How can I make knockback face the correct position?

I am currently struggling to make an effective/realistic knockback system. When I hit the opponent, they get knockback the opposite way (Foward).

Here is my knockback code:

--// I left out some code as I believed they were irrelevant

function GetMassOfModel(model)
	local mass = 0
	for i, v in pairs(model:GetChildren()) do
		if v:IsA('BasePart') or v:IsA('Union') then
			mass = mass + v:GetMass()
		end
	end
	return mass
end

--// The instance "Enemy" is the opposing player or npc's character

local Force = 85

local Mass = GetMassOfModel(Enemy) * 5000

local lookDirection = Enemy.HumanoidRootPart.CFrame.LookVector
local knockback = -lookDirection * Force

local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.Parent = Enemy.HumanoidRootPart

BodyVelocity.MaxForce = Vector3.new(Mass, Mass, Mass)
BodyVelocity.Velocity = Enemy.HumanoidRootPart.CFrame.LookVector * Force
game.Debris:AddItem(BodyVelocity, 0.2)

Im not familiar with knockbacks and things like that but

objectA.CFrame:ToObjectSpace(objectB.CFrame)

Will return the difference between both of them and the angle, use it to push him back, as i said im not familiar with knockbacks so thats all i can do.

Where should I add this to my script?

Anywhere, inside that function, it just gets the difference between them, ill try to look more onto it, im not an expert in that tho