Move Player With Capsule Collider

Hello Unity3D.I have a problem with my CharacterController.The problem is when i add for the to opponent or my character.My character moves but the charactercontroller doesn’t move to the new spot that its suppose to move to.For example.When i throw a fireball at the opponent the fireball moves the opponent but it doesn’t move to the new vector that it suppose to move to.Is there a way that i can push the charactercontroller to the new vector and it stays to the new vector?Or is there a way that i can make my characters move around using the capsule collider?If anyone knows how i can do this.Can you please tell me how?Sorry if this question makes no sense…

Also Heres the script if anyone needs it

#pragma strict
var Run:AudioClip;
var rotationSpeed : float = 10;
var walkSpeed : float = 7;
var body : Transform;


private var  yRot: float;
function Update () {
	var Controller : CharacterController = GetComponent(CharacterController);
	var vertical : Vector3 = transform.TransformDirection(Vector3.forward);
	var horizontal : Vector3 = transform.TransformDirection(Vector3.right);
	var height : Vector3 = transform.TransformDirection(Vector3.up);


	

		

	
	
	
	if(Input.GetAxis("Vertical")||Input.GetAxis("Horizontal")){
		if (!animation.IsPlaying("Jump"))
			if (!animation.IsPlaying("Jump"))
	if(!animation.IsPlaying("Reverse_Crescent"))
	if(!animation.IsPlaying("Crescent"))
	if(!animation.IsPlaying("Spinning_back_kick"))
	if(!animation.IsPlaying("Spinning_back_kick2"))
	if(!animation.IsPlaying("Jump_Spinning_Back_Kick"))
	if(!animation.IsPlaying("Astral_Ball"))
	if(!animation.IsPlaying("Hit1"))
	if(!animation.IsPlaying("Are_You_Ready_"))
	if(!animation.IsPlaying("Kick_Combo"))
	if(!animation.IsPlaying("para_kick"))
	if(!animation.IsPlaying("Aerial_Cartwhell"))
	if(!animation.IsPlaying("Aerial_Cartwhell_Reverse"))
	if(!animation.IsPlaying("Snap_Kick"))
	if(!animation.IsPlaying("Thrust_Kick_2"))
		if(!animation.IsPlaying("Teleport"))
		animation.CrossFade("Run2");
		animation["Run2"].speed = walkSpeed/100;
		
		Controller.Move((vertical * (walkSpeed * Input.GetAxis("Vertical"))) * Time.deltaTime);
		Controller.Move((horizontal * (walkSpeed * Input.GetAxis("Horizontal"))) * Time.deltaTime);
		audio.Play();
}else{
	if (!animation.IsPlaying("Jump"))
if(!animation.IsPlaying("Wing_Chun_Punch"))
	if(!animation.IsPlaying("Palm1"))
	if(!animation.IsPlaying("Palm2"))
	if(!animation.IsPlaying("palm3"))
	if(!animation.IsPlaying("BoeTon_Pause"))
	if(!animation.IsPlaying("Hit1"))
	if(!animation.IsPlaying("Hit1_Reverse"))
	if(!animation.IsPlaying("Hit_Stomach"))
	if(!animation.IsPlaying("Hit_Flying"))
	if(!animation.IsPlaying("Oh_Hell_To_The_Fuck_Nah_"))
	if(!animation.IsPlaying("Mana_Barrage"))
	if(!animation.IsPlaying("Teleport"))
	if(!animation.IsPlaying("Stand_Air_Hit_back"))
	if(!animation.IsPlaying("Shinzuroken_End2"))
	if(!animation.IsPlaying("Shinzuroken_End"))
	if(!animation.IsPlaying("Violets_Bicycle_Kick_Hit_Part_One"))
	if(!animation.IsPlaying("Violets_Bicycle_Kick_Hit_Part_Two"))
	if(!animation.IsPlaying("Air_Hit_Going_Up"))
	if(!animation.IsPlaying("Shinzuroken_Middle"))   
	if(!animation.IsPlaying("Shinzuroken_Start"))
	if(!animation.IsPlaying("Shinzuroken_Hit"))
	if(!animation.IsPlaying("blast_attack"))
	if(!animation.IsPlaying("Fire_Eruption"))
	if(!animation.IsPlaying("Fireball_Attack"))
	if(!animation.IsPlaying("BoeTon_Pause2"))
	if(!animation.IsPlaying("Berserk"))
	if(!animation.IsPlaying("Burn_To_Hell_"))
	if(!animation.IsPlaying("Burn_To_Hell_Part_2"))
	if(!animation.IsPlaying("Fire_Imp_Summon"))
	if(!animation.IsPlaying("Fire_fury"))
	if(!animation.IsPlaying("Gigantic_FireBall_Part_2"))
	if(!animation.IsPlaying("Holy_Roar_Hit_Animation"))
	if(!animation.IsPlaying("Berserk_Part_2"))
	if(!animation.IsPlaying("Fast_Jab"))
	if(!animation.IsPlaying("Fast_Jab_2"))
	if(!animation.IsPlaying("Fast_Jab_3"))
	if(!animation.IsPlaying("Fast_Jab_4"))
	if(!animation.IsPlaying("Fast_Jab_5"))
	if(!animation.IsPlaying("Flaming_Back_Kick"))
	if(!animation.IsPlaying("Flaming_Back_Kick_2"))
	if(!animation.IsPlaying("Flaming_Back_Kick_3"))
	if(!animation.IsPlaying("Kick_Combo_4"))
	if(!animation.IsPlaying("Kick_Combo_3"))
	if(!animation.IsPlaying("Kick_Combo_2"))
	if(!animation.IsPlaying("Kick_Combo_1"))
	if(!animation.IsPlaying("Elbow_Hit_2"))
	if(!animation.IsPlaying("Boetons_Stunner"))
	if(!animation.IsPlaying("Boetons_Launcher"))
	if(!animation.IsPlaying("Rising_knee"))
	if(!animation.IsPlaying("Assassin_s_Greeting_Hit_1"))
    if(!animation.IsPlaying("Assassin_s_Greeting_Hit_2"))
    if(!animation.IsPlaying("Assassin_s_Greeting_Hit_3")) 
    if(!animation.IsPlaying("Assassin_s_Greeting_Hit_4"))  
    if(!animation.IsPlaying("Assassin_s_Greeting_Hit_5"))
    if(!animation.IsPlaying("Assassin_s_Greeting_Hit_6"))
    if(!animation.IsPlaying("Assassins_Greeting_Part_7_Hit"))
    if(!animation.IsPlaying("Assassins_Greeting_Part_8_Hit"))
	animation.CrossFade("Stance_White_Fang");
	animation["Stance_White_Fang"].speed = 0.5;

	

	}
	
	
	
}	
function LateUpdate(){
  // Rotate the Character to match the direction he/she is going
  if(Input.GetAxis("Vertical") == 0){
    if(Input.GetAxis("Horizontal") > 0){
      body.localEulerAngles.y = 90;//Right sideways running
    }else if(Input.GetAxis("Horizontal") < 0){
      body.localEulerAngles.y = 270;//Left sideways running

      
    }
  }else if(Input.GetAxis("Vertical") > 0){
    if(Input.GetAxis("Horizontal") > 0){
      body.localEulerAngles.y = -270;
    }else if(Input.GetAxis("Horizontal") < 0){
      body.localEulerAngles.y = -90;
    }
  }else if(Input.GetAxis("Vertical") < 0){
    if(Input.GetAxis("Horizontal") == 0){
      body.localEulerAngles.y = -180;
    }else if(Input.GetAxis("Horizontal") > 0){
      body.localEulerAngles.y = -180;
    }else if(Input.GetAxis("Horizontal") < 0){
      body.localEulerAngles.y = -180;
    }
  }
}

Have you checked static for your gameobject?