Well. Blocking is weird

You could do all the other steps after checking if the player is blocking on the server then.

I plan to do that with variables, like IsBlocking == true. Unless you mean in a different way. Never mind, I figured out what you meant, but then past that server check what else am I meant to do?

Block.OnServerEvent:Connect(function(Player, enemyPlayer)
	
	local Character = Player.Character
	
	for _, ePlayer in pairs(LT:GetChildren()) do
		if  LT ~= Player.Character and ePlayer.Character.Humanoid.Health > 0 then
					print("Continuing ")
				if (Player.Character.HumanoidRootPart - ePlayer.Character.HumanoidRootPart.Position).Magnitude > 2  then
					print(Player, ePlayer)
					local eCharacter = ePlayer.Character

					print(Player, ePlayer)
					print(Character, eCharacter)


					local eHuman = eCharacter.Humanoid



					BM.Blocking(Player, Character, ePlayer, Count)
					
				end
			end
		end
	
	
end)

I decided to bump up the check to get the ePlayer to the serverscript to carry over the value, but at this point now, I cannot seem to get any prints back that I decided to do.