LinearVelocity knockback rotating

I’m trying to create a slight push/knockback for the character getting hit when you use the sword, but for some reason, whenever I use LinearVelocity to move a character it rotates to the side slightly. This is my code (its a bit messy atm, apologies):


local Att = Instance.new("Attachment")
Att.Parent = humanoid.Parent.HumanoidRootPart
			

local LV = Instance.new("LinearVelocity")
LV.Parent = humanoid.Parent.HumanoidRootPart
LV.MaxForce = 1000000
LV.RelativeTo = Enum.ActuatorRelativeTo.World
LV.VelocityConstraintMode = Enum.VelocityConstraintMode.Plane
LV.Attachment0 = Att
LV.PrimaryTangentAxis = Vector3.new(1,0,0)
LV.SecondaryTangentAxis = Vector3.new(0,0,1)
LV.PlaneVelocity = Vector2.new(HRP.CFrame.LookVector.X* 5, HRP.CFrame.LookVector.Z* 5)

I would be using VectorForces for knockback effects, because LinearVelocities are supposed to be used to make parts go through a specified line, ignoring blockages and things in the way.