'AssemblyLinearVelocity' on a player boomerangs back

Good afternoon!

I was making an attack system where one of the moves is picking up and throwing a player forwards, and I was using AssemblyLinearVelocity to throw the player. The issue is, whenever I use this on the player’s HumanoidRootPart, they get thrown forwards for a split second, and then immediately boomerang back and are thrown a few studs behind the player who attacked them. At first I thought this was an issue with the characters colliding, so I turned off CanCollide, but the issue prevailed.

Not sure if this is relavent to the issue, but the character is Ragdolled right before I throw them

carrierCharacter - The character attacking
enemy - the character being thrown/attacked

enemy.HumanoidRootPart.AssemblyLinearVelocity = carrierCharacter.HumanoidRootPart.CFrame.lookVector * 200
enemy.Humanoid.PlatformStand = true --to stop the ragdolled enemy from shaking around

Try using Velocity

enemy.HumanoidRootPart.Velocity

Also Its not in a loop right?

it’s not looped, and when I fixed it to Velocity it didn’t seem to change