Need help tracking to a moving part

I was wondering how you can track a part to a moving part constantly, as shown in the video below after the punch. (from jujutsu shenanigans)

The characters are not welded together, and I’ve tried constant tweening the character part to the moving part and it only resulted in a laggy mess.

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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 :slight_smile:

Move the tracking part towards the target up to some max speed, but limit the minimum distance and have the speed be fast enough to catch up.

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.

How would I do that? With LinearVelocity or?

OHHH pfftt i just played the game yesterday with my friends for the first time and I just realized the video was jujutsu and not your game… Anyways

Could you try and tie it in a RunService.HeartBeat then set the CFrame of the character to the victim’s part?

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.

the method used is that the enemy get launched in a position and the player get moved in the same position

This wouldn’t work you would have to factor in so many things out of your control

  • Physics,
  • Player’s Ping
  • Enemy’s Ping
  • Buggy cases (Clipping and Flinging).

i inspected more the video:

  • the enemy torso NetworkPriority is set to the player
  • the attack uses a trajectory, most of the time is made by the client so thats why it doesnt lag.
  • OP didn’t posted a full video were the enemy gets up, but maybe the enemy got cloned and ragdolled, making the process smoother and cheat proof.

and of course, alot of buffer optimization

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.


Here’s another video from the same game, using the same mechanic to pull the enemy instead.