If you are using soft or rigid-body blobs for your hero guts that get ejected, at the moment of "impact" I would try messing with these settings:
Select your "Solver" in the channelbox, and try keying these channels for whatever xyz direction you want your "blobs" to go:
-Initial velocity
-Impulse
-Initial Spin
-Spin Impulse
Good luck!
PS- a tip to make your dynamics solve MUCH faster:
In the solver, under "Stand-In" set this to cube.
This will basicly treat your scene as if it were all simple cube shapes making calculation-time SUPER FAST!
...although, if you are working with collisions, it's not very acurate, but in this case, I would use it!
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com