If you're trying to figure out how to put together a solid roblox breathing style script for your Demon Slayer-inspired project, you probably already know it's one of the trickier parts of game dev to get right. It isn't just about making a sword swing; it's about that specific "feel"—the combination of flashy particles, snappy animations, and hitboxes that actually register when they're supposed to. When you look at popular games like Project Slayers or Grand Piece Online, the breathing styles are the heart of the combat, and getting that logic down in Luau (Roblox's version of Lua) takes a bit of patience.
Why the Script Logic Matters
Most people start by trying to cram everything into one giant script inside a Tool object, but that's a recipe for disaster. If you want a roblox breathing style script that doesn't lag the server or break every time a player resets, you have to think about the architecture. Usually, you're looking at a three-part system: the LocalScript for player input, a RemoteEvent to tell the server what's happening, and a ServerScript to actually handle the damage and effects.
The "breathing" part is really just a fancy wrapper for a moveset. Whether it's Water Breathing, Thunder Breathing, or something you made up, the underlying code usually checks for a keypress (like 'Z', 'X', or 'C'), checks if the player has enough "stamina" or "breath meter," and then triggers a sequence of events.
Setting Up the Framework
Before you even write a single line of code, you need to set up your Folders in the Explorer. I usually recommend putting your animations in a dedicated folder and your sound effects in another. It makes calling them in the script so much easier.
For a basic roblox breathing style script, your LocalScript is going to use UserInputService. This is the service that listens for when a player hits a key. You don't want the damage to be calculated here, though. If you do that, exploiters will have a field day giving themselves infinite damage. The LocalScript's only job is to say, "Hey server, this guy pressed 'Z' and he's using Water Breathing: Constant Flux."
Handling the RemoteEvents
RemoteEvents are the bridge. When the player triggers a move, the LocalScript fires a RemoteEvent. On the server side, you'll have a script waiting for that signal. This is where you do the "heavy lifting." You check if the player is currently in a "cooldown" state—because you definitely don't want people spamming their strongest move every half-second—and then you proceed to the visuals.
Making the Moves Feel "Crunchy"
The difference between a bad roblox breathing style script and a great one is the "juice." Juice refers to the small details like screen shakes, camera FOV changes, and sound pitch variations.
When a player uses a move, you should probably use a TweenService to move the player forward slightly. This gives the attack "weight." If the player just stands still while a giant water dragon appears, it feels disconnected. You want them to lunge.
The Animation Factor
Animations are half the battle. You can have the best code in the world, but if the animation is just a stiff arm movement, the breathing style will look cheap. In your script, you'll want to load the animation onto the player's Humanoid.
A pro tip: use "Animation Events." These are markers you can set inside the Roblox Animation Editor. You can name a marker "Hit" and then, in your roblox breathing style script, you listen for that specific marker to reach its point in the timeline before you turn on the hitbox. This ensures the damage happens exactly when the sword looks like it's hitting the enemy, not before or after.
Dealing with Hitboxes
This is where things usually get heated in the dev community. How do you detect if a move actually hit someone? There are a few ways to do it in your roblox breathing style script:
- Touched Events: These are built-in but notoriously unreliable. They often fail if the sword is moving too fast.
- Raycasting: This is the gold standard. You cast "rays" (invisible lines) from the blade every frame the attack is active. If a ray hits a character's limb, it counts as a hit.
- Region3 or GetPartBoundsInBox: These are great for AoE (Area of Effect) moves, like a massive "Sun Breathing" explosion.
Most high-end scripts use a Raycast hitbox module. It's more performant and much more accurate for fast-paced sword combat.
Adding the Visual Effects (VFX)
You can't have a breathing style without the "breathing" part—the fire, the water, the lightning. This is usually handled via ParticleEmitters.
In your server script, you'll want to clone a set of particles from ServerStorage and parent them to the player's sword or torso. To keep things clean, use the Debris service to remove them after a second or two. If you don't, your game will eventually start lagging as thousands of old particle emitters pile up in the workspace.
For more complex styles, like "Mist Breathing," you might even use "Trails." These are objects that create a ribbon-like effect behind the sword as it moves. It looks incredible when paired with a high-speed animation.
Managing the Cooldown System
Nobody likes a spammer. A simple way to handle cooldowns in your roblox breathing style script is by using a Table to store the player's state.
When a move is fired, you add the player's name and the move name to a "Cooldowns" table. You can then use task.wait() or a timestamp check to see if enough time has passed before letting them use it again. Using os.clock() is generally better than wait() because it's much more precise and doesn't suffer from the slight delays that wait() can have when the server is under load.
Organization with ModuleScripts
If you plan on having ten different breathing styles, don't write ten different scripts. That's a nightmare to maintain. Instead, use ModuleScripts.
You can create one "CombatHandler" ModuleScript that contains the generic logic for dealing damage and playing sounds. Then, each specific breathing style can be its own module that just tells the handler which animations and particles to use. This way, if you find a bug in how damage is calculated, you only have to fix it in one place instead of ten.
Common Pitfalls to Avoid
I've seen a lot of people struggle with their roblox breathing style script because they forget about "Network Ownership." If you are moving the player via the server (using Velocity or CFrame), it can sometimes look jittery on the player's screen. Often, it's better to apply the movement on the client (the player's computer) and just have the server verify the final position to prevent cheating.
Another big one is "Memory Leaks." If you're creating new RemoteEvents or Connections every time a player swings their sword, you're going to crash the server eventually. Always make sure you're cleaning up your events and using a single, permanent RemoteEvent for all combat actions.
Final Thoughts on Customization
The best part about writing your own roblox breathing style script is that you aren't stuck with the "standard" styles. Once you understand how the input-to-server-to-VFX pipeline works, you can make anything. Want "Space Breathing" where every hit creates a mini-black hole? It's the same logic as "Water Breathing," just with different particles and maybe a BodyPull force added to the hitboxes.
Scripting in Roblox is all about experimentation. Don't be afraid to break things. Most of the time, the coolest effects come from an accident while you were messing around with ParticleEmitter properties or TweenService easing styles. Keep it modular, keep it optimized, and most importantly, make sure it feels fun to play. That "click" when a move lands perfectly is what keeps players coming back to your game.