Remove blur effect, and add in a lot of bug fixes like stop replaying animation once the rewind/revert is done. And also add in advanced buffers.

```
-- Advanced Rewind Script with Death Rewind and Enhanced Humanoid States

-- Settings
local REWIND_KEY = Enum.KeyCode.E -- Key to initiate rewind
local RECORD_DURATION = 30 -- Duration to store data in seconds
local RECORD_INTERVAL = 0.1 -- How often to record data in seconds
local REWIND_SPEED = 1 -- Rewind speed multiplier

-- Services
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")

-- Variables
local player = Players.LocalPlayer
local data = {}
local isRewinding = false
local recording = false
local rewindConnection
local character
local humanoid
local hrp
local lastDeathTime = 0
local characterAddedConnection
local humanoidDiedConnection

-- UI Setup
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Parent = player:WaitForChild("PlayerGui")

local RewindLabel = Instance.new("TextLabel")
RewindLabel.Size = UDim2.new(0.3, 0, 0.05, 0)
RewindLabel.Position = UDim2.new(0.35, 0, 0.9, 0)
RewindLabel.BackgroundTransparency = 0.5
RewindLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
RewindLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
RewindLabel.Font = Enum.Font.SourceSansBold
RewindLabel.TextScaled = true
RewindLabel.Visible = false
RewindLabel.Parent = ScreenGui

-- Functions
local function startRecording()
    recording = true
    -- Start recording data at intervals
    coroutine.wrap(function()
        while recording do
            if character and humanoid and hrp and humanoid.Health > 0 then
                local frameData = {
                    position = hrp.Position,
                    cframe = hrp.CFrame,
                    velocity = hrp.Velocity,
                    humanoidState = humanoid:GetState(),
                    health = humanoid.Health,
                    animationTracks = {},
                    timestamp = tick()
                }
                -- Record current playing animations
                for _, track in pairs(humanoid:GetPlayingAnimationTracks()) do
                    table.insert(frameData.animationTracks, {Animation = track.Animation, TimePosition = track.TimePosition})
                end
                table.insert(data, frameData)
                -- Limit data size
                if #data > (RECORD_DURATION / RECORD_INTERVAL) then
                    table.remove(data, 1)
                end
            end
            wait(RECORD_INTERVAL)
        end
    end)()
end

local function stopRecording()
    recording = false
end

local function startRewind()
    if not isRewinding and #data > 0 then
        isRewinding = true
        RewindLabel.Visible = true
        RewindLabel.Text = "Rewinding..."
        -- Apply visual effects
        local blurEffect = Instance.new("BlurEffect")
        blurEffect.Size = 0
        blurEffect.Parent = game:GetService("Lighting")
        local blurTween = TweenService:Create(blurEffect, TweenInfo.new(0.5), {Size = 24})
        blurTween:Play()

        -- Stop recording
        stopRecording()

        -- Start rewinding
        local rewindIndex = #data
        rewindConnection = RunService.RenderStepped:Connect(function(dt)
            if rewindIndex <= 0 or not isRewinding then
                stopRewind()
                return
            end

            local frameData = data[rewindIndex]
            if character and humanoid and hrp then
                hrp.CFrame = frameData.cframe
                hrp.Velocity = -frameData.velocity
                -- Apply humanoid state
                humanoid:ChangeState(frameData.humanoidState)
                humanoid.Health = frameData.health
                -- Handle animations
                for _, track in pairs(humanoid:GetPlayingAnimationTracks()) do
                    track:Stop()
                end
                for _, animData in pairs(frameData.animationTracks) do
                    local animTrack = humanoid:LoadAnimation(animData.Animation)
                    animTrack.TimePosition = animData.TimePosition
                    animTrack:Play()
                end
            end

            rewindIndex = rewindIndex - math.max(1, REWIND_SPEED * dt / RECORD_INTERVAL)
        end)
    end
end

local function stopRewind()
    isRewinding = false
    RewindLabel.Visible = false
    if rewindConnection then
        rewindConnection:Disconnect()
        rewindConnection = nil
    end
    -- Remove visual effects
    local blurEffect = game:GetService("Lighting"):FindFirstChildOfClass("BlurEffect")
    if blurEffect then
        local blurTween = TweenService:Create(blurEffect, TweenInfo.new(0.5), {Size = 0})
        blurTween:Play()
        blurTween.Completed:Connect(function()
            blurEffect:Destroy()
        end)
    end
    -- Resume recording
    startRecording()
end

-- Character Handling
local function onHumanoidDied()
    lastDeathTime = tick()
    -- Stop recording
    stopRecording()
    -- Keep data for rewinding after death
end

local function onCharacterAdded(newCharacter)
    character = newCharacter
    humanoid = character:WaitForChild("Humanoid")
    hrp = character:WaitForChild("HumanoidRootPart")
    -- Disconnect previous death connection if any
    if humanoidDiedConnection then
        humanoidDiedConnection:Disconnect()
        humanoidDiedConnection = nil
    end
    humanoidDiedConnection = humanoid.Died:Connect(onHumanoidDied)
    startRecording()
end

-- Input Handling
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if input.KeyCode == REWIND_KEY and not gameProcessed then
        startRewind()
    end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
    if input.KeyCode == REWIND_KEY and not gameProcessed then
        stopRewind()
    end
end)

-- Start recording when character is added
characterAddedConnection = player.CharacterAdded:Connect(onCharacterAdded)

-- Handle character already loaded
if player.Character then
    onCharacterAdded(player.Character)
end

-- Ensure data persists across deaths
player.CharacterRemoving:Connect(function(oldCharacter)
    -- Keep data intact
end)

-- Handle respawn and rewinding after death
player.CharacterAdded:Connect(function(newCharacter)
    character = newCharacter
    humanoid = character:WaitForChild("Humanoid")
    hrp = character:WaitForChild("HumanoidRootPart")
    -- If the player is rewinding upon respawn, continue rewinding
    if UserInputService:IsKeyDown(REWIND_KEY) and #data > 0 then
        startRewind()
    else
        -- Start recording anew
        data = {}
        startRecording()
    end
end)