Player flings after jumping or dashing after using this move

local constantpos = true

Remotes.CrossCommunication:FireClient(plr, "PlayAnimation", enemychar.Humanoid, Animations["Killer Queen"].HitGrab, Enum.AnimationPriority.Action, 0, 1, 2)

local anim = playerchar.Humanoid:LoadAnimation(Animations["Killer Queen"].AttackerGrab)
anim:Play()

anim:GetMarkerReachedSignal("1"):Connect(function()
	DamageModule:DamageWithoutData(playerchar, enemychar, 5)

	Remotes.Effects:FireAllClients("Emit Particles", Effects["Killer Queen"].Dust.A, enemychar.HumanoidRootPart, 1)

	DebrisModule.Create(3, enemychar.HumanoidRootPart.Position, 1)
	
	Remotes.CrossCommunication:FireAllClients("PlaySound", "KQSmash", enemychar.HumanoidRootPart)
	
	Remotes:FindFirstChild("Blood"):FireAllClients(6, enemychar.HumanoidRootPart.Position, enemychar)

end)

anim:GetMarkerReachedSignal("2"):Connect(function()
	DamageModule:DamageWithoutData(playerchar, enemychar, 5)

	Remotes.Effects:FireAllClients("Emit Particles", Effects["Killer Queen"].Dust.A, enemychar.HumanoidRootPart, 1)

	DebrisModule.Create(4, enemychar.HumanoidRootPart.Position, 1)
	Remotes.CrossCommunication:FireAllClients("PlaySound", "KQSmash", enemychar.HumanoidRootPart)
	Remotes:FindFirstChild("Blood"):FireAllClients(6, enemychar.HumanoidRootPart.Position, enemychar)
end)

anim:GetMarkerReachedSignal("3"):Connect(function()
	DamageModule:DamageWithoutData(playerchar, enemychar, 10)

	Remotes.Effects:FireAllClients("Emit Particles", Effects["Killer Queen"].Dust.A, enemychar.HumanoidRootPart, 1)

	DebrisModule.Create(5, enemychar.HumanoidRootPart.Position, 1)
	Remotes.CrossCommunication:FireAllClients("PlaySound", "KQSmash", enemychar.HumanoidRootPart)
	Remotes:FindFirstChild("Blood"):FireAllClients(6, enemychar.HumanoidRootPart.Position, enemychar)
end)

Remotes.Communication:Fire("AddStun", playerchar.Humanoid, movedata.WalkSpeed, movedata.JumpPower, 3.20)
Remotes.Communication:Fire("AddStun", enemychar.Humanoid, movedata.WalkSpeed, movedata.JumpPower, 5)

enemychar.HumanoidRootPart.Anchored = true

utilities:SetCollisionGroup("Players", playerchar)
utilities:SetCollisionGroup("Players", enemychar)

task.delay(3.20, function()
	constantpos = false
	utilities:SetCollisionGroup("Default", playerchar)
	utilities:SetCollisionGroup("Default", enemychar)
	enemychar.HumanoidRootPart.Anchored = false
end)


while constantpos == true do
	task.wait()
	enemychar.HumanoidRootPart.CFrame = playerchar.HumanoidRootPart.CFrame
end
--

it’s only after the move is used

bump ---------------------------------

one question? is the animation priority action? if not, then that’s probably the case