How could I implement dodge better?

So I’ve tried adding an impulse when triggering. But the motion is too swift or won’t work up hill. And or works too much down hill. So I try an animation montage with root motion but when executing the flip the character hardly move forward even though when making the animation the character flips forward 500 units and when playing the none root animation the player flips a good distance forward. Are there stipulations where the forward displacement fails?

Found a workable solution that works pretty well. While dodging I multiply the max walk speed by 3. Works like a charm!