I do know Hit and Hurt are separate from the player model, what I mean is that it feels as though you made them to conform a bit closely to the model, which can be an issue for combat
What I meant for dashing is that double tapping directional keys can feel mechanically like lag, as the physical action requires you to let go of the direction you're going, to press it again, it feels like it's reasonably intuitive to do so, but in practice tends to have its issues
Checking out the game you referenced, it's actually a pretty good reference, however I do still recommend checking out other games to get an idea for what they're doing when it comes to frame data. Smash Bros tends to be a pretty good resource as it's a community that loves to look at what their characters can do but Rivals of Aether has a large modding community that has lots of custom characters, however if I'm to link anything, it would be a Game Dev who tends to work with inspiring game developers. I know my recommendations have strayed more toward platform fighting games; however, I do not believe you should model it off of those, just that I think they make a good example for attack and endlag specifically
I hope you have a good day