Upward character boost on sucessful jump?

I’m trying to code a mechanic where the player can jump on enemies’ heads and get an extra ‘double jump’ when successfully sticking a jump. I’m a pretty big unity noob, so I’m having some problems. Any ideas on how I can actually make the character get a force applied after successful collision?

// Use this for initialization
void Start () {
	

}

// Update is called once per frame
void FixedUpdate () {
	
}
void OnCollisionEnter(Collision collision)
{
	if (collision.collider.gameObject.tag == "EnemyHead")
		
	{	
		
		if (transform.position.y >= collision.collider.transform.position.y)
		{
			collision.gameObject.GetComponent<Rigidbody>().AddForce (0, forceApplied, 0);
			Destroy(collision.collider.transform.parent.gameObject);
			Destroy(collision.collider.gameObject);
			GameManager.score += 100;
		}

		 
	}
	else if (collision.collider.gameObject.tag == "EnemyBody")
		//gamescore/death
	{
		GameManager.lives -= 1;
		Debug.Log(GameManager.lives);
		if (GameManager.lives == 0)
		{
			GameManager.over = true;
			Time.timeScale = 0;
		}
		else
		{
			SceneManager.LoadScene("game on level1");
		}

	}

}

}

if this script is running on your main character…
you should cache the reference to RigidBody in Start() so you don’t need to keep running GetComponent, which is very slow.
It also looks like here you are getting the rigidbody of the collidee ( the head you jumped on) not your player’s rigidbody. That might solve your problem if you have the correct RigidBody.
also another trick is you can reverse the rigidBody’s Y component of velocity, for a simple way to make it bounce back up.