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+++ b/Assets/Animations/Player.controller
@@ -1,5 +1,32 @@
 %YAML 1.1
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   m_AnimatorLayers:
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     m_Name: Base Layer
@@ -164,6 +283,33 @@ AnimatorState:
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@@ -190,6 +336,31 @@ AnimatorState:
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 --- !u!1101 &3056399559286355838
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new file mode 100644
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diff --git a/Assets/Animations/Stomp.anim.meta b/Assets/Animations/Stomp.anim.meta
new file mode 100644
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diff --git a/Assets/Input System/akai.inputactions b/Assets/Input System/akai.inputactions
index fba97fd7eab182f98522cc1ee43f6e88493b1d22..9fdaa733d32812ba9e5c7b3582e9daa0a70446d9 100644
--- a/Assets/Input System/akai.inputactions	
+++ b/Assets/Input System/akai.inputactions	
@@ -40,6 +40,24 @@
                     "processors": "",
                     "interactions": "",
                     "initialStateCheck": false
+                },
+                {
+                    "name": "Dash",
+                    "type": "Button",
+                    "id": "d89545f6-92bd-461a-9224-6519cd0f6869",
+                    "expectedControlType": "Button",
+                    "processors": "",
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+                {
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+                    "type": "Button",
+                    "id": "e46be47a-f2e6-4890-baf8-220d3b9d861b",
+                    "expectedControlType": "Button",
+                    "processors": "",
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@@ -284,6 +302,28 @@
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+                },
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+                    "id": "203dd47c-ed85-49c3-bdeb-c8d1a3f89288",
+                    "path": "<Keyboard>/shift",
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+                    "id": "d16a633d-64e4-4761-be2f-22d648bf0ac1",
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diff --git a/Assets/Prefabs/Ginger(Player).prefab b/Assets/Prefabs/Ginger(Player).prefab
index ad598860954824b2230e0a64eb9eb25e800537a3..d529b062606744f90d21bdd109c266e00f941c89 100644
--- a/Assets/Prefabs/Ginger(Player).prefab
+++ b/Assets/Prefabs/Ginger(Player).prefab
@@ -219,7 +219,12 @@ MonoBehaviour:
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+  stompGravity: 50
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   attackPoint: {fileID: 8533820712003260999}
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diff --git a/Assets/Scenes/PlayerAbilities.unity.meta b/Assets/Scenes/PlayerAbilities.unity.meta
new file mode 100644
index 0000000000000000000000000000000000000000..fd070b1385395bc841f456a2cbf47b4da9f4f20b
--- /dev/null
+++ b/Assets/Scenes/PlayerAbilities.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 8cfe665b7bde4af49bc42c517f1c38d4
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diff --git a/Assets/Scripts/Controller/Enemy.cs b/Assets/Scripts/Controller/Enemy.cs
index 696c6b9974a7d10bdd8c9371a0fad67c02c7c18c..ae7d7fe89740b9dfd130f15d76f459d0656b6432 100644
--- a/Assets/Scripts/Controller/Enemy.cs
+++ b/Assets/Scripts/Controller/Enemy.cs
@@ -17,7 +17,7 @@ public class Enemy : MonoBehaviour
         myRigidbody = GetComponent<Rigidbody2D>();
     }
 
-    public void TakeDamge(int damage)
+    public void TakeDamage(int damage)
     {
         currentHealth -= damage;
         // Play damaged animation
diff --git a/Assets/Scripts/Controller/PlayerAttack.cs b/Assets/Scripts/Controller/PlayerAttack.cs
index 8b39c7895afedb0342367b7b28acbdc280922a99..5fce97f5652b66588e7668f97ae4f282168b9752 100644
--- a/Assets/Scripts/Controller/PlayerAttack.cs
+++ b/Assets/Scripts/Controller/PlayerAttack.cs
@@ -1,17 +1,37 @@
+using Akai.Controller.Player;
 using System.Collections;
-using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.InputSystem;
 
 public class PlayerAttack : MonoBehaviour
 {
+    [SerializeField] private float attackRange = 0.5f;
+    [SerializeField] private int attackDamage = 10;
+    [SerializeField] private float stompGravity = 50.0f;
+    [SerializeField] private float stompPenalty = 1.0f;
+    [SerializeField] private int stompDamage = 20;
+    [SerializeField] private bool canStomp = false;
+    [SerializeField] private float bounceForce = 10.0f;
+
+    //Perhaps new access policy necessary but dunno 'bout it. ToDo @JKA Ask @Erik why public
     public Animator animator;
     public Transform attackPoint;
     public LayerMask enemyLayers;
 
-    public float attackRange = 0.5f;
-    public int attackDamage = 10;
+    private Rigidbody2D myRigidbody2D;
+    private BoxCollider2D myFeetCollider;
+    private float normalGravity;
+    private bool isStomping = false;
+
+    private void Start()
+    {
+        myRigidbody2D = GetComponent<Rigidbody2D>();
+        myFeetCollider = GetComponent<BoxCollider2D>();
+        normalGravity = myRigidbody2D.gravityScale;
+
+    }
 
-    void Update()
+    private void Update()
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
@@ -19,10 +39,75 @@ public class PlayerAttack : MonoBehaviour
         }
     }
 
-    void Attack()
+    private void OnStomp(InputValue value)
+    {
+        if (!canStomp) { return; }
+
+        if (myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground"))) { return; }
+
+        if (value.isPressed)
+        {
+            StartCoroutine(Stomp());
+        }
+        Debug.Log("Stomp");
+    }
+
+
+    void OnCollisionEnter2D(Collision2D collision)
+    {
+        if (collision.gameObject.CompareTag("Enemy") && isStomping)
+        {
+            //if (collision.collider == myFeetCollider)
+            //{
+            StompEnemy(collision);
+            //}      
+        }
+    }
+
+    private IEnumerator Stomp()
+    {
+        canStomp = false;
+        isStomping = true;
+        myRigidbody2D.gravityScale = stompGravity;
+        animator.SetBool("isStomping", true);
+        yield return new WaitUntil(CheckStomping);
+        myRigidbody2D.gravityScale = normalGravity;
+        isStomping = false;
+        animator.SetBool("isStomping", false);
+        yield return new WaitForSeconds(stompPenalty);
+        canStomp = true;
+    }
+
+    private bool CheckStomping()
+    {
+        if (myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground")) 
+            || myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Enemies")))
+        {
+            return true;
+        }
+
+        return false;
+    }
+
+    private void StompEnemy(Collision2D collision)
+    {
+        collision.gameObject.GetComponent<Enemy>().TakeDamage(stompDamage);
+        BouncePlayer(collision.contacts[0].normal);
+    }
+
+    void BouncePlayer(Vector2 collisionNormal)
+    {
+        Vector2 bounceDirection = new Vector2(0, 3);
+        // Apply the bounce force to the player
+        myRigidbody2D.velocity = new Vector2(myRigidbody2D.velocity.x, 0f); // Reset vertical velocity
+        myRigidbody2D.AddForce(bounceDirection * bounceForce, ForceMode2D.Impulse);
+    }
+
+
+    private void Attack()
     {
         //Play an attack animation
-        animator.SetTrigger("Attack"); 
+        animator.SetTrigger("Attack");
 
         //Detect enemies in range of Attack
         Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);
@@ -31,11 +116,11 @@ public class PlayerAttack : MonoBehaviour
         foreach (Collider2D enemy in hitEnemies)
         {
             Debug.Log("We hit " + enemy.name);
-            enemy.GetComponent<Enemy>().TakeDamge(attackDamage);
+            enemy.GetComponent<Enemy>().TakeDamage(attackDamage);
         }
     }
 
-    void OnDrawGizmosSelected()
+    private void OnDrawGizmosSelected()
     {
         if (attackPoint == null)
             return;
diff --git a/Assets/Scripts/Controller/PlayerMovement.cs b/Assets/Scripts/Controller/PlayerMovement.cs
index 42df0f35468b4c6f9a9c218af000aa880ed4c44a..94cdcce080065ae48ea48ae4baa814c6382c96da 100644
--- a/Assets/Scripts/Controller/PlayerMovement.cs
+++ b/Assets/Scripts/Controller/PlayerMovement.cs
@@ -7,28 +7,33 @@ namespace Akai.Controller.Player
     {
         [SerializeField] private float runSpeed = 7.0f;
         [SerializeField] private float jumpSpeed = 20.0f;
-        [SerializeField] private bool doubleJump = false;
+        [SerializeField] private float dashSpeed = 20.0f;
+        [SerializeField] private float dashJumpSpeed = 25.0f;
+        [SerializeField] private float dashDuration = 0.25f;
+        [SerializeField] private float timeBetweenDash = 0.5f;
+        [SerializeField] private bool canDoubleJump = false;
+        [SerializeField] private bool canDash = false;
 
         private Vector2 moveInput;
         private Rigidbody2D myRigidbody2D;
         private Animator myAnimator;
 
-        private CapsuleCollider2D myBodyCollider;
+        //private CapsuleCollider2D myBodyCollider;
         private BoxCollider2D myFeetCollider;
         private int jumpCount = 1;
         bool isAlive = true;
 
         // Start is called before the first frame update
-        void Start()
+        private void Start()
         {
             myRigidbody2D = GetComponent<Rigidbody2D>();
             myAnimator = GetComponent<Animator>();
-            myBodyCollider = GetComponent<CapsuleCollider2D>();
+            //myBodyCollider = GetComponent<CapsuleCollider2D>();
             myFeetCollider = GetComponent<BoxCollider2D>();
         }
 
         // Update is called once per frame
-        void Update()
+        private void Update()
         {
             if (!isAlive) { return; }
             Run();
@@ -36,17 +41,17 @@ namespace Akai.Controller.Player
             // Die();
         }
 
-        void OnMove(InputValue value)
+        private void OnMove(InputValue value)
         {
             if (!isAlive) { return; }
             moveInput = value.Get<Vector2>();
             Debug.Log(moveInput);
         }
 
-        void OnJump(InputValue value)
+        private void OnJump(InputValue value)
         {
             if (!isAlive) { return; }
-            if (!doDoubleJump()) { return; }
+            if (!DoDoubleJump()) { return; }
 
             if (value.isPressed)
             {
@@ -55,9 +60,22 @@ namespace Akai.Controller.Player
             Debug.Log(moveInput);
         }
 
-        private bool doDoubleJump()
+        private void OnDash(InputValue value)
         {
-            if (!doubleJump)
+            if (!isAlive) { return; }
+            if (!canDash) { return; }
+
+            if (value.isPressed)
+            {
+               StartCoroutine(Dash());
+            }
+
+            Debug.Log(moveInput);
+        }
+
+        private bool DoDoubleJump()
+        {
+            if (!canDoubleJump)
             {
                 if (!myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground")))
                 {
@@ -90,6 +108,21 @@ namespace Akai.Controller.Player
             myAnimator.SetBool("isRunning", playerHasHorizontalSpeed);
         }
 
+        private System.Collections.IEnumerator Dash()
+        {
+            canDash = false;
+            float normalRunSpeed = runSpeed;
+            float normalJumpSpeed = jumpSpeed;
+            runSpeed = dashSpeed;
+            jumpSpeed = dashJumpSpeed;
+            myAnimator.SetTrigger("Dash");
+            yield return new WaitForSeconds(dashDuration);
+            runSpeed = normalRunSpeed;
+            jumpSpeed = normalJumpSpeed;    
+            yield return new WaitForSeconds(timeBetweenDash);
+            canDash = true;
+        }
+
         private void FlipSprite()
         {
             bool playerHasHorizontalSpeed = Mathf.Abs(myRigidbody2D.velocity.x) > Mathf.Epsilon;
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
index c5f03d99f9663538c69ef00d5aa1ee762da3f80c..35bc4b6af22ff51e71d0104f36171213098fb5d9 100644
--- a/ProjectSettings/Physics2DSettings.asset
+++ b/ProjectSettings/Physics2DSettings.asset
@@ -45,4 +45,4 @@ Physics2DSettings:
   m_ReuseCollisionCallbacks: 1
   m_AutoSyncTransforms: 0
   m_GizmoOptions: 10
-  m_LayerCollisionMatrix: ff7fffffff7fffffff7fffffffffffffffffffffff7fffffffffffffff7fffffffffffffff7fffffff7fffffffffffffffffffffffffffffffffffff58f9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+  m_LayerCollisionMatrix: ff7cffffff7cffffff7cfffffffffffffffcffffff7cfffffffdffffff7cffff48fdffff087cffffff7fffffffffffffffffffffffffffffffffffff58f9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff