Do a false impulse

Hi my masters.
I’m really sorry to ask this. Maybe it’s a stupid question.

I’m trying to do a 2d game ( a beat’m’up like Street Of Rage). I had the player throw the enemy a few meters back at the end of a combo. I made this using a Impulse. But the impulse is always different and I want to play a animation and travel the same distance.
How do I do it? Would it be right to do it with a Matinee? I suppose not, since I need the fall movement to end when it touches the ground, and the ground will sometimes be more or less distant.

Maybe matinee or maybe more like a Timeline.

If you do a timeline with a location offset vector track, then when the timeline is ended (use flat tangents BTW) set the actor’s Z velocity to something specific. So it makes it look like the timeline is still playing as the character continues off in the same direction as the last part of the timeline. OR you can make the timeline really long and just have the initiall knockback-falling part go until the point where they would reach ground level, and then have it keep going down, down, down for like 200 seconds at the same angle. When the character hits the ground it can tell the Timeline to stop playing and resume normal control, stun/lying on ground/get up/ whatever.

Might want to use 2 timelines actually, one for horizontal movement (knockback) and one for vertical, so you can stop the horizontal one when the character hits a wall or another character, and stop the vertical movement one when he hits a floor.