Run it
Copy the script and paste it into your executor.
UserInputService = :()
TweenService = :()
RunService = :()
Debris = :()
Players = :()
Lighting = :()
player = Players.LocalPlayer
camera = .CurrentCamera
cooldowns = { F = , X = , C = , V = }
(intensity, duration)
start = ()
conn
conn = RunService.RenderStepped:(()
elapsed = () - start
elapsed > duration conn:()
fade = - (elapsed/duration)
cur = intensity * fade
camera.CFrame = camera.CFrame * .(
.((.()-)*cur),
.((.()-)*cur), )
)
(color, duration)
gui = .(, player:())
gui.IgnoreGuiInset =
frame = .(, gui)
frame.Size = .(, , , )
frame.BackgroundColor3 = color
frame.BackgroundTransparency =
TweenService:(frame, TweenInfo.(duration, .EasingStyle.Quad, .EasingDirection.Out), {BackgroundTransparency = }):()
Debris:(gui, duration + )
(pos)
glass = .(, )
glass.Shape = .PartType.Ball
glass.Material = .Material.Glass
glass.Color = .(, , )
glass.Size = .(, , )
glass.Position = pos
glass.Anchored =
glass.CanCollide =
glass.Transparency =
TweenService:(glass, TweenInfo.(, .EasingStyle.Sine, .EasingDirection.Out), {Size = .(, , ), Transparency = }):()
Debris:(glass, )
()
player:():()
player.PlayerGui.GojoMovesetUI:()
gui = .(, player.PlayerGui)
gui.Name =
gui.ResetOnSpawn =
mainFrame = .(, gui)
mainFrame.Size = .(, , , )
mainFrame.Position = .(, -, , -)
mainFrame.BackgroundColor3 = .(, , )
mainFrame.BorderSizePixel =
mainFrame.BorderColor3 = .(, , )
layout = .(, mainFrame)
layout.SortOrder = .SortOrder.LayoutOrder
layout.Padding = .(, )
(key, name)
row = .(, mainFrame)
row.Size = .(, , , )
row.BackgroundColor3 = .(, , )
row.BorderSizePixel =
keyLabel = .(, row)
keyLabel.Size = .(, , , )
keyLabel.BackgroundTransparency =
keyLabel.Text = .. key ..
keyLabel.TextColor3 = .(, , )
keyLabel.Font = .Font.GothamBold
keyLabel.TextSize =
nameLabel = .(, row)
nameLabel.Size = .(, -, , )
nameLabel.Position = .(, , , )
nameLabel.BackgroundTransparency =
nameLabel.Text = name
nameLabel.TextColor3 = .(, , )
nameLabel.Font = .Font.GothamSemibold
nameLabel.TextSize =
nameLabel.TextXAlignment = .TextXAlignment.Left
(, )
(, )
(, )
(, )
()
(, )
(.(, , ), )
cc = .(, Lighting)
cc.TintColor = .(, , )
cc.Brightness =
cc.Contrast =
TweenService:(cc, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.Out), {TintColor = .(, , ), Brightness = , Contrast = }):()
Debris:(cc, )
espFolder = .()
espFolder.Name =
espFolder.Parent = player:()
_, targetPlayer (Players:())
targetPlayer ~= player targetPlayer.Character targetPlayer.Character:()
enemyChar = targetPlayer.Character
highlight = .()
highlight.Adornee = enemyChar
highlight.FillColor = .(, , )
highlight.FillTransparency =
highlight.OutlineColor = .(, , )
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Parent = espFolder
root = enemyChar:()
root
att = .(, root)
trackParticle = .(, att)
trackParticle.Texture =
trackParticle.Color = ColorSequence.(.(, , ))
trackParticle.Size = NumberSequence.(, )
trackParticle.Rate =
trackParticle.Lifetime = NumberRange.()
Debris:(att, )
Debris:(espFolder, )
(character)
root = character:()
humanoid = character:()
root humanoid
(, )
(.(, , ), )
humanoid:(.HumanoidStateType.Physics)
root.Anchored =
auraAtt = .(, root)
aura = .(, auraAtt)
aura.Texture =
aura.Color = ColorSequence.(.(, , ))
aura.Size = NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
aura.Transparency = NumberSequence.(, )
aura.Rate =
aura.Speed = NumberRange.(, )
aura.Lifetime = NumberRange.(, )
aura.LockedToPart =
origFOV = camera.FieldOfView
TweenService:(camera, TweenInfo.(, .EasingStyle.Cubic, .EasingDirection.Out), {FieldOfView = origFOV + }):()
duration =
endTime = () + duration
flySpeed =
flightConn
flightConn = RunService.RenderStepped:(()
() >= endTime
flightConn:()
root.Anchored =
humanoid:(.HumanoidStateType.GettingUp)
auraAtt:()
TweenService:(camera, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {FieldOfView = origFOV}):()
camCFrame = camera.CFrame
moveVector = .(, , )
UserInputService:(.KeyCode.W)
moveVector = moveVector + camCFrame.LookVector
UserInputService:(.KeyCode.S)
moveVector = moveVector - camCFrame.LookVector
UserInputService:(.KeyCode.A)
moveVector = moveVector - camCFrame.RightVector
UserInputService:(.KeyCode.D)
moveVector = moveVector + camCFrame.RightVector
moveVector.Magnitude >
moveVector = moveVector.Unit * flySpeed
root.CFrame = .(root.Position + moveVector, root.Position + moveVector + camCFrame.LookVector)
)
(character)
root = character:()
root
startPos = root.Position
(startPos)
targetCFrame = root.CFrame * .(, , -)
character:(targetCFrame)
root.AssemblyLinearVelocity = .zero
(root.Position)
(.(, , ), )
(, )
(character)
humanoid = character:()
root = character:()
humanoid root
(.(, , ), )
origFOV = camera.FieldOfView
TweenService:(camera, TweenInfo.(, .EasingStyle.Sine), {FieldOfView = origFOV + }):()
origSpeed = humanoid.WalkSpeed
humanoid.WalkSpeed =
trailAtt = .(, root)
trailAtt.Position = .(, -, )
speedSparks = .(, trailAtt)
speedSparks.Texture =
speedSparks.Color = ColorSequence.(.(, , ))
speedSparks.Size = NumberSequence.(, )
speedSparks.Speed = NumberRange.(, )
speedSparks.Lifetime = NumberRange.(, )
speedSparks.Rate =
speedSparks.EmissionDirection = .NormalId.Back
duration =
endTime = () + duration
lastTrailTime =
walkConn
walkConn = RunService.Heartbeat:(()
() >= endTime
walkConn:()
humanoid.WalkSpeed = origSpeed
speedSparks.Enabled =
TweenService:(camera, TweenInfo.(, .EasingStyle.Back), {FieldOfView = origFOV}):()
Debris:(trailAtt, )
root.AssemblyLinearVelocity.Magnitude > (() - lastTrailTime) >=
lastTrailTime = ()
_, part (character:())
part:() part.Name ~= part:()
clone = .(, )
clone.Size = part.Size
clone.CFrame = part.CFrame
clone.Anchored =
clone.CanCollide =
clone.Material = .Material.ForceField
clone.Color = .(, , )
part:()
meshClone = .(, clone)
meshClone.MeshId = part.MeshId
meshClone.Scale = clone.Size / part.Size
TweenService:(clone, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {Transparency = , Size = clone.Size * }):()
Debris:(clone, )
)
()
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
character = player.Character
character
input.KeyCode == .KeyCode.F cooldowns.F
cooldowns.F =
()
.(, () cooldowns.F = )
input.KeyCode == .KeyCode.X cooldowns.X
cooldowns.X =
(character)
.(, () cooldowns.X = )
input.KeyCode == .KeyCode.C cooldowns.C
cooldowns.C =
(character)
.(, () cooldowns.C = )
input.KeyCode == .KeyCode.V cooldowns.V
cooldowns.V =
(character)
.(, () cooldowns.V = )
)work in progress. the skill c and x may not work in some high security game.

Universal