Using a roblox fe punch script to level up your game

Finding a solid roblox fe punch script can really change the vibe of your fighting game, especially when you're tired of combat that feels stiff or just plain broken. If you've spent any time on the platform, you know that making a punch look good is one thing, but making it actually work for every player in a server is a whole different beast. That's where the "FE" or Filtering Enabled part comes in. It ensures that when you throw a punch, the server recognizes it, the damage registers, and most importantly, other players actually see the animation happen.

Why Filtering Enabled matters for punching

A lot of beginners make the mistake of writing a script that only works on the client side. You've probably seen this before: you press a button, your character swings their arm, but the person standing right in front of you doesn't take any damage. Or worse, you see the animation, but to everyone else, you're just standing there perfectly still. It's frustrating.

Back in the day, Roblox wasn't as strict about how the client and server talked to each other. Now, everything has to go through the server to be "official." When we talk about a roblox fe punch script, we're talking about a setup that uses RemoteEvents to bridge that gap. The client says "I want to punch," and the server checks to see if that's actually allowed before telling everyone else's computer to show the action. It keeps things fair and makes the game feel like a cohesive world rather than a bunch of people playing separate games on the same map.

Setting up the RemoteEvent

The backbone of any functional punch system is the RemoteEvent. Think of this as a walkie-talkie between the player and the game's brain (the server). Without it, your script is basically shouting into a void.

Usually, you'll want to stick a RemoteEvent into ReplicatedStorage. You can name it something simple like "PunchEvent." The flow is pretty straightforward: the player clicks their mouse, a LocalScript notices the click and sends a signal through the RemoteEvent. On the other side, a regular Script sitting in ServerScriptService listens for that signal. When it hears "PunchEvent," it does the heavy lifting—calculating hitboxes, checking for obstacles, and subtracting health from the target.

Crafting the script logic

Let's break down how this actually looks when you're putting the pieces together. You don't need to be a coding genius, but you do need to understand the two-sided nature of the process.

The Client Side (The Input)

Your LocalScript is the first point of contact. It's usually tucked away inside the StarterCharacterScripts or a Tool object. Its only real job is to watch for input. Most people use UserInputService to detect a mouse click or a key press like 'F'.

Once that input happens, the script should probably play a quick "pre-punch" animation if you want it to feel snappy, but its main task is firing that RemoteEvent. You don't want to do damage calculations here. If you tell the server "I hit Bob for 50 damage," a hacker can just change that 50 to 999,999 and ruin your game. Instead, just tell the server "I attempted a punch."

The Server Side (The Reality Check)

This is where the roblox fe punch script becomes "FE." The server script receives the signal and starts its checklist. First, is the player even alive? Are they in the middle of a cooldown? If everything looks good, the server creates a hitbox.

There are a few ways to handle hitboxes. Some people use a simple .Touched event on the player's hand, but that can be really unreliable. A better way is to use GetPartInPart or WorldRoot:Raycast. Raycasting is great because it's much more precise. It draws an invisible line (or a box) in front of the player. If that line hits another player's character, boom—you've got a successful hit.

Making it look good with animations

A punch that doesn't look powerful is just a math equation, and that's boring. To make your roblox fe punch script feel like it has some weight, you need to sync up your animations perfectly.

Roblox has a pretty decent Animation Editor built right in. When you're making a punch, don't just move the arm forward. Rotate the torso, move the legs slightly, and give it a bit of "follow-through." Once you've exported your animation and got the ID, you'll load it into the Humanoid in your LocalScript.

One little trick is to use "Animation Events." These are markers you can place on the animation timeline. You can set a marker right at the moment the fist is fully extended. Your script can listen for that marker and only then trigger the hitbox. This prevents "phantom hits" where a player takes damage before the fist even gets close to them.

Adding some juice to the impact

If you want your game to stand out, you need "juice." Juice is the extra stuff that makes a simple action feel satisfying. When your roblox fe punch script successfully lands a hit, don't just lower the health bar.

  • Sound Effects: A nice "thud" or "crack" sound makes a huge difference.
  • Visual Effects: A small puff of dust or some hit sparks at the point of impact.
  • Camera Shake: A tiny bit of screen shake for the person doing the punching makes the hit feel heavy.
  • Knockback: Use LinearVelocity or ApplyImpulse to push the victim back a little bit. It makes the physics feel reactive.

These things might seem small, but they're the difference between a game that feels like a prototype and one that feels like a professional project.

Keeping things fair and secure

We can't talk about scripts without mentioning security. Since we're using a roblox fe punch script, we're already ahead of the game, but exploiters are creative.

One common exploit is "kill all" scripts where someone fires the RemoteEvent a thousand times a second. To stop this, your server-side script must have a debounced or a cooldown. If the server gets a request to punch and the last punch was only 0.1 seconds ago, just ignore it.

Also, always check the distance on the server. If the player is at position (0, 0, 0) and they claim they hit someone at (500, 0, 500), the server should know that's impossible. A simple (Position1 - Position2).Magnitude check can save your game from a lot of headache.

Troubleshooting common issues

If your script isn't working, it's usually one of three things. First, check your paths. Did you name the RemoteEvent correctly? Is the Script looking in the right folder? Second, check the output window. Roblox is pretty good about telling you exactly which line is broken.

Third, and this is a big one, check your animation priority. If your punch animation isn't playing, it might be because the default "Idle" or "Walk" animation has a higher priority. Setting your punch animation to "Action" usually fixes this instantly.

Final thoughts on combat feel

At the end of the day, a roblox fe punch script is just a tool. How you use it is what matters. You can tweak the damage, change the reach of the hitbox, or add crazy elemental effects to the fist. The most important thing is that it feels responsive. When a player clicks, they should see a result immediately.

Building a combat system is one of the most rewarding parts of Roblox development because you get to see players interacting with each other in real-time. It takes a bit of testing and a lot of fine-tuning, but once you get that "hit" feeling just right, you'll have a core mechanic that keeps players coming back for more. Don't be afraid to experiment with different timings and effects until it feels exactly how you imagined it.