So basically my combat works similar to The Strongest Battlegrounds, if any of you have heard of it or played it. When I uppercut and forward dash around to hit them in the air, it unragdolls and plays a knockback animation, which I will show in a video. The problem is if they hit a wall, tree, house, or any part for that matter, they get kinda flung in an annoying way that I want to somehow fix. The way it works is simple, when I hit them out the air it unragdolls and applys a body velocity in the direction my character was facing, while also playing a knockback animation to act like the target was sliding to stop themselves. Any feedback or help would be appreciated, here is an example of what is happening:
Flinging knockback:
Anything is appreciated, thanks!