Strange WeldConstraint glitch after getting removed

Hello there, I’m having a trouble fixing a glitch.

  1. What do you want to achieve? I want to create a grabbing and throwing move.

  2. What is the issue? There happened to be an unexpected bug after the animation.

  3. What solutions have you tried so far? I have tried teleporting them back, there was no specific solution for this problem.

So, I’m making a move that allows you to grab the enemy, throw and detonate them. The user’s HumanoidRootPart would be anchored during the move in order to stand still and balanced. I was messing around with the move until I found out shift-locking and turning to a different direction would cause the target to teleport after removing the WeldConstraint.

It’s normal when I don’t turn:

https://streamable.com/1rpha0

This happens when I turn to any direction:

https://streamable.com/34o5lm

Please excuse the videos’ bad quality and FPS.

Here is the part that handles the throw.

-- Char: The user's character, chr: The target's character
							Char.HumanoidRootPart.Anchored = true
							chr.Status.Value = "Disabled"
							local explosive = Char.Humanoid:LoadAnimation(extraanimation)
							explosive:Play()

							

							
							wait(0.5)
							
							chr.HumanoidRootPart.CFrame = stand.BeatdownWeld.CFrame
							
							local weldcons = Instance.new("WeldConstraint", stand.BeatdownWeld)
							weldcons.Part0 = stand.BeatdownWeld
							weldcons.Part1 = chr.HumanoidRootPart

							explosive.Stopped:wait()
	
							weldcons:Destroy()
							
							chr.Status.Value = "Active"
							explosion(chr, 60)
							indicate(chr, tostring(60), Color3.fromRGB(212, 49, 0))
							
							Char.HumanoidRootPart.Anchored = false
local weldcons = Instance.new("WeldConstraint")

weldcons.Parent = stand.BeatdownWeld
weldcons.Part0 = stand.BeatdownWeld
weldcons.Part1 = chr.HumanoidRootPart

Sorry, I’m not a good programmer to judge, but does that really change anything?
I tried your solution and it didn’t work. Apparently, this bug won’t happen if I don’t anchor the user’s HumanoidRootPart, but it seems very unstable (it doesn’t throw the enemy straight forward).

Here’s what happens if I don’t anchor:
https://streamable.com/2gbzu6
I’d be glad if you could help me fixing the unstability instead, we wouldn’t have to worry about the teleporting problem.

In the end, I never knew how to solve the teleporting problem. I realized my problem actually was glitches while welding 2 characters together indirectly. I decided not to anchor the user. Turns out all I had to do was enable the target’s PlatformStand during the animation, and the unstability is fixed!