Setting up a roblox custom finisher script is probably the fastest way to turn a basic fighting game into something that feels high-quality and professional. We've all played those combat games where you land the final blow and the enemy just falls over. It's a bit of a letdown, right? If you want your game to stand out, you need that cinematic moment where the camera zooms in, the animations lock together, and the player gets that "wow" factor.
But here's the thing: building these scripts isn't just about playing an animation. It's a delicate balance of timing, CFrame manipulation, and making sure the server doesn't have a meltdown when two players try to execute each other at the exact same time.
What makes a finisher actually feel good?
Before you even touch your script editor, you've got to think about the "juice." A finisher isn't just a move; it's a reward for winning the fight. In the world of game design, we call this feedback. If your roblox custom finisher script just plays a punch animation and the health goes to zero, it's going to feel stiff.
To make it feel impactful, you need a few core elements: 1. The Interaction: The moment the player presses the trigger key (usually "E" or "F"). 2. The Lock-in: Both the attacker and the victim need to be positioned perfectly so the animations line up. 3. The Visuals: Camera shakes, particles, and maybe a bit of motion blur. 4. The Conclusion: The victim actually dying or being sent into a ragdoll state.
If you miss any of these, the finisher will look like two action figures being rubbed together by a toddler. It just doesn't work.
Setting up the logic for your trigger
Your script needs to know when a finisher is possible. You don't want people spamming execution moves on players who still have full health. Most developers handle this by checking the victim's health attribute.
Usually, you'll set a "downed" state. When a player's health hits, say, 15%, you flip a boolean (a true/false value) in their character called "IsDowned." Your roblox custom finisher script should constantly be looking for this.
Health thresholds and proximity
You also can't have people executing enemies from across the map. You need a magnitude check. In Luau (Roblox's version of Lua), this is pretty simple. You take the position of the attacker and the victim, subtract them, and check the .Magnitude. If it's less than 5 or 6 studs, then—and only then—do you show the "Press E to Execute" UI.
It's a good idea to put this check on the client for the UI to pop up, but always verify it on the server. If you don't verify it on the server, exploiters will just fire your "Finish" RemoteEvent from the other side of the baseplate and kill everyone instantly. Trust me, you don't want that headache.
The nightmare of syncing animations
This is where most people give up. Syncing two different characters so their limbs touch at the right time is hard. If the attacker is doing a back-breaker move, the victim needs to be arched over the attacker's knee. If your script just plays the animations independently, lag will make them desync, and it'll look like they're shadowboxing.
The secret? CFrame lerping or snapping.
When the finisher starts, your script should take control of both characters' HumanoidRootPart. You essentially "weld" the victim to a specific offset in front of the attacker. This way, if the attacker moves or rotates during the animation, the victim stays perfectly in place relative to them.
Using WeldConstraints or Motor6D
For a really complex roblox custom finisher script, some people actually use a temporary Motor6D to connect the two characters. This allows you to animate the victim inside the attacker's animation file if you're using professional tools like Blender. It's a bit more advanced, but it's how the top-tier games do it to ensure the hands and feet actually land where they're supposed to.
If you're just starting out, simply using CFrame to snap the victim to Attacker.CFrame * CFrame.new(0, 0, -3) is usually enough to get the job done.
Adding the visual flair (VFX and Camera)
Once the logic is solid, you need to make it look "expensive." A boring static camera is the enemy of a cool finisher. You want to use the TweenService to move the CurrentCamera to a cinematic angle.
Maybe the camera starts at a wide shot and zooms in right as the "impact" happens. Or maybe you add a slight FOV (Field of View) pulse. These little touches are what make players want to use the finisher over and over again.
Don't forget the sound effects (SFX). You need a heavy "thud" or a "slash" sound that's synced perfectly with the animation's keyframes. You can use AnimationTrack:GetMarkerReachedSignal("Impact") in your script to trigger the sound and particle effects at the exact millisecond the punch connects. This is way better than just using a task.wait(), because wait times can be inconsistent if the server is lagging.
Keeping things secure and lag-free
We need to talk about the "boring" stuff: optimization. If your roblox custom finisher script is creating thirty new parts and ten light sources every time someone dies, your server is going to crawl to a halt once you have 20 players fighting.
- Clean up your instances: When the finisher is over, destroy the particles and the welds.
- State Management: Make sure the victim can't move or use tools while they're being finished. You should disable their
Humanoidstate or set theirPlatformStandproperty to true. - Cooldowns: Even for finishers, a small debounce is good. You don't want the script trying to trigger twice because the player mashed the "E" key.
Also, think about what happens if the attacker gets hit during the finisher. Should the animation cancel? Most high-stakes combat games allow "interruption." If you're scripting that, you'll need a way to stop the animations and release the victim's CFrame lock if the attacker takes damage. It adds a layer of strategy—do you risk the long execution, or just move on to the next target?
Putting it all together
Building a roblox custom finisher script is really a journey in polish. You start with a simple "if health is low, kill them" and slowly add layers. You add the animation, then the CFrame locking, then the camera work, and finally the VFX.
The most important advice I can give is to test it with a friend. Studio's local server is great, but nothing beats testing over an actual internet connection. You'll quickly see if your animation syncing is actually working or if the "victim" is teleporting all over the place due to latency.
If you get it right, you'll have a combat system that feels heavy, visceral, and—most importantly—fun. It's those small moments of cinematic flair that turn a random Roblox project into a game people actually remember. Just keep your code clean, keep your remotes secure, and don't be afraid to experiment with crazy camera angles.
Combat in Roblox is getting more competitive every day, and a unique finisher might just be the thing that puts your project on the front page. It takes some time to get the math right, but once you see that first perfect execution in-game, you'll realize it was totally worth the effort.