child not rotating around parent after becoming child

So I am trying to implement a suplex move in my game.
When the player object touches an enemy while “suplexing” is true, the player does an animation where it moves up a bit, rotates a total of 540 degrees and then comes back down. I want the enemy touched to be essentially rotating along with the player during this.
I thought a nice and easy way to do this would be to simply make the enemy a child of the player during the suplex and then unchild it after.

So far I have this:

private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("enemy"))
        {
            enemyContacted = true;
            contactedEnemy = collision.gameObject;
            contactedEnemy.GetComponent<Rigidbody2D>().isKinematic = true;
            contactedEnemy.GetComponent<Collider2D>().enabled = false;
            Vector2 tempEnemyDir = new Vector2(player.transform.position.x + 1, player.transform.position.y);
            contactedEnemy.transform.position = tempEnemyDir;
            player.animator.Play("player-suplex");
        }
    }

everything in this block appears to work as expected… I can see the enemy added as a child in the hierarchy during runtime, BUT, it does not rotate with the player during the animation.
If I manually rotate the player outside of the animation it DOES rotate with the player.

Anyone know why it’s not rotating after being added as child??

Thanks!

Wow I solved my own questions minutes after posting this, when I had been wracking my brain for hours.
I forgot that my sprite and animator were actually a separate object that were childed to the primary player parent object. So I was setting the parent of the enemy to the player object and not the player’s child object that had the animator!