Run it
Copy the script and paste it into your executor.
Player = :().LocalPlayer
Character = Player.Character Player.CharacterAdded:()
.() Character:() Character:()
Torso = Character.Torso
Root = Character.HumanoidRootPart
Head = Character.Head
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
Hum = Character.Humanoid
mouse = Player:()
RunSrv = :()
removeuseless = :()
Hum.Name =
hum = Character.vereus
attacking =
sine =
debounce =
slashToggle =
(a, b)
weld = .()
weld.Parent = a
weld.Part0 = a
weld.Part1 = b
weld.C0 = a.CFrame:() * b.CFrame
weld
Character:() Character.Animate:()
ROOTLERP = (Root, Torso)
HEADLERP = (Head, Torso)
HEADLERP.C0 = .(, -, -)
RIGHTARMLERP = (RightArm, Torso)
LEFTARMLERP = (LeftArm, Torso)
RIGHTLEGLERP = (RightLeg, Torso)
LEFTLEGLERP = (LeftLeg, Torso)
bighead = .(, Character)
bighead.Size = .(, , )
bighead.BrickColor = BrickColor.()
bighead.CanCollide =
bigheadweld = (bighead, Head)
headmesh = .(, bighead)
headmesh.MeshType =
headmesh.Scale = .(, , )
eyeballL = .(, Character)
eyeballL.Size = .(, , )
eyeballL.BrickColor = BrickColor.()
eyeballL.Material =
eyeballL.CanCollide =
eyeLweld = (eyeballL, bighead)
eyeLweld.C0 = .(-, , )
eyeballR = eyeballL:()
eyeballR.Parent = Character
eyeRweld = (eyeballR, bighead)
eyeRweld.C0 = .(, , )
hand1 = .(, Character)
hand1.Size = .(, , )
hand1.BrickColor = BrickColor.()
hand1mesh = .(, hand1)
hand1mesh.MeshId =
hand1mesh.Scale = .(, , )
HAND1LERP = (hand1, Torso)
hand2 = .(, Character)
hand2.Size = .(, , )
hand2.BrickColor = BrickColor.()
hand2mesh = .(, hand2)
hand2mesh.MeshId =
hand2mesh.Scale = .(, , )
HAND2LERP = (hand2, Torso)
(num)
num == num == RunSrv.Stepped:() i = , num RunSrv.Stepped:()
mouse.KeyDown:((key)
k = key:()
k ==
debounce attacking
debounce = attacking =
energball = .(, Character)
energball.Shape =
energball.Material =
energball.Size = .(, , )
energball.Anchored =
energball.CanCollide =
energball.BrickColor = BrickColor.()
i = ,
()
energball.Size = energball.Size + .(, , )
energball.CFrame = hand1.CFrame * .(, , -)
energball.Anchored =
bv = .(, energball)
bv.MaxForce = .(.huge, .huge, .huge)
bv.Velocity = mouse.Hit.lookVector *
removeuseless:(energball, )
() attacking = debounce =
k ==
slashToggle = slashToggle
slash = .(, Character)
slash.Size = .(, , )
slash.CanCollide = slash.Anchored =
slash.Transparency = slash.BrickColor = BrickColor.()
slash.Material =
msh = .(, slash)
msh.MeshId =
hand = slashToggle hand1 hand2
rot = slashToggle -
slash.CFrame = hand.CFrame * .(, , .(rot))
slashToggle
HAND1LERP.C0 = HAND1LERP.C0 * .(-, , -) * .(, .(-), )
HAND2LERP.C0 = HAND2LERP.C0 * .(, , -) * .(, .(), )
.(()
i = , () slash.Transparency = slash.Transparency + msh.Scale = msh.Scale + .(, , ) slash.CFrame = slash.CFrame * .(, , -)
slash:()
)()
k ==
attacking debounce
attacking =
waveSound = .(, Head)
waveSound.SoundId =
waveSound.Volume =
waveSound.Pitch =
waveSound:()
removeuseless:(waveSound, )
i = ,
()
waveSine = .(i/)
HAND1LERP.C0 = HAND1LERP.C0:(.(, , -) * .(, , .( + (waveSine * ))), )
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(, .(-), ), )
i = ,
()
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ), )
attacking =
)
RunSrv.RenderStepped:(()
sine = sine +
attacking
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ), )
HAND1LERP.C0 = HAND1LERP.C0:(.(, , -) * .(, , .(-)), )
HAND2LERP.C0 = HAND2LERP.C0:(.(-, , -) * .(, , .()), )
)Play as a floating head and I just recycled a model from a previous script and change it also controls (F slash T evil ball H wave)

Universal