If you've ever tried building your own Stand-based fighter on Roblox, you've likely spent a good chunk of time tinkering with the logic n the jojo game script to get those combat mechanics just right. It's a pretty specific world to dive into. Unlike a standard sword-fighting game or a basic simulator, JoJo games rely heavily on the interaction between a player and their "Stand"—that secondary entity that does all the heavy lifting. Getting that relationship to feel smooth in code is half the battle, and honestly, it's where most people get stuck.
The thing about these scripts is that they aren't just about making a model appear behind a player. You're dealing with complex timing, hitboxes that need to be precise, and visual effects that have to trigger at the exact millisecond a punch lands. If you're looking to make your game stand out, you can't just copy-paste a generic kit and call it a day. You have to understand how the underlying Luau code handles things like RemoteEvents and client-server communication.
The core of the Stand-User relationship
When you're looking at what makes a script work, the first thing you have to nail is the summoning logic. In most cases, the Stand isn't actually "there" until the player hits a key, usually 'Q'. From a scripting perspective, you aren't just toggling visibility. You're often instancing a model from ServerStorage, welding it to the player's RootPart, and then playing an animation.
If the script isn't optimized, you'll see a weird delay where the player stands still for a second before the Stand pops up. That's usually a sign that the server is doing too much heavy lifting or the latency is too high. A good way to fix this is by handling the "cosmetic" side of the summon on the client while letting the server handle the actual existence of the Stand. It makes everything feel much snappier for the player, which is exactly what you want in a high-fast-paced fighter.
Making the combat feel heavy
Let's talk about the "M1" combo. It's the bread and butter of any JoJo game. When you're writing the combat logic n the jojo game script, you have to think about the "weight" of the hits. A lot of beginner scripts just fire a raycast or a Touched event and deal damage. But if you want it to feel like Your Bizarre Adventure or All Star Battle, you need hitstop and screenshake.
Hitstop is that tiny fraction of a second where the animation pauses when a hit connects. It's a classic fighting game trick. In your script, you can achieve this by briefly adjusting the AnimationTrack's speed to zero and then back to one. It sounds like a small detail, but it's the difference between a punch feeling like it's hitting a brick wall versus a wet noodle.
Then there's the barrage. Everyone loves a good "ORA ORA" or "MUDA MUDA" moment. Scripting a barrage is actually a bit of a nightmare if you don't use a proper loop. You need to make sure the hits are registered at a consistent rate, but you also have to ensure that players can't just hold the button forever. Implementing a "stamina" or "cooldown" variable within the script is essential here so the gameplay stays balanced.
Handling the chaos of Time Stop
You can't have a JoJo game without Time Stop. It's the most iconic move, and also the most difficult to script properly. When someone triggers "The World" or "Star Platinum," you're essentially asking the script to pause the entire game state for everyone except one person.
Doing this globally is a recipe for lag. Instead of literally "pausing" the game, most clever scripts will anchor every player's Character except the one who used the move. You also have to disable their scripts or inputs temporarily. The real trick is the visual side—applying a grayscale filter or an inverted color effect to everyone's screen.
If you look at the way professional devs handle this n the jojo game script, they usually use a combination of TweenService for the "time sphere" expansion and a series of checks to make sure projectiles also stop in mid-air. It's a lot of moving parts, but when it works, it's easily the coolest thing in the game.
Why hitboxes are the biggest hurdle
I've seen so many great-looking games fail because the hitboxes were just bad. If your script relies on the built-in .Touched event for combat, you're going to have a bad time. .Touched is notoriously unreliable in high-latency environments. Sometimes it fires three times for one punch; sometimes it doesn't fire at all.
Most veteran scripters move away from that and use Raycast Hitboxes or a module like "Raycast Hitbox 4.0." This allows the script to draw invisible lines along the Stand's arms during a punch animation. If any of those lines intersect with another player, it's a hit. It's way more accurate and significantly harder for exploiters to mess with. Plus, it gives you way more control over the specific "shape" of the attack.
Keeping the exploiters away
Since we're talking about Roblox, we have to talk about security. JoJo games are a massive target for exploiters because the combat is so dependent on the client's input. If you're handling damage directly on the client, someone is going to write a script that kills everyone on the server in five seconds.
The golden rule n the jojo game script (and any Roblox script, really) is: Never trust the client. The client should tell the server, "Hey, I pressed the E key," and the server should then check: 1. Does the player actually have a Stand? 2. Is the move off cooldown? 3. Is the player close enough to the target to actually hit them?
Only after those checks pass should the damage be dealt. It adds a little bit of complexity to your code, but it's the only way to keep your game playable in the long run.
Visual effects and the "Juice"
A script isn't just about numbers and logic; it's also about presentation. You could have the most balanced combat system in the world, but if there aren't any particles or sound effects, no one is going to play it. This is where things like "VFX Modules" come into play.
Instead of putting all your particle logic inside the main combat script, it's much cleaner to have a dedicated VFX script that listens for specific events. When a player lands a heavy punch, the main script sends a signal, and the VFX script handles the ground slams, the dust clouds, and the screen shake. This "decoupled" approach makes your code a lot easier to read and debug. If the particles are glitching out, you know exactly which script to check without digging through 2,000 lines of combat logic.
Wrapping your head around the Luau
If you're just starting out, don't feel discouraged if the code looks like a mess at first. The Roblox JoJo community is actually pretty great about sharing open-source modules and kits. Even if you don't use them directly, looking at how someone else structured their Stand logic can give you a lot of "Aha!" moments.
One thing I've noticed is that people tend to overcomplicate their scripts by putting everything into one massive file. If you can break your logic down—one script for movement, one for combat, and one for the Stand's AI—you'll find that things become way more manageable. It's all about building a solid foundation.
Once you get the hang of how to manipulate the workspace and the players n the jojo game script, you can start adding the really weird stuff, like custom stands with unique abilities that don't just involve punching. That's where the real creativity happens. Whether you're making a fan game for fun or trying to build the next big hit, the scripting side is where the magic really lives. Just keep iterating, keep testing, and don't be afraid to break things—it's the only way to learn how they actually work.