Also, one thing I forgot to add - for now, the moveset feels a bit messy and disjointed. There is alot of stuff but some of it seems too gimmicky and does not feel like it has a place and usage. For now mostly talking about the weird slide-down-the-stairs move when you press down. it is fun but I could not find any relevant usage to it and in fact, it became an annoyance because i often dive-kick or sometimes want to duck while on stairs and instead I get catapulted in whatever direction, which breaks my movement flow. This is just my personal approach to platformring design/philosophy but after a hour of gameplay player should be able to move in your gameworld with the same ease as he breathes, without putting actual hard thought (the latter should be occupied by the rest gameplay).
The slide isnt bad on its own but not the way it is currently implemented. You definitely should it keep for the case when you roll down the stairs but I think direct execution should be removed. Alternatively, you can add more abstractions - only let the character do it if he presses jump while crouching on the stairs.
Some other things also bug me. There is an interesting synergy with roll and jump - if timed correctly you can do longer jump but... you dont really need with with air dash. Is air dash something that is being (supposed to) acquired later in the game? It really makes some platforming challenges obsolete. If you want to keep it i suggest checking how Environment Station Alpha handed its booster pack progression.