I mean, the visual aspect is up to you, the mechanics will (and probably should) be completely separate from the visual. It’s always smoke and mirrors if you want both - things to feel & look right.
Two methods come to mind when working with characters that could work well for this:
- Launch the hit character in your direction, more funky, less predictable, more physical
- create a spline and slide the target towards you over time - more rigid behaviour with plenty of control. This will also work well for any object you may want to pull.
There’s probably more methods / hybrids of the above.
You could also experiment with something much simpler by directly setting velocity of the target character movement component:
With some extra tweaks, this could work well enough. Again, depends on how feature-rich this needs to be and how it must perform.