Thanks so much for the slow-mo videos, incredibly helpful!
Alright so first bug. Yep pretty clear what is happening there, not collision checking in that state like it does for the slide.
Second bug: yeah okay that is weird. The loop code in general is quite poor. I am prototyping some new systems to replace it that will be more extensible. There are a few band-aid fixes I do have in mind though that should hopefully address this issue for the demo at least.
Third bug: Seems to be a result of going from the grind state straight to the lock attack state. This may affect how the player's collision mask is changed between states. Will have to dig into this one a little further.
Just need to catch up on a few other things and responsibilities RN so it may take a few days to a week to get the next update up. But it will come :)
Thanks again dude, you rule!