Coding a Cool Roblox Custom Fatality Script

I've been messing around with a roblox custom fatality script lately, and honestly, it's one of those things that just makes a combat game feel ten times more professional. If you've ever played Mortal Kombat or even some of the high-effort anime fighters on Roblox, you know that satisfying feeling when a match ends with a cinematic finishing move. It's way better than just watching a character turn into a pile of gray parts and disappearing.

Setting this up isn't as scary as it sounds, but it does require a bit of patience with animations and server-side logic. You can't just have a script that kills a player; you need something that tells a story, even if that story is just "I just totally wrecked you."

Why bother with custom finishers?

Let's be real for a second: standard Roblox combat can be a bit stiff. You click, you deal damage, the health bar hits zero, and the guy falls over. It works, sure, but it's a bit boring. When you implement a roblox custom fatality script, you're adding a layer of "juice" to the game.

It gives players a goal. It's not just about winning; it's about winning with style. From a developer's perspective, it's also a great way to showcase your animation skills or your ability to handle complex camera movements. It makes your game stand out in a sea of generic sword-fighting simulators.

Breaking down the logic

Before you even touch a line of code, you have to think about how this is going to trigger. You don't want fatalities happening every single time someone gets a kill, or maybe you do? Most people prefer a "downed" system.

Basically, when a player's health reaches something like 5% or 10%, they enter a state where they can't move. That's the "Finish Him" moment. Your roblox custom fatality script needs to listen for a specific input—like the player pressing the 'E' key—when they are close enough to the downed opponent.

The biggest mistake I see beginners make is trying to handle the whole thing on the client side. If you do that, the person performing the fatality might see a cool animation, but the person getting hit might just see themselves standing there, or worse, they might be able to walk away while the animation is playing. You've got to use RemoteEvents. The client tells the server, "Hey, I'm doing the finisher," and the server tells everyone else, "Check this out."

The importance of animations

The soul of any roblox custom fatality script is the animation. You could have the most optimized code in the world, but if the animation looks like two stiff boards hitting each other, nobody is going to care.

When you're making these, I highly suggest using the R15 rig if you want something fluid, though R6 has that classic Roblox charm if you're going for a retro vibe. You'll need two animations for every fatality: one for the attacker and one for the victim. Syncing these up is the hardest part.

I usually find that setting a specific CFrame for both players at the start of the sequence is the best way to keep things from looking glitchy. You snap the attacker to a position exactly three studs in front of the victim, lock their orientations so they're facing each other, and then play the animations. If you don't do this, one player might be slightly to the left, and the punch or kick will just hit thin air.

Making it cinematic with camera work

A fatality shouldn't just happen from the default top-down camera view. That's lame. To really make it pop, your roblox custom fatality script should take control of the player's camera.

You can use TweenService to move the camera to specific angles. Maybe a close-up of the attacker's face, then a wide shot of the final blow. It's these little cinematic touches that make players go "Whoa." Just remember to give the camera back to the player once the sequence is over! There's nothing more annoying than a script that bugs out and leaves you staring at a wall while the rest of the game continues around you.

Adding the "Oomph" with SFX and VFX

Now, let's talk about the bells and whistles. A visual animation is cool, but it needs weight. This is where sound effects and particles come in.

Whenever I'm working on a finisher, I like to trigger ParticleEmitters at the exact moment of impact. If it's a sword game, maybe some sparks or a slash effect. If it's a hand-to-hand combat game, maybe some "hit" effects like you see in Street Fighter.

And sounds! Don't forget the sounds. A deep "thud" or a "shing" sound at the peak of the animation makes it feel much more impactful. You can trigger these directly from the script using the AnimationTrack.KeyframeReached signal or by embedding sounds directly into the animation track itself. I personally prefer doing it through the script so I have more control over the volume and pitch randomization.

Handling the "Aftermath"

What happens after the animation ends? Obviously, the victim should die, but how? You can just set their health to zero, but if you want to be extra, you can turn their character into a ragdoll.

Ragdolling is a bit of a rabbit hole in Roblox. You have to disable the Humanoid states and replace the standard neck and limb joints with BallSocketConstraints. It sounds like a lot of work, but seeing the character go limp and fly back after a massive hit is way more satisfying than them just disappearing into thin air.

Keeping it fair and bug-free

One thing to keep in mind is that while a roblox custom fatality script is running, both players are usually vulnerable. You don't want a third player to walk up and kill the guy doing the fatality while he's stuck in a five-second animation.

A simple fix is to add a "God Mode" tag or just a boolean variable like IsExecuting to both players during the sequence. This tells your main damage script to ignore any hits taken while the fatality is happening. Just make sure you definitely, 100%, set that variable back to false when it's over, or you'll accidentally make people invincible for the rest of the round. Trust me, I've done that, and the chat gets toxic fast.

Different rigs, different problems

If your game allows players to use their own avatars, you're going to run into issues with scaling. A fatality that looks great on a standard "Blocky" character might look ridiculous on a tiny "Magma Fiend" or a massive "Superhero" rig.

If you want your roblox custom fatality script to be truly robust, you might want to force a specific scale during the animation or use "IK" (Inverse Kinematics). IK is a bit more advanced, but it allows the character's limbs to adjust dynamically. If the attacker is punching the victim's head, IK ensures the hand actually goes to where the head is, regardless of how tall the characters are.

Wrapping it up

Building a custom finisher system is a big project, but it's incredibly rewarding. It combines animation, scripting, sound design, and camera work into one neat package. When you finally get that roblox custom fatality script working—where the camera zooms in, the hit lands perfectly, the sound booms, and the opponent goes flying—it's one of the best feelings you can have as a Roblox dev.

Just keep it simple at first. Start with a basic animation and a simple health check. Once you've got the foundation down, you can start adding the fancy camera shakes and particle effects. It's all about layering the details until it feels just right. Happy scripting, and have fun making your combat a whole lot more brutal!