Trying to replicate scythe dash (from Rivals)

Hi! Im a fairly new Roblox dev and a beginner at scripting. Recently I started working on a fast-paced combat game.
One of the game’s movement mechanics is a dash system. I didnt want a dash like the ones from the battle-grounds games(for example). I rather wanted a dash like the scythe dash from RIVALS:


(idk y video so low quality)
U can see how u can dash anywhere (both vertically and horizontally, unlike the dash from battle-grounds games where u can only dash horizontally). Ive looked everywhere but I cant seem to find how I can make a dash like this. Im not sure if I should use BodyVelocity or something else (although Ive tried to use .LookVector with BodyVelocity but that doesnt seem to work).
So how can I replicate a dash like that?

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I’m pretty sure you can just use LinearVelocity, and use the LookVector of the camera (assuming you probably tried the character itself)

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alr, ill try using linear velocity

You can use the character’s humanoid root part assemblylinearvelocity to make it easier on yourself (and to save some time on scripting and initalizing the linear velocity), or Character.PrimaryPart:ApplyImpulse(Velocity * Mass of character).

how can I get the mass of the character? it doesnt seem to work when I do Character:GetMass()

do I have to get the mass of each individual character body part?

You can use the AssemblyMass property on any body part, I would recommend using Character.HumanoidRootPart.

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You need to add up the total mass of that model

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yup, got it! I just used a simple for loop to add up the mass of all the parts.

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The dash works just how I wanted it but the only problem is that when u dash on the ground, the dash is weaker and when u dash in the air the dash is way stronger:


(Video might not be that clear)
I assume this is happening cuz of friction. So is there any way I can solve that?

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nvm i fixed this. just made it an air dash

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