LEFT_DURATION,
()
(
token,
version
)
)
dodgeNumber ==
(
RIGHT_EMOTE_ID
)
.(()
(
,
token,
version
)
)
.(
RIGHT_DURATION,
()
(
token,
version
)
)
dodgeNumber ==
(
CROUCH_EMOTE_ID
)
.(()
(
token,
version
)
)
.(
CROUCH_DURATION,
()
(
token,
version
)
)
playerGui =
player:()
oldGui =
playerGui:(
)
oldGui
oldGui:()
gui =
.()
gui.Name =
gui.DisplayOrder =
gui.ResetOnSpawn =
gui.Parent =
playerGui
button =
.()
button.Name =
button.Size =
.(
,
,
,
)
button.Position =
.(
,
-,
,
-
)
button.BackgroundTransparency =
button.Text =
button.TextScaled =
button.TextWrapped =
button.Font =
.Font.GothamBold
button.TextColor3 =
.(
,
,
)
button.Parent =
gui
corner =
.()
corner.CornerRadius =
.(
,
)
corner.Parent =
button
stroke =
.()
stroke.Thickness =
stroke.Parent = button
button.Activated:(()
()
)
UserInputService.InputBegan:(
(input, processed)
processed
input.KeyCode ==
.KeyCode.Q
()
)
About this script
-Only r15
-FE
-Only dodge when doesn't move to make the animation work
-if r6 dodge will not work
-pc keybind:Q
-antifling when dodging
--========================================================--
-- ULTRA INSTINCT DODGE(FIXES VERSION)========================================================--
local
game
GetService
"Players"
local
game
GetService
"TweenService"
local
game
GetService
"UserInputService"
local
--========================================================--
-- SETTINGS
--========================================================--
local
90488938832099
local
88170433716621
local
137710349373014
local
1.75
local
0.75
local
0.75
local
5
local
0.6
local
"rbxassetid://7251381246"
--========================================================--
-- CHARACTER
--========================================================--
local
nil
local
nil
local
nil
local
0
local
false
local
0
local
0
local
nil
local
nil
--========================================================--
-- ORIGINAL COLLISION
--
-- IMPORTANT:
-- These values stay saved for the ENTIRE life of
-- the character. They are NOT cleared after each dodge.
--========================================================--
local
--========================================================--
-- MOVEMENT SAVE
--========================================================--
local
16
local
50
local
7.2
local
true
local
true
--========================================================--
-- CLEAR OLD DATA
--========================================================--
local
function
clearOldData
table
clear
nil
nil
nil
nil
nil
false
0
end
--========================================================--
-- SAVE ORIGINAL COLLISION
--========================================================--
local
function
saveOriginalCollision
table
clear
for
in
ipairs
GetDescendants
do
if
IsA
"BasePart"
then
end
end
end
--========================================================--
-- RESTORE ORIGINAL COLLISION
--
-- FIX:
-- DO NOT clear originalCollision here.
--
-- The saved values must survive multiple dodges.
--========================================================--
local
function
restoreOriginalCollision
if
not
then
return
end
for
in
pairs
do
if
and
and
IsDescendantOf
and
IsA
"BasePart"
then
end
end
end
--========================================================--
-- DISABLE COLLISION
--========================================================--
local
function
disableDodgeCollision
if
not
then
return
end
for
in
ipairs
GetDescendants
do
if
IsA
"BasePart"
then
false
end
end
end
--========================================================--
-- STOP OLD TWEEN
--========================================================--
local
function
cancelCurrentTween
if
then
pcall
function
Cancel
end
nil
end
end
--========================================================--
-- STOP OLD ANIMATION
--========================================================--
local
function
stopCurrentAnimation
if
not
then
return
end
local
FindFirstChildOfClass
"Animator"
if
then
for
in
ipairs
GetPlayingAnimationTracks
do
pcall
function
false
Stop
0
end
end
end
nil
end
--========================================================--
-- RESTORE MOVEMENT
--========================================================--
local
function
restoreMovement
if
not
then
return
end
if
then
else
end
SetStateEnabled
Enum
true
end
--========================================================--
-- CHARACTER SETUP
--========================================================--
local
function
setupCharacter
--====================================================--
-- INVALIDATE OLD CHARACTER
--====================================================--
1
local
1
cancelCurrentTween
-- Clear ONLY because this is a brand-new character.
table
clear
false
0
nil
--====================================================--
-- SET NEW CHARACTER
--====================================================--
WaitForChild
"Humanoid"
WaitForChild
"HumanoidRootPart"
--====================================================--
-- SAVE ORIGINAL COLLISION
--====================================================--
saveOriginalCollision
--====================================================--
-- NORMAL MOVEMENT
--====================================================--
16
if
then
50
else
7.2
end
true
SetStateEnabled
Enum
true
--====================================================--
-- DEATH CLEANUP
--====================================================--
Connect
function
if
then
return
end
-- Invalidate all old dodge timers.
1
false
cancelCurrentTween
stopCurrentAnimation
-- Restore this character one final time.
restoreOriginalCollision
-- Now it is safe to clear it because
-- this character is dead.
table
clear
end
--====================================================--
-- EXTRA BODY PART SAFETY
--====================================================--
Connect
function
if
then
return
end
if
IsA
"BasePart"
then
-- Save new parts only when the character
-- is not currently dodging.
if
not
then
end
end
end
end
--========================================================--
-- INITIAL CHARACTER
--========================================================--
if
then
setupCharacter
end
--========================================================--
-- RESPAWN
--========================================================--
Connect
function
setupCharacter
end
--========================================================--
-- LOCK MOVEMENT
--========================================================--
local
function
lockMovement
if
not
then
return
end
0
if
then
0
else
0
end
false
SetStateEnabled
Enum
false
end
--========================================================--
-- DODGE SOUND
--========================================================--
local
function
playDodgeSound
if
not
then
return
end
local
Instance
new
"Sound"
"UltraInstinctDodgeSound"
1
Play
Connect
function
if
then
Destroy
end
end
task
delay
3
function
if
and
then
Destroy
end
end
end
--========================================================--
-- PLAY EMOTE
--========================================================--
local
function
playEmote
if
not
then
return
end
stopCurrentAnimation
local
pcall
function
return
PlayEmoteAndGetAnimTrackById
end
if
and
then
pcall
function
false
Play
end
end
end
--========================================================--
-- MOVE SIDEWAYS
--========================================================--
local
function
moveSideways
if
not
then
return
end
if
then
return
end
if
then
return
end
local
local
Create
new
0.5
Enum
Enum
CFrame
-- Only this dodge owns this tween.
Play
Wait
-- Don't let an old tween clear a newer tween.
if
then
nil
end
end
--========================================================--
-- CROUCH
--========================================================--
local
function
crouchMove
if
not
then
return
end
if
then
return
end
if
then
return
end
local
local
Vector3
new
0
0
--====================================================--
-- MOVE DOWN
--====================================================--
local
Create
new
0.2
Enum
Enum
CFrame
Play
Wait
if
then
return
end
if
then
return
end
if
then
nil
end
--====================================================--
-- MOVE BACK UP
--====================================================--
local
Create
new
0.2
Enum
Enum
CFrame
Play
Wait
if
then
return
end
if
then
nil
end
end
--========================================================--
-- END DODGE
--========================================================--
local
function
endDodge
--====================================================--
-- OLD DODGE PROTECTION
--====================================================--
if
then
return
end
if
then
return
end
if
not
or
not
then
return
end
--====================================================--
-- END CURRENT DODGE
--====================================================--
false
stopCurrentAnimation
--====================================================--
-- RESTORE ORIGINAL COLLISION
--
-- The saved table is intentionally NOT cleared.
--====================================================--
restoreOriginalCollision
--====================================================--
-- RESTORE MOVEMENT
--====================================================--
restoreMovement
end
--========================================================--
-- MAIN DODGE
--========================================================--
local
function
dodge
if
not
or
not
or
not
then
return
end
if
0
then
return
end
--====================================================--
-- NEW DODGE TOKEN
--====================================================--
1
local
local
--====================================================--
-- LOCK MOVEMENT
--====================================================--
if
not
then
true
lockMovement
end
--====================================================--
-- DISABLE COLLISION
--====================================================--
disableDodgeCollision
--====================================================--
-- CANCEL ONLY THE OLD MOVEMENT
--====================================================--
cancelCurrentTween
--====================================================--
-- NEXT DODGE
--====================================================--
1
if
3
then
1
end
playDodgeSound
--====================================================--
-- 1: LEFT
--====================================================--
if
1
then
playEmote
task
spawn
function
moveSideways
1
end
task
delay
function
endDodge
end
--====================================================--
-- 2: RIGHT
--====================================================--
elseif
2
then
playEmote
task
spawn
function
moveSideways
1
end
task
delay
function
endDodge
end
--====================================================--
-- 3: CROUCH
--====================================================--
elseif
3
then
playEmote
task
spawn
function
crouchMove
end
task
delay
function
endDodge
end
end
end
--========================================================--
-- GUI
--========================================================--
local
WaitForChild
"PlayerGui"
local
FindFirstChild
"UltraInstinctGui"
if
then
Destroy
end
local
Instance
new
"ScreenGui"
"UltraInstinctGui"
999999
false
--========================================================--
-- BUTTON
--========================================================--
local
Instance
new
"TextButton"
"UltraInstinctButton"
UDim2
new
0
155
0
65
UDim2
new
1
175
1
105
0.15
"ULTRA\nINSTINCT"
true
true
Enum
Color3
new
1
1
1
--========================================================--
-- CORNER
--========================================================--
local
Instance
new
"UICorner"
UDim
new
0
18
--========================================================--
-- STROKE
--========================================================--
local
Instance
new
"UIStroke"
3
--========================================================--
-- MOBILE
--========================================================--
Connect
function
dodge
end
--========================================================--
-- PC Q
--========================================================--
Connect
function
if
then
return
end
if
Enum
then
dodge
end
end
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