elseif Value == "Flurry" then
		
		Flurry:Play()
		
		NAttacking = true

		delay(0.4, function()
			NAttacking = false
		end)
		
		wait(0.05)
		
		Character.Humanoid.WalkSpeed = 0
		Character.Humanoid.JumpPower = 0
		wait(2.6)
		Character["Right Arm"].Sword.Sword.Edge.Touched:Connect(function(hit)
			print("hit")
			if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and CanDamage == true and NAttacking == true then
				NAttacking = false
				print("past1")
				if hit.Parent.Name ~= Character.Humanoid.DisplayName and CanDamage == true  then
					print("past2")
					if hit.Parent.Name ~= Character.Name and CanDamage == true and not hit.Parent:FindFirstChild("Blocking") then
						print("past3")
						hit.Parent.HumanoidRootPart.Orientation = Character.HumanoidRootPart.Orientation - Vector3.new(0,180,0)
						hit.Parent.Parent.Humanoid:TakeDamage(1.5)
						print("past4")
						CanDamage = false
						wait(0.1)
						CanDamage = true
					end
				end
			elseif hit.Parent.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and CanDamage == true and NAttacking == true then
				NAttacking = false
				if hit.Parent.Parent.Name ~= Character.Humanoid.DisplayName and CanDamage == true  then
					if hit.Parent.Parent.Name ~= Character.Name and CanDamage == true and not hit.Parent:FindFirstChild("Blocking") then
						print("reached")
						hit.Parent.HumanoidRootPart.Orientation = Character.HumanoidRootPart.Orientation - Vector3.new(0,180,0)
						hit.Parent.Parent.Humanoid:TakeDamage(1.5)
						print("past")
						CanDamage = false
						wait(0.1)
						CanDamage = true
					end	
				end
			end
		end)
		wait(3)
		Character.Humanoid.WalkSpeed = 16
		Character.Humanoid.JumpPower = 50
	end

2 comments

0

check your conditionals. maybe something is wrong with it

0

You have so many waits, you should avoid using waits, they can cause low performance issues.