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I've given this feedback before, but it doesn't seem like it has been addressed. I tested this in previous versions all the way back to 1.00.1 to see if this was a recurring thing, and it is. When you attempt to dash jump at the very edge of a cliff or ledge, it performs the air jump input, cancelling out any ability to perform it later in mid-air. This also happens when double jumping while climbing walls. You can dash-jump from the ground and then perform the air-jump, or off of walls and then air-jump, but not in the instance as captured in the screenshot below. I hope you'll address this since it results in accidental leaps into hazards with no recovery other than the punch up move.

The only solution to this is to add coyote time (~few frame window to allow jumping after walking off a ledge, making the first jump consume the grounded jump, but not the air jump). I don't think any official Mega Man game does this (which is why your double jump can get eaten in MMZ3-4), so I'm not too surprised that a MMX fan game doesn't implement it.