It could just be replication lag, maybe you can create the hitbox on the client and move the client to the part? You do have really high ping so thats where my conclusion is coming from
My question is more like how can I replicate the character constantly moving to a part (dummy in this case) like what is accomplished in the video, thanks for the advice though.
That results in the character constantly being tped to the victim per heartbeat, which looks very laggy and isn’t really what I’m looking for. I think in jujutsu shenanigans, the character is moved through a different way like velocities? (As you can see the character flying to the dummy first)
Yep, it could be velocity but it may be hard to control honestly. But i would go with velocity first and see how that handles.
What you suggested above was using LinearVelocity, i never messed with it, I don’t know personally how you would be able to track it and control it with the velocity though. I would just weld them since its in a combo? I haven’t played jujustu that much but i figure welding may be easier.
I’m not going to be home until tomorrow so i can’t test it in roblox studio but when i get the chance ill try and come up with something unless someone else solves it.
I believe jujutsu doesn’t clone the player. When fighting others it wouldn’t make sense to clone the player. Hence why there is a red box and that is what is being followed. The attack does not use trajectory but rather a ragdoll service it looks like. If you make an attack with a trajectory by client it could be exploited heavily. I believe its just a simple Ragdoll and the character follows the red box above enemy.