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The thing Is I genuinely can't detect any dropped jump inputs while hooked. It seems to work perfectly fine. It might be that you are jumping late when you've already hit the wall, which will be fixed by adding in some "coyote time" and actually making a collision check for the wall. Right now it's checking for the hook, so you actually lose the ability to jump a frame early. But in general I think I need to communicate it to the player that the best way to jump off of the hook is by getting distance from whatever you're gonna hook onto. Everyone I've seen playing just tries it from close up.