Knockbacking someone and network ownership combat system

so i have a combat system where you punch someone and they get knockbacked, but i can’t figure out the right network ownership to knockback somebody else

script(server):

local function applyNetwork(player, enemyPlayer, enemyHumanoidRootPart)
	if enemyHumanoidRootPart and enemyPlayer and player then
		enemyHumanoidRootPart.Anchored = false
		enemyHumanoidRootPart:SetNetworkOwner(nil)  -- Server takes ownership to apply force
		
	end
	return
end
applyNetworkRemote.OnServerInvoke = applyNetwork

local function revertNetwork(player, enemyPlayer, enemyHumanoidRootPart)
	if enemyHumanoidRootPart and enemyPlayer and player then
		enemyHumanoidRootPart:SetNetworkOwner(enemyPlayer)  -- Revert ownership back to the enemy
		enemyHumanoidRootPart.Anchored = true
	end
	return
end
unapplyNetworkRemote.OnServerInvoke = revertNetwork

and in the client:

applyNetworkRemote:InvokeServer(enemyPlayer,enemyHumanoidRootPart)
enemyHumanoidRootPart.AssemblyLinearVelocity = force
unapplyNetworkRemote:InvokeServer(enemyPlayer, enemyHumanoidRootPart)

how should the network owner ship be before and after applying force on someone?

you have to update the enemyPlayer to be able to knockback somebody else if that’s what you are trying to accomplish