Right now I'm trying to cancel it by doing this binded to RenderStepped:
function cancelgrav() game.Workspace[game.Players.LocalPlayer.Name].HumanoidRootPart.Velocity = Vector3.new(game.Workspace[game.Players.LocalPlayer.Name].HumanoidRootPart.Velocity.X, game.Workspace[game.Players.LocalPlayer.Name].HumanoidRootPart.Velocity.Y + (game.Workspace.Gravity - game.Workspace[game.Players.LocalPlayer.Name].HumanoidRootPart.Velocity.Y), game.Workspace[game.Players.LocalPlayer.Name].HumanoidRootPart.Velocity.Z) end
but it just ends up accelerating upwards and the difference never reaches 0 like it should.