72 51 No KeyAnime Ability Arena Script (Delta Mobile) – Infinite Dash & Punch Spam
Anime Ability Arena · RobloxDescription
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.
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,
}


