The PlayerAdded connection is made after the player joins, thus never firing on the client.
You ahould play around with ApplyImpulse() using the command bar and implement it where it’s needed in your game. Remember that this doesn’t work on server because, as you said, network ownerships.
Oh I see my issue I was using a player added event and character added event, but I don’t know why my script didn’t work when I had the character added event. I removed it and it worked. Used the character added in starter player scripts, and it worked.
Nevermind I know, it’s because StarterCharacterScripts only runs when the character is added. the Character Added event can’t fire since it already happened.