Problem: I am using VectorVelocity as knock back for my melee, however, sometimes the character (dummy in this case) gets ragdolled and then clipped into the ground. This leads it being flown off and is really just a huge mess.
What I’ve tried: I tried to disable ragdolling, and, not shown in the photo, but it runs through all the dummies humanoids and turns off ragdolling. (Checked through a print statement if there was a humanoid in the for loop)
This is actually most likely caused by your MaxForce being math.huge.
I suggest getting the mass of the model you’re knocking (Model.AssemblyMass) and multiplying that by like 2000 - 5000, and using that as your MaxForce.