Parrying not working?

so the players walkspeed turns to 0 for 10 seconds whenever the value in the dummy is set to true, but even when the value is set to true it still turns the walkspeed to 0 for 10 seconds
should i approach this differently instead of using else?

local m2Event =  game.ReplicatedStorage.M2Remote.M2Fire

	local char = plr.Character
	local hb = char:FindFirstChild("Torso")
	local root = char:FindFirstChild("HumanoidRootPart")
	local ws = game.Workspace.PlayersAndMobs
	local hum = char:WaitForChild("Humanoid")
	hum.WalkSpeed =  3.5
	for i,v in pairs(ws:GetChildren()) do -- look through all the workspace
		if v:FindFirstChild("Humanoid") and v:FindFirstChild("Head") and v.Name ~= plr.Name and char:FindFirstChild("Blocking") == nil then	
			local dist = (v.Head.Position - hb.Position).magnitude --find the distance between us and the ting
			if dist < 5 then -- if its less than 35 studs then
				if v:FindFirstChild("Parry").Value == true then
					char:WaitForChild("Humanoid").WalkSpeed = 0
						char:WaitForChild("Humanoid").WalkSpeed = 16
				v.Humanoid:TakeDamage(9) -- take 30 damage
				local fxcln = script.fx:Clone()
				fxcln.Parent = v.Head.Parent.HumanoidRootPart
				fxcln.CFrame = v.Head.Parent.HumanoidRootPart.CFrame
				local bv ="BodyVelocity",v.HumanoidRootPart) --make the knockback
				bv.MaxForce =,math.huge,math.huge) -- maximum force
				bv.Velocity = root.CFrame.lookVector * 45 +,7,10) -- the force
				game.Debris:AddItem(bv,.3) --it will last 0.5 seconds
						hum.WalkSpeed =  16

i have the humanoid set the walkspeed to 3.5 for when the enemy isnt parrying by the way

The script that sets the Parry boolvalue’s value is probably bugged, and doesn’t get set back to false

the script runs but the parry doesnt work? when i press f it gives me the value

local Block =  game.ReplicatedStorage.BlockRemote.Blocking
local Remove = game.ReplicatedStorage.BlockRemote.RemoveBlocking

	local char = plr.Character
	local BlockingValue ="BoolValue",char)
	BlockingValue.Name =  "Blocking"
	local ParryValue = char:FindFirstChild("Parry")
	ParryValue.Value = true
		ParryValue.Value = false

	for i,v in pairs(plr.Character:GetChildren())do
		if v.Name == "Blocking" then

I have to see the code that sets the dummy’s Parry to true. This is the player’s.

If it’s already inserted into the dummy and not generated by a script, then the value is most likely false unless I missed something in the OP

so i added the bool value and named it Parry and set it to true, theres no script that messes with the parry bool value in the dummy yet the dummies that have the value set to false still parry me

Are the dummies close to eachother? It might be triggering since your code checks for nearby parrying dummies, and one of the parrying dummies could be close

lemme try moving them fffffffffffffffffffffffff

bro i feel so stupid lmao ty for the help

Btw, for your case I think it might be worth checking out the Spatial Query Api, as looping through the entire workspace will get laggy at some point (plus using SQ lets you set what areas to check, in this case infront of the player)

1 Like

how do you think i can implement this into my script? can you help me if you dont mind?

Sorry for the really late reply.

You have to build a GetPartBoundsInBox query, like this:

local frontOfTheCharacter: CFrame = humanoidRootPart.CFrame + humanoidRootPart.CFrame.LookVector * 2
local sizeExtendFromOrigin: Vector3 =, 5, 2)
local objectsInArea: {Instance} = workspace:GetPartBoundsInBox(frontOfTheCharacter, sizeExtendFromOrigin, parameters)

(You can replace the last argument, “parameters”, with your own OverlapParams object)

local parameters: OverlapParams =
parameters.FilterDescendantsInstances = {PlayersAndMobs} -- Ignore everything EXCEPT players and mobs
parameters.MaxParts = math.huge
parameters.FilterType = Enum.RaycastFilterType.Whitelist

This returns a table containing all objects that are inside this box (NOT THE PLAYER/MOB MODELS, BUT THE BODYPARTS INSIDE OF THEM)

Then, you just loop through it using pairs, ipairs or nothing at all and check if they’re valid humanoids by checking their Parent and using FindFirstChild/FindFirstChildOfClass to find a humanoid

Change this


for i,v in pairs(objectsInArea) do -- look through found objects

and check for humanoids inside v’s parent

local foundHumanoid = v.Parent:FindFirstChild("Humanoid")
if foundHumanoid and foundHumanoid ~= myCharacter.Humanoid then
	-- All the parry detection code and stuff in here

I’ve attached some code that should do the same as your script does right now, but it’s rewritten and includes some explanations for stuff

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")

local m2Event = ReplicatedStorage.M2Remote.M2Fire
local PlayersAndMobs = workspace.PlayersAndMobs

local hitSound: Sound = script.Parent.HitSound
local fx: ParticleEmitter = script.fx:Clone()

	-- Doing stuff such as 'x: number' is just assigning a type to that variable
	-- i.e it declares what the variable is, in this case a number (

	local character: Model = player.Character
	local torso: Part = character:FindFirstChild("Torso") :: Part
	local humanoidRootPart: Part = character:FindFirstChild("HumanoidRootPart") :: Part
	local humanoid = character:FindFirstChildOfClass("Humanoid")

	-- This is a nice way to write if statements that make the function completely stop.
	-- This is just so that you don't have to wrap the entire function in one decisive if statement
	if character:FindFirstChild("Blocking") then
		return -- Return completely ends the function, so it won't progress anymore

	humanoid.WalkSpeed = 3.5

	-- This is basically the part of the script that uses SQ
	-- Make this only loop through players and mobs
	local parameters: OverlapParams =
	parameters.FilterDescendantsInstances = {PlayersAndMobs} -- Ignore everything EXCEPT players and mobs
	parameters.MaxParts = math.huge
	parameters.FilterType = Enum.RaycastFilterType.Whitelist
	-- First, we get the position that's infront of the character's humanoid root part
	local frontOfTheCharacter: CFrame = humanoidRootPart.CFrame + humanoidRootPart.CFrame.LookVector * 2
	-- We calculate the size that will extend from the origin (the front of the character)
	-- I'm not sure how to explain it, but if you've ever resized a part you can tell that
	-- it scales from the middle
	local sizeExtendFromOrigin: Vector3 =, 5, 2)
	-- Then, we make a SQ request to find ALL objects that are inside that area
	local objectsInArea: {Instance} = workspace:GetPartBoundsInBox(frontOfTheCharacter, sizeExtendFromOrigin, parameters)

	local humanoidsFound: {Humanoid} = {} -- We will store all humanoids we find in this list.
										  -- This is in-case you add multi-hit

	-- Using pairs/ipairs is optional now
	for __, object in objectsInArea do
		local opponent: Model = object.Parent
		local opponentHumanoid: Humanoid = opponent:FindFirstChildOfClass("Humanoid") :: Humanoid
		local opponentHumanoidRootPart: Part =  opponent:FindFirstChild("HumanoidRootPart") :: Part
		-- If we haven't found a humanoid, we already found this same humanoid, or this is OUR humanoid, we'll just skip to the next object
		if not opponentHumanoid or table.find(humanoidsFound, opponentHumanoid) or opponentHumanoid == humanoid then
		-- Add it to the list so we don't damage this humanoid again
		table.insert(humanoidsFound, opponentHumanoid)
		local parryValue = opponentHumanoid:FindFirstChild("Parry")
		if parryValue then
			if parryValue.Value == true then
				humanoid.WalkSpeed = 0
				humanoid.WalkSpeed = 16
				-- Nothing else (from what I saw) is supposed to run after this
				-- So we can just use return
		local effect = fx:Clone()
		effect.Parent = opponentHumanoidRootPart
		effect.CFrame = opponentHumanoidRootPart.CFrame
		Debris:AddItem(effect, 0.3)
		-- We get the direction of the opponent's root from the character's root, and then normalize it for easier control.
		-- Using LookVector instead of this is also a way, but it could sometimes look weird. You're free to replace this with
		-- humanoidRootPart.CFrame.LookVector though
		local getDirectionFromCharacterAndOpponent = (opponentHumanoidRootPart.Position - humanoidRootPart.Position).Unit
		humanoidRootPart:ApplyImpulse(getDirectionFromCharacterAndOpponent * 45 +, 7, 10)) -- I think you may have to tweak this a bit
		humanoid.WalkSpeed = 16
		return -- If you don't want multi-hit, keep this. Otherwise remove it