How to ignore x and z in magnitude

I need to calculate the change along the y axis, that is, if a part falls or rises, then the condition will be fulfilled. But for some reason, when I try to calculate it in the traditional way ((char.HumanoidRootPart.Velocity.Magnitude*Vector3.new(0, 1, 0)).Magnitude) is considered as if moving along the x and z axes, although I ignore them.

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local velocity_y = char.HumanoidRootPart.Velocity.Y
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Thank you!!!

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