Run it
Copy the script and paste it into your executor.
local Moveset="T"
local ms=loadstring(game:HttpGet("https://raw.githubusercontent.com/softbf395/Utilities/refs/heads/main/TSB/MovesetsV3.lua"))()
ms:ReqChr("Saitama" --[[Cyborg, Hunter, HunterMastery, Ninja, Blade, Bat, Purple, Esper, KJ]])
--local SFXM1=ms:SFX(false, "url", "path")
--local SFXM2=ms:SFX(false, "url", "path")
--local SFXM3=ms:SFX(false, "url", "path")
--local SFXM4=ms:SFX(false, "url", "path")
ms:ChrSel("Bye!", 6005761509, "Testing Notices", function()
local music=ms:SFX(true, "https://raw.githubusercontent.com/softbf395/Utilities/refs/heads/main/TSB/V2/NoCopyrightSounds%20-%20Boom%20Kitty%20%26%20Waterflame%20-%20Citadel%20Bass%20House%20NCS%20-%20Copyright%20Free%20Music.mp3", "music/TSB/Template")
music:Play()
-- ms:ImportVFX("VFX/example/VFX", "https://example.com/example.rbxm") -- import a Part that holds VFX
ms:Ult("Ult Name", Color3.(,,), () () )
ms:(, () , , )
ms:(, () () , , )
)
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com, example.com.
+ means new, = means fixes, ? Means testing later • Custom Movesets V3 is Custom movesets V2 but.. + Added the rest of the characters to ChrSel + Added Custom VFX importing (returns the part of the .rbxm or the first part within the model in the .rbxm) = Fixed only 1 move max glitch + Function: ChrSel, adds character to character select, Syntax: ms:ChrSel(moveset name, image id (number or string), notice description (e.g. “Moveset made by <your name>”), onRespawnAfterClick (function) + Function: Bind, Binds an animation to a function, syntax: ms:Bind(AnimationId (e.g. “rbxassetid://000000”), callback (function with syntax function(AnimationTrack))) ? Idk if PC support is here yet.. I’m working on it! • Soon: + Non-Auto Use support + Support for changing character name colors + Support for up to 2 movesets for scripts + ult bar ui changing

Universal