It uses a BodyForce and BodyGyro. I played around a lot with some different formulas for how much force to use and settled with this, where the force is proportional to the square of the distance. Its target is a moving point that circles above your head. The force is in the direction of the target plus the velocity of the head minus the velocity of the rocket. The gyro has an upward tilt so it doesn't look completely gravity defying even though it is.

```
local head=script.Parent:WaitForChild("Head")
local rocket=Instance.new("Part")
rocket.Size=Vector3.new(1,2,1)
rocket.CanCollide=false
local mesh=Instance.new("SpecialMesh",rocket)
mesh.MeshId="rbxassetid://31601976"
mesh.TextureId="rbxassetid://31601599"
mesh.Scale=Vector3.new(.75,1,.75)
mesh.Offset=Vector3.new(0,-1,0)
local fire=Instance.new("Fire",rocket)
fire.Color=Color3.new(.5,.5,.5)
fire.SecondaryColor=Color3.new()
fire.Size=2
fire.Heat=25
local gyro=Instance.new("BodyGyro",rocket)
gyro.MaxTorque=Vector3.new(math.huge,math.huge,math.huge)
local force=Instance.new("BodyForce",rocket)
local gravity=Vector3.new(0,rocket:GetMass()*196.2,0)
rocket.CFrame=head.CFrame+Vector3.new(0,5,0)
rocket.Parent=head.Parent
while head.Parent do
local h=head.Position+Vector3.new(0,2,0)+CFrame.Angles(0,math.pi*2*((tick()/2)%1),0).lookVector*20
local p1=rocket.Position
local p2=h-rocket.Velocity+head.Velocity
gyro.CFrame=CFrame.new(p1,p2+Vector3.new(0,10,0))*CFrame.Angles(math.pi/2,0,0)
force.Force=(p2-p1).unit*((p2-p1).magnitude^2/10+10)+gravity
wait()
end
```

(in StarterCharacterScripts)