-- Made by Crimsonal wait(.1) local Player = game.Players.LocalPlayer local Character = Player.Character local Mouse = Player:GetMouse() if not Player.Backpack:FindFirstChild("Transformed") then Instance.new("BoolValue", Player.Backpack).Name = "Transformed" end local Backpack = Player.Backpack local Transformed = Backpack.Transformed local UIS = game:GetService("UserInputService") local Humanoid = Character.Humanoid local Torso = Character.Torso local RightShoulder = Torso["Right Shoulder"] local LeftShoulder = Torso["Left Shoulder"] local RightHip = Torso["Right Hip"] local LeftHip = Torso["Left Hip"] local Neck = Torso["Neck"] local RightArm = Character["Right Arm"] local Lighting = game.Lighting local enabled = false local special = false local spin = true local potential = false local PowerLevel = math.random(90000,100000) local Energy2 = nil local kb = Instance.new("Sound", Character.Torso) kb.Name = "kb" kb.SoundId = "rbxassetid://173663150" local bc = Instance.new("Sound", Character.Torso) bc.Name = "bc" bc.SoundId = "rbxassetid://173659030" local se = Instance.new("Sound", Character.Torso) se.SoundId = "rbxassetid://414516914" se.Name = "se" local sp = Instance.new("Sound", Character.Torso) sp.SoundId = "rbxassetid://174399309" sp.Name = "sp" local pe = Instance.new("Sound", Character.Torso) pe.SoundId = "rbxassetid://416318205" pe.Name = "pe" local mp = Instance.new("Sound", Character.Torso) mp.SoundId = "rbxassetid://137579113" mp.Name = "mp" local sk = Instance.new("Sound", Character.Torso) sk.SoundId = "rbxassetid://174399344" sk.Name = "sk" local bf = Instance.new("Sound", Character.Torso) bf.SoundId = "rbxassetid://173663150" bf.Name = "bf" local ack = Instance.new("Sound", Character.Torso) ack.SoundId = "rbxassetid://162393284" ack.Name = "ack" ack.Looped = true local vanish = Instance.new("Sound", Character.Torso) vanish.SoundId = "rbxassetid://254904394" vanish.Name = "vanish" local bc2 = Instance.new("Sound", Character.Torso) bc2.Name = "bc2" bc2.Volume = 1 bc2.SoundId = "rbxassetid://443834839" Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth local function RefreshC0() RightShoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) LeftShoulder.C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) RightHip.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) LeftHip.C0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end for i,v in pairs(Character:GetChildren()) do if v:IsA("CharacterMesh") or v:IsA("Shirt") or v:IsA("Pants") or v:IsA("Hat") then v:Destroy() end end local shirt = Instance.new("Shirt", Character) shirt.ShirtTemplate = "rbxassetid://453433302" local pants = Instance.new("Pants", Character) pants.PantsTemplate = "rbxassetid://454686317" local Head = Character.Head local hair = Instance.new("Part", Character) hair.Name = "hair" hair.CanCollide = false hair.Size = Vector3.new(2,2,2) local hairmesh = Instance.new("SpecialMesh", hair) hairmesh.MeshId = "http://www.roblox.com/asset/?id=16627529" hairmesh.Scale = Vector3.new(1.05, 1.05, 1.05) local hairweld = Instance.new("Weld", hair) hairweld.Part0 = Head hairweld.Part1 = hair hairweld.C0 = CFrame.new(0,0.43, 0) hair.BrickColor = BrickColor.new("Really red") --hair = game:GetService("InsertService"):LoadAsset(16630147):GetChildren()[1] --wait(1) --hair.Parent = Character local bg = Instance.new("BillboardGui", Character.Head) bg.Size = UDim2.new(2, 0, 0.5, 0) bg.StudsOffset = Vector3.new(0,2,0) local tl = Instance.new("TextLabel", bg) tl.Size = UDim2.new(1, 0, 1, 0) tl.Text = "power lvl:"..PowerLevel tl.TextColor3 = Color3.new(1, 0, 0) tl.TextScaled = true tl.BorderColor3 = Color3.new(1, 1, 1) tl.BackgroundColor3 = Color3.new(0,0,0) local indus = Instance.new("Sound", Character.Torso) indus.SoundId = "rbxassetid://159078699"--169226106 indus.Looped = true indus.Volume = 0.05 indus:Play() -- battle: 169226106 -- indus: 159078699 function Transform() if not Transformed.Value and not enabled then enabled = true Humanoid.PlatformStand = true Torso.Anchored = true Transformed.Value = true spawn(function() RefreshC0() for i =1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) end end) wait(.1) spawn(function() for i = 1,3 do local Energy = Instance.new("Part", Character) Energy.Name = "Energy" Energy.BrickColor = BrickColor.new("Really black") Energy.Transparency = 0.5 Energy.TopSurface = 0 Energy.BottomSurface = 0 Energy.CanCollide = false Energy.Anchored = true Energy.Locked = true Energy.Material = "SmoothPlastic" Energy.Shape = "Ball" Energy.Size = Vector3.new(1,1,1) Energy.CFrame = Torso.CFrame special = true for i = 1, 30 do Energy.Size = Energy.Size + Vector3.new(.5, .5, .5) wait() Energy.Transparency = Energy.Transparency + 0.020 end pe:Play() Energy:Destroy() end special = false end) spawn(function() repeat PowerLevel = PowerLevel+math.random(5561,9584) tl.Text = "power lvl:"..PowerLevel game.Lighting:SetMinutesAfterMidnight(game.Lighting:GetMinutesAfterMidnight()+1) wait() until not special spawn(function() for i =1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0,-0.1) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) end RefreshC0() end) Humanoid.PlatformStand = false Torso.Anchored = false --Energy:Destroy() wait(4) enabled = false if PowerLevel > 0 then Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth end end) end end function Off() if Transformed.Value and not enabled then enabled = true Transformed.Value = false spawn(function() RefreshC0() for i =1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) end end) spawn(function() Energy2 = Instance.new("Part", Character) Energy2.Name = "Energy2" Energy2.BrickColor = BrickColor.new("Really black") Energy2.Transparency = 0.5 Energy2.TopSurface = 0 Energy2.BottomSurface = 0 Energy2.CanCollide = false Energy2.Anchored = true Energy2.Locked = true Energy2.Material = "SmoothPlastic" Energy2.Shape = "Ball" Energy2.Size = Vector3.new(25, 25, 25) Energy2.CFrame = Torso.CFrame game.Debris:AddItem(Energy2, 3) special = true for i = 1, 50 do Energy2.Size = Energy2.Size - Vector3.new(.5, .5, .5) wait() end special = false end) spawn(function() repeat PowerLevel = PowerLevel-math.random(5,10) tl.Text = "power lvl:"..PowerLevel game.Lighting:SetMinutesAfterMidnight(game.Lighting:GetMinutesAfterMidnight()-5) wait() until not special for i =1,3 do RefreshC0() RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0,-0.1) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) end RefreshC0() end) enabled = false end end function KiBlast() if not enabled then enabled = true local hit = false local hits = 0 RefreshC0() Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p) Character.Humanoid.PlatformStand = true Character.Torso.Anchored = true RefreshC0() for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0, 0.5) wait() end local blast = Instance.new("Part", Character) blast.Name = "blast" blast.TopSurface = 0 blast.BottomSurface = 0 blast.Material = "SmoothPlastic" blast.CanCollide = false blast.Shape = "Ball" if not potential then blast.BrickColor = BrickColor.new("Really black") else blast.BrickColor = BrickColor.White() end blast.Size = Vector3.new(.1, .1, .1) blast.Anchored = true blast.Transparency = 1 local es = Instance.new("Sound", blast) es.SoundId = "rbxassetid://440145223" game.Debris:AddItem(blast, 3) blast.CFrame = Torso.CFrame * CFrame.new(1, 0, -5) bc:Play() for i = 1, 20 do blast.CFrame = Torso.CFrame * CFrame.new(1, 0, -5) blast.Transparency = blast.Transparency - 0.030 blast.Size = blast.Size + Vector3.new(.35, .35, .35) wait() end bc:Stop() blast.Anchored = false local bv = Instance.new("BodyVelocity", blast) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector*80 kb:Play() wait(0.05) blast.Touched:connect(function(part) if part.Parent:FindFirstChild("Humanoid") then if part.Parent.Name ~= Player.Name then local explosion = Instance.new("Explosion", workspace) explosion.BlastPressure = 0 explosion.Position = blast.Position part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) es:Play() blast:Destroy() kb:Stop() end else if hits >= 10 then local explosion = Instance.new("Explosion", workspace) explosion.BlastPressure = 0 explosion.BlastRadius = 10 explosion.Position = blast.Position es:Play() kb:Stop() blast:Destroy() else hits = hits +1 end end end) for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0, -0.5) wait() end RefreshC0() enabled = false Character.Humanoid.PlatformStand = false Character.Torso.Anchored = false end end function energyRelease() if not enabled then enabled = true Character.Humanoid.PlatformStand = true Character.Torso.Anchored = true RefreshC0() for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) wait(.1) end local ENERGY = Instance.new("Part", Character) ENERGY.Name = "ENERGY" ENERGY.CanCollide = false if not potential then ENERGY.BrickColor = BrickColor.new("Really black") else ENERGY.BrickColor = BrickColor.White() end ENERGY.Transparency = 0.2 ENERGY.TopSurface = 0 ENERGY.BottomSurface = 0 ENERGY.Anchored = true local cm = Instance.new("CylinderMesh", ENERGY) cm.Scale = Vector3.new(1, 20, 1) ENERGY.Size = Vector3.new(5, 20, 5) ENERGY.CFrame = Character.Torso.CFrame se:Play() for i = 1, 50 do ENERGY.CFrame = Character.Torso.CFrame if not potential then PowerLevel = PowerLevel+math.random(250,1754) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(1754,5023) tl.Text = "power lvl:"..PowerLevel end ENERGY.Transparency = ENERGY.Transparency + 0.012 ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2) wait() end ENERGY:Destroy() for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) wait(.2) end Character.Humanoid.PlatformStand = false Character.Torso.Anchored = false RefreshC0() enabled = false if PowerLevel > 0 then Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth end end end function SpiritBall() if not enabled then enabled = true local hit2 = false RefreshC0() local throw = Mouse.hit.p Character.Torso.CFrame = CFrame.new(Character.Torso.Position, throw) Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,1) wait() end local ball = Instance.new("Part", Character) ball.Name = "ENERGY" ball.Anchored = true ball.TopSurface = 0 ball.BottomSurface = 0 ball.Transparency = 1 ball.Shape = "Ball" ball.CanCollide = false if not potential then ball.BrickColor = BrickColor.new("Really black") else ball.BrickColor = BrickColor.White() end ball.Material = "SmoothPlastic" ball.CFrame = Torso.CFrame * CFrame.new(1, 10, 0) ball.Size = Vector3.new(.1, .1, .1) game.Debris:AddItem(ball, 10) local scale = Instance.new("SpecialMesh", ball) scale.MeshType = "Sphere" bc2:Play() for i = 1,120 do PowerLevel = PowerLevel-math.random(754,2678) tl.Text = "power lvl:"..PowerLevel ball.CFrame =ball.CFrame * CFrame.new(0,.25,0) ball.Size = ball.Size + Vector3.new(.5, .5, .5) ball.Transparency = ball.Transparency - 0.007 wait() end bc2:Stop() ball.CFrame = CFrame.new(ball.Position, Mouse.hit.p) for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) wait() end local bv = Instance.new("BodyVelocity", ball) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = ball.CFrame.lookVector*30 ball.Anchored = false local es = Instance.new("Sound", ball) es.SoundId = "rbxassetid://432515400" ball.Touched:connect(function(hit) if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then hit2 = true es:Play() hit.Parent.Humanoid:TakeDamage(PowerLevel) ball.Anchored = true for i = 1,100 do ball.Transparency = ball.Transparency + 0.050 scale.Scale = scale.Scale + Vector3.new(.1,.1,.1) wait() end ball:Destroy() end end) wait(0.2) for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) wait() end RefreshC0() Character.Torso.Anchored = false Character.Humanoid.PlatformStand = false enabled = false end end function energybarrage() if not enabled then enabled = true RefreshC0() Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p) Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true local last = "Right" local prev_mousehit spawn(function() repeat if Mouse.Hit.p ~= prev_mousehit then Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Vector3.new(Mouse.hit.p.x,Character.Torso.Position.y,Mouse.hit.p.z)) prev_mousehit = Mouse.Hit.p end wait() until not enabled end) for i = 1,15 do PowerLevel = PowerLevel-math.random(754,2678) tl.Text = "power lvl:"..PowerLevel RefreshC0() if last == "Right" then last = "Left" local hit2 = false for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.2) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.2) end local ball = Instance.new("Part", Character) local es = Instance.new("Sound", ball) es.SoundId = "rbxassetid://432515400" ball.TopSurface = 0 ball.BottomSurface = 0 if not potential then ball.BrickColor = BrickColor.new("Really black") else ball.BrickColor = BrickColor.White() end ball.Material = "SmoothPlastic" ball.Shape = "Ball" ball.CanCollide = false ball.Transparency = 0.5 ball.Size = Vector3.new(3,3,3) local fyre = Instance.new("Fire", ball) if not potential then fyre.Color = Color3.new(0,0,0) fyre.SecondaryColor = Color3.new(0,0,0) else fyre.Color = Color3.new(1,1,1) fyre.SecondaryColor = Color3.new(1,1,1) end ball.CFrame = Torso.CFrame * CFrame.new(1, 0, -5) game.Debris:AddItem(ball, 5) local bv = Instance.new("BodyVelocity", ball) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector * 50 kb:Play() ball.Touched:connect(function(hit) if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then hit2 = true es:Play() hit.Parent.Humanoid:TakeDamage(PowerLevel/5) ball:Destroy() end end) elseif last == "Left" then last = "Right" local hit2 = false for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.2) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.2) end local ball = Instance.new("Part", Character) local es = Instance.new("Sound", ball) es.SoundId = "rbxassetid://432515400" ball.TopSurface = 0 ball.BottomSurface = 0 if not potential then ball.BrickColor = BrickColor.new("Really black") else ball.BrickColor = BrickColor.White() end ball.Material = "SmoothPlastic" ball.Shape = "Ball" ball.CanCollide = false ball.Transparency = 0.5 ball.Size = Vector3.new(3,3,3) ball.CFrame = Torso.CFrame * CFrame.new(-1, 0, -5) local bv = Instance.new("BodyVelocity", ball) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector * 50 local fyre = Instance.new("Fire", ball) game.Debris:AddItem(ball, 5) if not potential then fyre.Color = Color3.new(0,0,0) fyre.SecondaryColor = Color3.new(0,0,0) else fyre.Color = Color3.new(1,1,1) fyre.SecondaryColor = Color3.new(1,1,1) end kb:Play() ball.Touched:connect(function(hit) if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then hit2 = true es:Play() hit.Parent.Humanoid:TakeDamage(PowerLevel/5) ball:Destroy() end end) end wait(0.1) end RefreshC0() enabled = false Character.Torso.Anchored = false Character.Humanoid.PlatformStand = false end end function SEW() -- SUPER EXPLOSIVE WAVE if not enabled then enabled = true local chats = game:GetService("Chat") RefreshC0() chats:Chat(Character.Head,"Super...", 2) Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true for i =1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) wait(0.1) end wait(0.5) chats:Chat(Character.Head, "Explosive....",2) wait(0.2) for i =1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0, 0.1) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) wait(0.1) end RefreshC0() wait(1) for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) wait(.15) end wait(0.1) chats:Chat(Character.Head, "WAVE!!!!",2) -- chaos local EXPLOSO = Instance.new("Sound", Character.Torso) EXPLOSO.Name = "EXPLOSO" EXPLOSO.Volume = 1 EXPLOSO.SoundId = "rbxassetid://165970126" EXPLOSO:Play() local ball = Instance.new("Part", Character) ball.Shape = "Ball" ball.Anchored = true ball.CanCollide = false ball.TopSurface= 0 ball.BottomSurface= 0 ball.Material = "SmoothPlastic" ball.Transparency = 0.1 ball.BrickColor = BrickColor.new("Really black") ball.CFrame = Torso.CFrame local bigexplo = Instance.new("Explosion", workspace) bigexplo.Position = ball.Position bigexplo.BlastRadius = 500003 bigexplo.BlastPressure = 999999999 for i = 1,500 do ball.Transparency = ball.Transparency + 0.001 ball.Size = ball.Size + Vector3.new(3, 3, 3) wait() end wait(1) for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) wait(.15) end RefreshC0() enabled = false Character.Torso.Anchored = false chats:Chat(Character.Head, "What am I doing??? I could've killed myself..", 1) Character.Humanoid.PlatformStand = false end end function slam() if not enabled then enabled = true RefreshC0() Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,1) wait() end local b = Instance.new("Part", Character) b.TopSurface = 0 b.BottomSurface = 0 b.Material = "SmoothPlastic" b.Transparency = 0.5 b.Shape = "Ball" b.CanCollide = false b.BrickColor = BrickColor.new("Really black") b.Anchored = true b.Locked = true b.CFrame = Torso.CFrame * CFrame.new(1.5, 4, 0) b.Size = Vector3.new(.5, .5,.5) local bp = Instance.new("BodyPosition", b) bp.MaxForce = Vector3.new(math.huge, math.huge, math.huge) local ff = Instance.new("ForceField", Character) wait(0.5) for i = 1, 4 do b.CFrame = b.CFrame * CFrame.new(0,-0.5,0) wait(.1) end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) wait() end b.Anchored = false bp.Position = Torso.Position + Vector3.new(0,-3,5) wait(1.7) local b2 = Instance.new("Part", Character) b2.BrickColor = BrickColor.new("Really black") b2.CFrame = b.CFrame b2.CanCollide = false b2.Anchored = true b2.Size = Vector3.new(5,0.1,5) local e = Instance.new("Explosion", b2) e.Position = b2.Position e.BlastRadius = 50 local m1 = Instance.new("CylinderMesh", b2) for i = 1,120 do b2.Transparency = b2.Transparency + 0.010 b2.Size = b2.Size + Vector3.new(3, 0, 3) wait() end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) wait() end RefreshC0() enabled = false b:Destroy() ff:Destroy() Character.Torso.Anchored = false Character.Humanoid.PlatformStand = false end end function SuperEnergyRelease() if not enabled and not potential then potential = true enabled = true RefreshC0() Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true local waiting = 1.2 for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.12) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.12) Neck.C0 = Neck.C0 * CFrame.Angles(0.099,0,0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.3,0.75) LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,-0.3,-0.75) wait() end wait(0.7) local chats = game:GetService("Chat") chats:Chat(Character.Head,"ARRGG...",2) for i = 1,3 do local energy = Instance.new("Part", Character) energy.BrickColor = BrickColor.new("Really red") energy.Transparency = 0.2 energy.CanCollide = false energy.Anchored = true energy.TopSurface = 0 energy.BottomSurface = 0 energy.Material="SmoothPlastic" energy.Shape = "Ball" --energy.Size = Vector3.new(15, 15, 15) energy.CFrame = Torso.CFrame local em = Instance.new("SpecialMesh", energy) em.MeshType = "Sphere" em.Scale = Vector3.new(15,15,15) for i = 1,25 do PowerLevel = PowerLevel+math.random(754,2678) tl.Text = "power lvl:"..PowerLevel em.Scale = em.Scale-Vector3.new(0.4, 0.4, 0.4) energy.Transparency = energy.Transparency + 0.040 wait() end energy:Destroy() end chats:Chat(Character.Head,"TIME TO RELEASE... MY TRUE POWER!",2) pe:Play() for i = 1,30 do PowerLevel = PowerLevel+math.random(500, 1000) tl.Text = "power lvl:"..PowerLevel local beam = Instance.new("Part", Character) beam.Name = "beam" beam.BrickColor = BrickColor.new("Really yellow") beam.Transparency = 0.5 beam.Material = "SmoothPlastic" beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180)) beam.Anchored = true beam.CanCollide = false local mesh = Instance.new("CylinderMesh", beam) mesh.Scale = Vector3.new(0.05, 500, 0.05) --pe:Play() wait(waiting) waiting = waiting-0.2 end pe:Play() local energy = Instance.new("Part", Character) energy.BrickColor = BrickColor.new("Really red") energy.Transparency = 0.2 energy.CanCollide = false energy.Anchored = true energy.TopSurface = 0 energy.BottomSurface = 0 energy.Material="SmoothPlastic" energy.Shape = "Ball" energy.Size = Vector3.new(0.1, 0.1, 0.1) local em = Instance.new("SpecialMesh", energy) em.MeshType = "Sphere" energy.CFrame = Torso.CFrame for i = 1,100 do PowerLevel = PowerLevel+math.random(500, 1000) tl.Text = "power lvl:"..PowerLevel em.Scale =em.Scale+Vector3.new(2, 2, 2) energy.Transparency = energy.Transparency + 0.005 wait() end energy:Destroy() for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.12) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.12) Neck.C0 = Neck.C0 * CFrame.Angles(-0.099,0,0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.3,-0.75) LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,0.3,0.75) wait() end RefreshC0() for i,v in pairs(Character:GetChildren()) do if v.Name == "beam" then v:Destroy() end wait() end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) wait(.1) end spawn(function() local energy = Instance.new("Part", Character) energy.BrickColor = BrickColor.new("Dark red") energy.Transparency = 0.2 energy.CanCollide = false energy.Anchored = true energy.TopSurface = 0 energy.BottomSurface = 0 energy.Material="SmoothPlastic" energy.Shape = "Ball" --energy.Size = Vector3.new(3, 3, 3) energy.CFrame = Torso.CFrame local em = Instance.new("SpecialMesh", energy) em.MeshType = "Sphere" for i = 1,100 do PowerLevel = PowerLevel+math.random(500, 1000) tl.Text = "power lvl:"..PowerLevel em.Scale = em.Scale+Vector3.new(0.1, 0.1, 0.1) energy.Transparency = energy.Transparency + 0.005 wait() end hair.BrickColor = BrickColor.new("Really black") local fire = Instance.new("Fire", hair) fire.Color = Color3.new(1,1,1) fire.SecondaryColor = Color3.new(1,1,1) wait(2) for i = 1,100 do --PowerLevel = PowerLevel+math.random(500, 1000) --tl.Text = "power lvl:"..PowerLevel em.Scale = em.Scale-Vector3.new(2.2,2.2,2.2) energy.Transparency = energy.Transparency + 0.005 wait() end end) pe:Play() for i = 1,100 do PowerLevel = PowerLevel+math.random(99999,999999) tl.Text = "power lvl:"..PowerLevel local beam = Instance.new("Part", Character) beam.Name = "beam" beam.BrickColor = BrickColor.new("Really red") beam.Transparency = 0.5 beam.Material = "SmoothPlastic" beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180)) beam.Anchored = true beam.CanCollide = false local mesh = Instance.new("CylinderMesh", beam) mesh.Scale = Vector3.new(0.05, 500, 0.05) wait(0.01) end pe:Play() for i,v in pairs(Character:GetChildren()) do if v.Name == "beam" then v:Destroy() end wait() end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) wait(.1) end RefreshC0() Character.Torso.Anchored = false Character.Humanoid.PlatformStand = false indus:Stop() indus.SoundId = "rbxassetid://169226106" indus:Play() chats:Chat(Character.Head,"I hope you're ready to feel true pain.",2) if PowerLevel > 0 then Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth end enabled = false end end function Teleport() if not enabled then enabled = true vanish:Play() Character:MoveTo(Mouse.hit.p) PowerLevel = PowerLevel-math.random(500, 1000) tl.Text = "power lvl:"..PowerLevel wait(1) enabled = false end end local running = false function Run() if not running and not enabled then running = true if not potential then Humanoid.WalkSpeed = 50 else Humanoid.WalkSpeed = 75 end repeat wait() if potential then local Part = Instance.new("Part", Character) Part.BrickColor = BrickColor.Red() Part.Transparency = 0.5 Part.Anchored = true Part.CanCollide = false local cm = Instance.new("CylinderMesh", Part) cm.Scale = Vector3.new(3,3,3) Part.CFrame = Torso.CFrame * CFrame.Angles(1.55,0,0) game.Debris:AddItem(Part,0.9) end until not running or enabled running = false Humanoid.WalkSpeed = 16 end end function speedrush() if not enabled then enabled = true local pos = Torso.CFrame RefreshC0() for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5) wait(0.1) end local Target = nil local vTorso = nil local vHumanoid = nil local Last = "Left" for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then Target = v end end if Target then vTorso = Target.Torso vHumanoid = Target.Humanoid vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) vTorso.Anchored = true vHumanoid.PlatformStand = true Torso.Anchored = true Humanoid.PlatformStand = true for i = 1, 30 do Torso.Anchored = false vTorso.Anchored= false PowerLevel = PowerLevel-math.random(250,500) tl.Text = "power lvl:"..PowerLevel --wait(.1) Torso.CFrame = pos * CFrame.new(math.random(-50, 50), math.random(1, 50), math.random(-50, 50)) vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) wait() Torso.Anchored = true vTorso.Anchored= true RefreshC0() if Last == "Left" then Last = "Right" mp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end elseif Last == "Right" then Last = "Left" mp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end end if not potential then wait(0.2) else wait() end end RefreshC0() for i = 1,4 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3) wait(0.1) end vTorso.Anchored = false vHumanoid.PlatformStand = false local explo = Instance.new("Explosion", workspace) sk:Play() vHumanoid:TakeDamage(PowerLevel) explo.BlastPressure = 0 explo.Position = Character["Right Leg"].Position local bv = Instance.new("BodyVelocity", vTorso) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector*80 game.Debris:AddItem(bv,0.5) wait(2) for i = 1,4 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3) wait(0.1) end enabled = false Torso.Anchored = false Humanoid.PlatformStand = false else enabled = false for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5) wait(0.1) end RefreshC0() end end end local charging = false function charge() if not charging and not enabled then charging = true enabled = true RefreshC0() Humanoid.PlatformStand = true Torso.Anchored = true local crown = Instance.new("Part", Character) crown.Size = Vector3.new(1,1,1) crown.CFrame = Torso.CFrame * CFrame.new(0,-2,0) crown.Anchored = true crown.CanCollide = false local particle = Instance.new("ParticleEmitter", crown) particle.Size = NumberSequence.new(1.2) particle.LightEmission = 0.2 particle.EmissionDirection = "Top" particle.Lifetime = NumberRange.new(5,10) particle.Rotation = NumberRange.new(5,10) particle.RotSpeed = NumberRange.new(5) particle.Speed = NumberRange.new(15) particle.VelocitySpread = 500 particle.Rate = 250 if potential then particle.Color = ColorSequence.new(Color3.new(1,1,1)) else particle.Color = ColorSequence.new(Color3.new(0,0,0)) end local crownm = Instance.new("SpecialMesh", crown) crownm.MeshType = "FileMesh" crownm.MeshId = "http://www.roblox.com/asset/?id=20329976" crownm.Scale = Vector3.new(2,0.9,2) if potential then crown.BrickColor = BrickColor.Black() else crown.BrickColor = BrickColor.new("Really red") end for i = 1,3 do Neck.C0 = Neck.C0 * CFrame.Angles(0.075, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, 0) wait() end ack:Play() repeat for i = 1, 100 do if not potential then PowerLevel = PowerLevel+math.random(100,200) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(300,500) tl.Text = "power lvl:"..PowerLevel end crownm.Scale = crownm.Scale + Vector3.new(0.1, 0, 0.1) crown.CFrame = crown.CFrame * CFrame.Angles(0,0.1,0) game:GetService("RunService").RenderStepped:wait() if not charging then break end end for i = 1, 100 do if not potential then PowerLevel = PowerLevel+math.random(100,200) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(300,500) tl.Text = "power lvl:"..PowerLevel end crownm.Scale = crownm.Scale - Vector3.new(0.1, 0, 0.1) crown.CFrame = crown.CFrame * CFrame.Angles(0,0.1,0) game:GetService("RunService").RenderStepped:wait() if not charging then break end end wait() until not charging or enabled ack:Stop() Humanoid.PlatformStand = false Torso.Anchored = false for i = 1,3 do Neck.C0 = Neck.C0 * CFrame.Angles(-0.075, 0, 0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0, 0) wait() end RefreshC0() enabled = false if PowerLevel > 0 then Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth end spawn(function() for i = 1,250 do particle.Rate = particle.Rate-10 wait() end particle:Destroy() end) spawn(function() for i = 1,10 do crown.Transparency = crown.Transparency + 0.1 game:GetService("RunService").RenderStepped:wait() end end) end end local lastaction = "Left" function Punch() if not enabled then enabled = true RefreshC0() if lastaction == "Left" then lastaction = "Right" local hit = false Character["Left Arm"].Touched:connect(function(part) if not hit and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then mp:Play() hit = true part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2)) end end) for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0.1,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0.1, -0.35) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.1) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.1) wait(.1) end wait() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,-0.1,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, -0.1, 0.35) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.1) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.1) wait(.1) end elseif lastaction == "Right" then lastaction = "Left" local hit3 = false Character["Right Arm"].Touched:connect(function(part) if not hit3 and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then mp:Play() hit3 = true part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2)) end end) for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0.1, 0.35) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0.1, 0.5) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.1) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.1) wait(.1) end wait() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,-0.1,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, -0.1, -0.35) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.1) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.1) wait(.1) end end RefreshC0() --hit =false enabled = false end end function Kick() if not enabled then enabled = true RefreshC0() if lastaction == "Left" then lastaction = "Right" local hit = false Character["Left Leg"].Touched:connect(function(part) if not hit and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then mp:Play() hit = true part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2)) end end) for i = 1,3 do LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3) wait(.1) end wait() for i = 1,3 do LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3) wait(.1) end elseif lastaction == "Right" then lastaction = "Left" local hit2 = false Character["Right Leg"].Touched:connect(function(part) if not hit2 and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then mp:Play() hit2 = true part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2)) end end) for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3) wait(.1) end wait() for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3) wait(.1) end end RefreshC0() enabled = false end end function highPOWERRUSH() if not enabled then enabled = true local pos = Torso.CFrame RefreshC0() for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5) wait(0.1) end local Target = nil local vTorso = nil local vHumanoid = nil local Last = "Left" for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then Target = v end end if Target then vTorso = Target.Torso vHumanoid = Target.Humanoid vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) vTorso.Anchored = true vHumanoid.PlatformStand = true Torso.Anchored = true Humanoid.PlatformStand = true for i = 1,5 do Torso.Anchored = false vTorso.Anchored= false PowerLevel = PowerLevel-math.random(250,500) tl.Text = "power lvl:"..PowerLevel --wait(.1) Torso.CFrame = pos * CFrame.new(0, 0, math.random(1,25)) vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) wait() Torso.Anchored = true vTorso.Anchored= true RefreshC0() if Last == "Left" then Last = "Right" sp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) end local explo = Instance.new("Explosion", workspace) explo.BlastPressure = 0 explo.Position = Character["Left Arm"].Position if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end elseif Last == "Right" then Last = "Left" local explo = Instance.new("Explosion", workspace) explo.BlastPressure = 0 explo.Position = Character["Right Arm"].Position sp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end end if not potential then wait(1) else wait(0.5) end end for i = 1, 30 do Torso.Anchored = false vTorso.Anchored= false PowerLevel = PowerLevel-math.random(250,500) tl.Text = "power lvl:"..PowerLevel --wait(.1) Torso.CFrame = pos * CFrame.new(math.random(-50, 50), math.random(1, 50), math.random(-50, 50)) vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) wait() Torso.Anchored = true vTorso.Anchored= true RefreshC0() if Last == "Left" then Last = "Right" mp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end elseif Last == "Right" then Last = "Left" mp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end end if not potential then wait(0.2) else wait() end end RefreshC0() for i = 1,5 do Torso.Anchored = false vTorso.Anchored= false PowerLevel = PowerLevel-math.random(250,500) tl.Text = "power lvl:"..PowerLevel --wait(.1) Torso.CFrame = pos * CFrame.new(0, 0, math.random(1,25)) vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) wait() Torso.Anchored = true vTorso.Anchored= true RefreshC0() if Last == "Left" then Last = "Right" sp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5) end local explo = Instance.new("Explosion", workspace) explo.BlastPressure = 0 explo.Position = Character["Left Arm"].Position if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end elseif Last == "Right" then Last = "Left" local explo = Instance.new("Explosion", workspace) explo.BlastPressure = 0 explo.Position = Character["Right Arm"].Position sp:Play() for i = 1,3 do LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5) end if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end end if not potential then wait(1) else wait(0.5) end end vTorso.Anchored = false vHumanoid.PlatformStand = false RefreshC0() local explo = Instance.new("Explosion", workspace) sk:Play() vHumanoid:TakeDamage(PowerLevel) explo.BlastPressure = 0 explo.Position = Character["Right Leg"].Position local bv = Instance.new("BodyVelocity", vTorso) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector*80 game.Debris:AddItem(bv,0.5) enabled = false Torso.Anchored = false Humanoid.PlatformStand = false else enabled = false for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5) wait(0.1) end RefreshC0() end end end --[[ Why is instantSS a thing? Well, I often ran into a problem where when I was turning into Super Saiyan white, jerks would kill you during it. This solves the problem and makes you turn into Super saiyan white quickly. But the only downside is that you get less power level. (from a roleplay standpoint) --]] function instantSS() if not enabled and not potential then enabled = false local chats = game:GetService("Chat") chats:Chat(Character.Head,"I don't have time for any warm ups.",2) potential = true enabled = true RefreshC0() Character.Torso.Anchored = true Character.Humanoid.PlatformStand = true spawn(function() local ball = Instance.new("Part", Character) ball.Shape = "Ball" ball.TopSurface = 0 ball.BottomSurface = 0 local sp = Instance.new("SpecialMesh", ball) sp.MeshType = "Sphere" sp.Scale = Vector3.new(10,10,10) ball.CanCollide = false ball.Anchored = true ball.Material = "SmoothPlastic" ball.CFrame = Torso.CFrame ball.BrickColor = BrickColor.new("Really red") for i = 1,10 do sp.Scale = sp.Scale-Vector3.new(1,1,1) ball.Transparency = ball.Transparency + 0.010 wait() end ball:Destroy() end) for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.12) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.12) Neck.C0 = Neck.C0 * CFrame.Angles(0.099,0,0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.3,0.75) LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,-0.3,-0.75) wait() end wait(2) for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.12) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.12) Neck.C0 = Neck.C0 * CFrame.Angles(-0.099,0,0) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.3,-0.75) LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,0.3,0.75) wait() end RefreshC0() for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1) wait(.1) end local ball = Instance.new("Part", Character) ball.Shape = "Ball" ball.TopSurface = 0 ball.BottomSurface= 0 ball.BrickColor = BrickColor.Black() ball.CFrame = Torso.CFrame ball.Material = "SmoothPlastic" ball.Anchored = true ball.CanCollide = false local sp = Instance.new("SpecialMesh", ball) sp.MeshType = "Sphere" sp.Scale = Vector3.new(.5,.5,.5) spawn(function() for i= 1,10 do sp.Scale = sp.Scale + Vector3.new(1,1,1) ball.Transparency = ball.Transparency + 0.050 wait() end wait(0.5) for i= 1,2 do sp.Scale = sp.Scale - Vector3.new(1,1,1) ball.Transparency = ball.Transparency + 0.050 wait() end for i= 1,10 do sp.Scale = sp.Scale + Vector3.new(3,3,3) ball.Transparency = ball.Transparency + 0.050 wait() end ball:Destroy() end) spawn(function() local ENERGY = Instance.new("Part", Character) ENERGY.Name = "ENERGY" ENERGY.CanCollide = false ENERGY.BrickColor = BrickColor.Black() ENERGY.Transparency = 0.2 ENERGY.TopSurface = 0 ENERGY.BottomSurface = 0 ENERGY.Anchored = true local cm = Instance.new("CylinderMesh", ENERGY) cm.Scale = Vector3.new(1, 20, 1) ENERGY.Size = Vector3.new(5, 20, 5) ENERGY.CFrame = Character.Torso.CFrame se:Play() hair.BrickColor = BrickColor.new("Really red") local fire = Instance.new("Fire", hair) fire.Color = Color3.new(1,1,1) fire.SecondaryColor = Color3.new(1,1,1) for i = 1, 50 do ENERGY.CFrame = Character.Torso.CFrame if not potential then PowerLevel = PowerLevel+math.random(250,1754) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(1754,5023) tl.Text = "power lvl:"..PowerLevel end ENERGY.Transparency = ENERGY.Transparency + 0.012 cm.Scale = cm.Scale + Vector3.new(0.2, 0.2, 0.2) --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2) wait() end wait(0.8) for i = 1,3 do ENERGY.CFrame = Character.Torso.CFrame if not potential then PowerLevel = PowerLevel+math.random(250,1754) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(1754,5023) tl.Text = "power lvl:"..PowerLevel end ENERGY.Transparency = ENERGY.Transparency + 0.012 cm.Scale = cm.Scale + Vector3.new(0.5, 0.5, 0.5) --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2) wait() end for i = 1, 50 do ENERGY.CFrame = Character.Torso.CFrame if not potential then PowerLevel = PowerLevel+math.random(250,1754) tl.Text = "power lvl:"..PowerLevel else PowerLevel = PowerLevel+math.random(1754,5023) tl.Text = "power lvl:"..PowerLevel end ENERGY.Transparency = ENERGY.Transparency + 0.012 cm.Scale = cm.Scale - Vector3.new(0.7, 0.7, 0.7) --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2) wait() end ENERGY:Destroy() end) for i = 1,100 do PowerLevel = PowerLevel+math.random(999,9999) tl.Text = "power lvl:"..PowerLevel local beam = Instance.new("Part", Character) beam.Name = "beam" beam.BrickColor = BrickColor.new("Really black") beam.Transparency = 0.5 beam.Material = "SmoothPlastic" beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180)) beam.Anchored = true beam.CanCollide = false local mesh = Instance.new("CylinderMesh", beam) mesh.Scale = Vector3.new(0.05, 500, 0.05) game:GetService("RunService").RenderStepped:wait() end for i,v in pairs(Character:GetChildren()) do if v.Name == "beam" then v:Destroy() end end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0) Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0) RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1) wait(.1) end if PowerLevel > 0 then Character.Humanoid.MaxHealth = PowerLevel wait(.1) Character.Humanoid.Health = Character.Humanoid.MaxHealth end RefreshC0() enabled = false Character.Torso.Anchored = false Character.Humanoid.PlatformStand = false end end function kickfrenzy() if not enabled then enabled = true local pos = Torso.CFrame RefreshC0() for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5) wait(0.1) end local Target = nil local vTorso = nil local vHumanoid = nil local Last = "Left" local lastspin = 0 for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then Target = v end end if Target then vTorso = Target.Torso vHumanoid = Target.Humanoid --vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5) vTorso.Anchored = true vHumanoid.PlatformStand = true Torso.Anchored = true Humanoid.PlatformStand = true for i = 1,10 do RefreshC0() if lastspin == 0 then lastspin=1 Torso.CFrame = vTorso.CFrame*CFrame.new(0,0,-2) * CFrame.Angles(0,3,0) elseif lastspin==1 then lastspin=0 Torso.CFrame = vTorso.CFrame*CFrame.new(0,0,2) * CFrame.Angles(0,0,0) end if not potential then wait(0.2) else wait() end if Last=="Left" then Last="Right" for i = 1,3 do RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.6) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3) wait(0.1) end mp:Play() local bv = Instance.new("BodyVelocity", vTorso) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) vTorso.Anchored=false if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) bv.velocity = Torso.CFrame.lookVector*80 wait(1) else local explosion = Instance.new("Explosion", workspace) explosion.BlastPressure = 0 explosion.Position = Character["Left Leg"].Position vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) bv.velocity = Torso.CFrame.lookVector*150 wait(0.2) end bv:Destroy() vTorso.Anchored = true elseif Last=="Right" then Last="Left" for i = 1,3 do LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.6) RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3) wait(.1) end mp:Play() local bv = Instance.new("BodyVelocity", vTorso) bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = Torso.CFrame.lookVector*80 vTorso.Anchored=false if not potential then vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) bv.velocity = Torso.CFrame.lookVector*80 wait(1) else local explosion = Instance.new("Explosion", workspace) explosion.BlastPressure = 0 explosion.Position = Character["Right Leg"].Position vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) bv.velocity = Torso.CFrame.lookVector*150 wait(0.2) end bv:Destroy() vTorso.Anchored = true end end RefreshC0() vTorso.Anchored = false vHumanoid.PlatformStand = false Torso.Anchored = false Humanoid.PlatformStand = false enabled = false end end end function kamehameha() -- da last move im adding if not enabled then enabled = true RefreshC0() Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p) Character.Torso.Anchored = true Humanoid.PlatformStand =true local speed=2 local hits = 0 for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.25,0.5) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, -0.25, -0.5) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.15) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.15) wait() end local sphere1 = Instance.new("Part", Character) sphere1.Anchored = true sphere1.CanCollide = false sphere1.TopSurface = 0 sphere1.BottomSurface = 0 sphere1.Material = "SmoothPlastic" sphere1.Shape = "Ball" sphere1.CFrame = Torso.CFrame * CFrame.new(0,0.5,-2.5) sphere1.Size = Vector3.new(.1,.1,.1) sphere1.Name = "sphere1" local sphere1mesh = Instance.new("SpecialMesh", sphere1) sphere1mesh.MeshType = "Sphere" sphere1mesh.Scale = Vector3.new(17,17,17) local cylinder = Instance.new("Part", Character) cylinder.Size = Vector3.new(1,1,1) local cm = Instance.new("CylinderMesh", cylinder) cylinder.Anchored = true cm.Scale = Vector3.new(2,2,2) cylinder.CFrame = sphere1.CFrame * CFrame.new(0,0,-1.5) * CFrame.Angles(1.5,0,0) local power = Instance.new("Part", Character) power.Shape = "Ball" power.Anchored = true power.CanCollide = false power.TopSurface= 0 power.BottomSurface = 0 power.Material = "SmoothPlastic" power.Size = Vector3.new(5,5,5) power.CFrame = sphere1.CFrame * CFrame.new(0,0,-1.5) * CFrame.Angles(1.5,0,0) bf:Play() if not potential then cylinder.BrickColor = BrickColor.new("Really red") power.BrickColor = BrickColor.new("Really red") sphere1.BrickColor = BrickColor.new("Really red") else cylinder.BrickColor = BrickColor.Black() power.BrickColor = BrickColor.Black() sphere1.BrickColor = BrickColor.Black() local fyre = Instance.new("Fire", power) fyre.Color = Color3.new(1,1,1) fyre.SecondaryColor = Color3.new(1,1,1) end power.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and hits <= 3 then hits = hits+1 local explo = Instance.new("Explosion", workspace) explo.BlastPressure = 0 explo.Position = power.Position if not potential then hit.Parent.Humanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33)) else hit.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2)) end end end) for i = 1,100 do PowerLevel = PowerLevel-math.random(342,1023) tl.Text = "power lvl:"..PowerLevel cm.Scale = cm.Scale + Vector3.new(-0.001,speed,-0.010) sphere1mesh.Scale = sphere1mesh.Scale + Vector3.new(0.02, 0.02, 0.02) sphere1.Transparency = sphere1.Transparency + 0.005 cylinder.CFrame = cylinder.CFrame * CFrame.new(0,-1,0) power.CFrame = cylinder.CFrame * CFrame.new(0,-cm.Scale.Y/2,0) wait() end for i = 1,3 do RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.25,-0.5) LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, 0.25, 0.5) RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.15) LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.15) wait() end RefreshC0() power:Destroy() sphere1:Destroy() cylinder:Destroy() Character.Torso.Anchored = false enabled=false Humanoid.PlatformStand =false end end UIS.InputBegan:connect(function(key, gpe) if not gpe then if key.KeyCode == Enum.KeyCode.F then KiBlast() elseif key.KeyCode == Enum.KeyCode.X then energyRelease() elseif key.KeyCode == Enum.KeyCode.G then SpiritBall() elseif key.KeyCode == Enum.KeyCode.H then energybarrage() elseif key.KeyCode == Enum.KeyCode.P then SEW() elseif key.KeyCode == Enum.KeyCode.L then slam() elseif key.KeyCode == Enum.KeyCode.C then SuperEnergyRelease() elseif key.KeyCode == Enum.KeyCode.J then Teleport() elseif key.KeyCode == Enum.KeyCode.LeftShift then Run() elseif key.KeyCode == Enum.KeyCode.R then speedrush() elseif key.KeyCode == Enum.KeyCode.LeftControl then charge() elseif key.KeyCode == Enum.KeyCode.Q then Punch() elseif key.KeyCode == Enum.KeyCode.E then Kick() elseif key.KeyCode == Enum.KeyCode.T then highPOWERRUSH() elseif key.KeyCode == Enum.KeyCode.V then instantSS() elseif key.KeyCode == Enum.KeyCode.Y then kickfrenzy() elseif key.KeyCode == Enum.KeyCode.K then kamehameha() end end end) UIS.InputEnded:connect(function(key, gpe) if not gpe then if key.KeyCode == Enum.KeyCode.LeftShift then running = false elseif key.KeyCode == Enum.KeyCode.LeftControl then charging = false end end end) --wait(1) --[[local prev_mousehit spawn(function() while wait() do if Mouse.Hit.p ~= prev_mousehit then Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Vector3.new(workspace.Camera.CFrame.X,Character.Torso.Position.y,workspace.Camera.CFrame.Z)) prev_mousehit = Mouse.Hit.p end end end) ]]