Adding a smooth beginning to Body Velocity

I am making an ODM gear and I want to make the body velocity appear slower so it looks like the player is still falling but slower till they go back up.

The issue is that it just instantly stops the fall and brings the character back up.

I tried to tween the velocity/maxforce and also delay when it gets set but both methods make it more buggy and also affect how it feels when you’re NOT falling.

Great problem you’ve gotten there. Nice, let’s give it a go!
I guess you’re applying some sort of body velocity. The most obvious solution would be to increment over time the magnitude of this velocity.
A sample function could be:

local dv = .1; -- example small amount of v that's added every 0.1 seconds
repeat
   yourVelocity.Magnitude += dv;
   task.wait(0.1); --example time;
until
   yourVelocity.Magnitude >= v_max

In this case the increment is linear. Though, you might want to use some other functions. One I recommend is the exponential function as follows:

yourVelocity.Magnitude = (v_max)^(t/T); -- can be multiplied by a factor

This one will reach a velocity of v_max in T seconds, following an exponential curve.
You’ll have to manage the time count thingie, but it’s pretty much the same as before. You can even make it more elaborate.

P.S. I forgot to mentione that you can apply an impulse as well, although it’s gonna be very fast. Another option is to apply a small force for a longer time.

Magnitude isn’t a property of BodyVelocity?

I don’t know, I honestly never remember property names.
But I guess my example should be clear. You change the magnitude of your vector that’s applied to the body.