- Fe - Backflip Frontflip Script - Check This ... 'link' Instant

FE — BackFlip / FrontFlip Script — Check This

4. Security & Compliance Notes


3. Example Core Logic (Conceptual)

LocalScript (StarterPlayerScripts):

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local remote = game.ReplicatedStorage:WaitForChild("FlipRemote")

-- User input (e.g., pressing 'F' or 'Q') userInputService.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F then remote:FireServer("FrontFlip") elseif input.KeyCode == Enum.KeyCode.B then remote:FireServer("BackFlip") end end)

Server Script (ServerScriptService):

local remote = game.ReplicatedStorage:WaitForChild("FlipRemote")

remote.OnServerEvent:Connect(function(player, flipType) local char = player.Character if not char then return end local humanoid = char:FindFirstChild("Humanoid") local rootPart = char:FindFirstChild("HumanoidRootPart") if not (humanoid and rootPart) then return end - FE - BackFlip FrontFlip Script - Check This ...

-- Debounce check (optional)
-- Apply velocity based on flipType
if flipType == "FrontFlip" then
    rootPart.Velocity = Vector3.new(0, 15, 12) -- forward + up
    rootPart.AngularVelocity = Vector3.new(15, 0, 0) -- rotate X
elseif flipType == "BackFlip" then
    rootPart.Velocity = Vector3.new(0, 15, -12)
    rootPart.AngularVelocity = Vector3.new(-15, 0, 0)
end

end)


1. Anti-Lag Compensation

Because FE requires server verification, many flips feel floaty or delayed. A high-quality script uses remote events pre-fired to the server before the client animation begins, creating zero-latency feedback.