BodyVelocity or linearVelocity help with knockback

So I was using BodyVelocity (even though it is deprecated) but my knockback started pushing the character slightly into the ground and I can’t figure out to fix it. I tried switching it to linear velocity but then no knockback at all was happening… Can anyone help with this? (Also the first m1 doesnt do this)

local bv = Instance.new("BodyVelocity", data.Target.PrimaryPart)
			bv.Velocity = (data.Character.PrimaryPart.CFrame.LookVector * 1 - Vector3.new(0,2,0)) * 50
			bv.MaxForce = Vector3.new(99999,99999,99999)
			bv.Name = "Velocity"
			game.Debris:AddItem(bv, .16)
		elseif data.Combo == 5 then
			local bv = Instance.new("BodyVelocity", data.Character.PrimaryPart)
			bv.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 10
			bv.MaxForce = Vector3.new(99999,99999,99999)
			bv.Name = "Velocity"
			game.Debris:AddItem(bv, .2)

			local bv = Instance.new("BodyVelocity", data.Target.PrimaryPart)
			bv.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 75 
			bv.MaxForce = Vector3.new(99999,99999,99999)
			bv.Name = "Velocity"
			game.Debris:AddItem(bv, .2)
		else
			local bv = Instance.new("BodyVelocity", data.Character.PrimaryPart)
			bv.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 10
			bv.MaxForce = Vector3.new(99999,99999,99999)
			bv.Name = "Velocity"
			game.Debris:AddItem(bv, .2)

			local bv = Instance.new("BodyVelocity", data.Target.PrimaryPart)
			bv.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 10
			bv.MaxForce = Vector3.new(99999,99999,99999)
			bv.Name = "Velocity"
			game.Debris:AddItem(bv, .2)

Medal clip

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I think it might have something to do with the animation and look vector. Does anyone have an idea? or do I have to make a new animation that doesnt change the way my character is facing

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Are you sure it has nothing to do with this line?


it is clearly applying a negative Y force onto the character.

Well that one is supposed to. That line specifically is for a down slam

is it the Target or Player being pushed into the ground?

The target is the one affected by the negative y force

I think it has something to do with lookVector and the animation of my character

I know but i’m wondering about the original issue.

Oh it is the target, my apologies

Do you have a file for the game or a video to show?

There is a medal clip linked at the bottom of the post

Ok it is pushing both down and i have a idea to why it is doing this but im gonna need a file to the game to see if i can replicate what i wanna do.