Anime Ability Arena Script (Delta Mobile) – Infinite Dash & Punch Spam 72 51 No Key

Anime Ability Arena Script (Delta Mobile) – Infinite Dash & Punch Spam

Anime Ability Arena · Roblox
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No key Mobile friendly Working · Nov 3
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Description

Infinite Dash & Punch Spam is a Anime Ability Arena script you can run in Delta on Android, iOS or PC. It includes infinite dash, 1000 dash charges, punch spam and more. It has no menu: everything turns on when you run it. The dash count (moveset.Dashes = 1000) can be edited in the code. Created by sxul. No key.

Key Features

  • Infinite Dash: 1000 dash charges with a 0.02s cooldown
  • Punch Spam: M1 cooldown cut to 0.01s
  • Auto hits the closest enemy in punch range
  • Reapplies when you change moveset
  • Restores the normal settings when stopped

This one has no window, tabs or toggles. sxul’s Anime Ability Arena infinite dash script turns itself on the moment you execute it and stays on until you stop it. The cover picture shows a panel only as an illustration, and nothing like it appears in game.

What changes when you run it

  • Dashes: charges are set to 1000 and the cooldown to 0.02 seconds. This is applied to your current moveset and reapplied every half second, so switching characters keeps it working.
  • Punches: the M1 cooldown drops to 0.01–0.05 seconds. Roughly every 0.07 seconds the script looks for the closest enemy within about 4.5 studs and sends three hits of your character’s first ability at them.
  • Only in a match: punches fire only while the game marks you as in-game and alive. In the lobby it stays idle.

Running and stopping it

The first line locks it to Anime Ability Arena’s place ID. Anywhere else it halts with “Wrong game place”. It needs no key and makes no web requests. To switch it off, run getgenv().AA_DashM1.Stop() and the original dash and attack values are put back. Running it again also clears older sxul variants (M1 burst, M1 spam, infinite dash) before it starts. It’s posted for Delta first, and Fluxus, Arceus X, Codex and PC injectors are named too.

FAQ

Can I change how many dashes I get? Yes. Edit the 1000 in the code (it appears for both the global dash config and the moveset) before you execute.

Is there a version with a full menu? The game page has a second listing, SV Hub, with auto attack and auto skills. That one has a menu.

Is it risky? The game’s description bans exploiting and cheating, up to a permanent ban, and dozens of hits a second are easy for other players to spot. Use an alt account.

Arena tip: the auto punch only reaches about 4.5 studs. Use the unlimited dashes to close in, and the hits land on their own once you’re on top of someone.

Tested With
DeltaCodexArceus XFluxusPC executors
Script CodeInfinite Dash & Punch Spam (sxul)
assert(game.PlaceId == 108567435288296, "Wrong game place")

local env = (getgenv and getgenv()) or _G

if env.M1BurstHitAll then env.M1BurstHitAll.Stop() end
if env.AA_M1Spam then env.AA_M1Spam.Stop() end
if env.AA_InfiniteDash then env.AA_InfiniteDash.Stop() end
if env.AA_DashM1 then env.AA_DashM1.Stop() end

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Shared = game:GetService("ReplicatedStorage"):WaitForChild("Shared")
local player = Players.LocalPlayer

local Network = require(Shared.Network)
local Registry = require(Shared.Abilities.Registry)
local CombatUtil = require(Shared.Util.CombatUtil)
local HitboxUtil = require(Shared.Util.HitboxUtil)
local Config = require(Shared.Config)
local AttackConfig = require(Shared.Abilities.Config.Attack)

local packet = Network.Combat.packets.AbilityActivated

local original = {
    DashCooldown = Config.Dash.Cooldown,
    DashCharges = Config.Dash.Charges,
    AttackCooldown = AttackConfig.Cooldown,
    AttackMinCooldown = AttackConfig.MinCooldown,
}

local running = true
local combo = 0
local lastPunch = 0
local lastDashApply = 0
local currentMoveset, originalMovesetDashes, originalMovesetRefill

local function restoreMoveset()
    if currentMoveset then
        currentMoveset.Dashes = originalMovesetDashes
        currentMoveset.DashRefill = originalMovesetRefill
    end
    currentMoveset = nil
end

local function applyDash()
    Config.Dash.Cooldown = 0.02
    Config.Dash.Charges = 1000

    local moveset = Registry.GetMoveset(player:GetAttribute("Moveset"))
    if moveset ~= currentMoveset then
        restoreMoveset()
        if moveset then
            currentMoveset = moveset
            originalMovesetDashes = moveset.Dashes
            originalMovesetRefill = moveset.DashRefill
        end
    end

    if moveset then
        moveset.Dashes = 1000
        moveset.DashRefill = nil
    end
end

local function punch()
    if player:GetAttribute("InGame") ~= true then return end

    local character = player.Character
    local root = character and character:FindFirstChild("HumanoidRootPart")
    local humanoid = character and character:FindFirstChildOfClass("Humanoid")
    if not (root and humanoid and humanoid.Health > 0) then return end

    local moveset = Registry.GetMoveset(player:GetAttribute("Moveset"))
    local attack = moveset and moveset.Abilities and moveset.Abilities[1]
    if not attack then return end

    local target, targetRoot, bestDistance = nil, nil, 4.5

    for _, enemy in CombatUtil.Enemies(character) do
        local enemyRoot = enemy:FindFirstChild("HumanoidRootPart")
        local enemyHumanoid = enemy:FindFirstChildOfClass("Humanoid")

        if enemyRoot and enemyHumanoid and enemyHumanoid.Health > 0
            and HitboxUtil.IsTarget(enemy)
            and not HitboxUtil.IsUntouchable(enemy) then

            local distance = (enemyRoot.Position - root.Position).Magnitude
            if distance < bestDistance then
                target, targetRoot, bestDistance = enemy, enemyRoot, distance
            end
        end
    end

    if not target then return end

    local direction = targetRoot.Position - root.Position
    local flat = Vector3.new(direction.X, 0, direction.Z)
    local look = flat.Magnitude > 0.01 and flat.Unit or root.CFrame.LookVector

    for _ = 1, 3 do
        combo = combo % 4 + 1

        pcall(packet.send, {
            AbilityId = attack.Id,
            ClientTime = workspace:GetServerTimeNow(),
            Victim = target,
            Position = root.Position,
            Look = look,
            VictimPosition = targetRoot.Position,
            Combo = combo,
        })
    end
end

AttackConfig.Cooldown = 0.05
AttackConfig.MinCooldown = 0.01
applyDash()

local movesetConnection = player:GetAttributeChangedSignal("Moveset"):Connect(applyDash)

local heartbeatConnection = RunService.Heartbeat:Connect(function()
    if not running then return end

    local now = os.clock()

    if now - lastDashApply >= 0.5 then
        lastDashApply = now
        applyDash()
    end

    if now - lastPunch >= 0.07 then
        lastPunch = now
        pcall(punch)
    end
end)

env.AA_DashM1 = {
    Stop = function()
        if not running then return end
        running = false

        movesetConnection:Disconnect()
        heartbeatConnection:Disconnect()
        restoreMoveset()

        Config.Dash.Cooldown = original.DashCooldown
        Config.Dash.Charges = original.DashCharges
        AttackConfig.Cooldown = original.AttackCooldown
        AttackConfig.MinCooldown = original.AttackMinCooldown

        env.AA_DashM1 = nil
    end,
}
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