Okay, so I did some quick prototyping in a temp project, and was able to recreate some of issues. I also have images now (yay). So what happens when I jump is the character pops up into the air, slows down, falls, and then eventually rest on the ground (it all takes maybe 2-3 seconds). If I press move, the upwards acceleration stops completely, and the deceleration is greatly reduced (if I jump, and start moving side-to-side at the height of my jump, the decent takes about 15 seconds. If I jump and press move almost immediately after, the character takes about 3-5 seconds to hit the floor, while barely hovering over it, never reaching the zenith of the jump, cause it was interrupted). Maybe my "setting velocity" in Run is doing it? If I change it to apply force instead, the same thing happens.