Air combos --> How to keep them in air?

So im tryinto make an air commbat system, wehre if players meet in air they go into combat in the air, where the person with the first essentially lands the combo. The combo should keep them in the same spot in the air, and after the 5th hit do some kb. My problem is keeping them in the same spot in the air. Ive tried using body poisition but it doesnt seem to be working amazing, b/c the npc ive beeen testing on ranodmly spins, falls down, and it doesn’t feel smooth… thoughts? Heres the code

DamageModule.Damage(char,HitHum.Parent,UppercutDamage)
										StunHandler.Stun(HitHum,UppercutStunTime)


										local KnockbackInfo = {

											Name = "VictimKnockback",
											Order = KnockbackModule.uppercut,
											Velocity = Hrpt.CFrame.LookVector * 30 + Vector3.new(0,70,0) ,
											DestroyTime = 0.3

										}


										if game.Players:GetPlayerFromCharacter(hitchar) then

											KnockbackEvent:FireClient(game.Players:GetPlayerFromCharacter(hitchar),KnockbackInfo)
										else
											HitHRPT.Anchored = false
											local OppKnockback =  Instance.new("BodyVelocity")
											OppKnockback.MaxForce =  Vector3.new(8000, 8000, 8000)
											OppKnockback.Parent =  HitHRPT
											OppKnockback.Velocity = Hrpt.CFrame.LookVector * 30 + Vector3.new(0,75,0) 
											OppKnockback.Name = "OppKnockback"
											game.Debris:AddItem(OppKnockback,.3)

											local Order = Instance.new("IntValue", OppKnockback)
											Order.Value = KnockbackModule.uppercut
											Order.Name = "Order"

										end
5 Likes

just anchor their humanoidrootpart… lmao and then unanchor when u want to

1 Like

just add a body velo to their humanoidRootPart then set the velocity to 1,1,1

2 Likes

What does this do exactly? Thanks, 30 thingamabob

1 Like

whats the purpose? Agiain random word for 30

1 Like

velocity without force, its a good idea but anchoring is amazing

1 Like

it’ll just make the player stay still since the Velocity is not applying that much of force

anchoring will stop me from applying ANY force in the future + doesn’t anchoring look choppy in general? i hav eto unanchor when applyig kb but kb and anchoring will be done a tthe same time so doesnt make sense imo.

Oh and this will stop them from going down,and i js kep the velocity their cool ty ill try this.

thanks cna’t believei didnt think of that :slight_smile:

However, the player still falls a bit, is their a way to prevent that or do i js have to anchor?Cause when i add more y velocity, it gets a bit buggy.

or try this

1, 0, 1

won’t that jst make them go down/ will try that and if theirs a problem ill try to reecord a vid annd send it, gimme 2min

											Name = "AirStayStill",
											Velocity = Vector3.new(1,0,1),
											MaxForce = Vector3.new(math.huge,math.huge,math.huge),
											DestroyTime = 1


trying this

They still slipped down, but it felt nice but a quick question: why does this work? Aren’t you applying no velocity to the y?

or try doing this instead

0,1,0

ight , ill try that that makes more sense to me, ill try a smaller numbr like 0.25 so not noticable and ill lyk