Animation wont stop playing

i have a animaton problem when i press E and release E its doesnt stop playing!
heres a problem!
https://gyazo.com/3fbbc406338947c6c0161638a320c907

server:
game.ReplicatedStorage.CombatEvents.Barrage.OnServerEvent:Connect(function(plr,holding)
	local char = plr.Character or plr.CharacterAdded:Wait()
	local AnimationCon =char.Stand.AnimationController
	--- Animation Track:
	----
	local stand = char:WaitForChild("Stand")
	local candmg
	if holding then
		candmg = true
	elseif not holding then
		candmg = false
	end
	print("A")
	local weld = char:WaitForChild("Stand").PrimaryPart.StandController
	if holding then
		StopAllAnimation(char:WaitForChild("Humanoid"))
		local barrage = game.ReplicatedStorage.BarrageAnim
		local loadbarrage = AnimationCon:LoadAnimation(barrage)
		print(barrage.Parent)
		local Action = Instance.new("StringValue")
		Action.Name = "ActionValue"
		Action.Parent = char
		local goal = {}
		goal.C0 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame)
		goal.C1 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame * CFrame.new(-3,1,2))
		local info = TweenInfo.new(.5) 
		local tween = ts:Create(weld,info,goal)
		tween:Play()
		if tween.Completed:Wait(.1) then
			goal.C0 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame)
			goal.C1 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame * CFrame.new(0,-0.75,-2))
			local info = TweenInfo.new(.5)
			local tween1 = ts:Create(weld,info,goal)
			tween1:Play()
			--loadbarrage:Play()
			loadbarrage:Play()
			
		end
		
	elseif not holding then
		StopAllAnimation(char:WaitForChild("Humanoid"))
		local goal = {}
		goal.C0 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame)
		goal.C1 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame * CFrame.new(-3,1,2))
		local info_1= TweenInfo.new(.5) 
		local tween2 = ts:Create(weld,info_1,goal)
		tween2:Play()
	end
end)
Client:
local holding = false
local db = false
uis.InputBegan:Connect(function(input,typing)
	holding = true
	if not typing and input.KeyCode == Enum.KeyCode.E and db == false then


		game.ReplicatedStorage.CombatEvents.Barrage:FireServer(holding)


	end
end)

uis.InputEnded:Connect(function(input,typing)
	if not typing and input.KeyCode == Enum.KeyCode.E and holding == true then
		db = true
		holding = false
		game.ReplicatedStorage.CombatEvents.Barrage:FireServer(holding)
		
	end
end)


Make the animations play on the local script, for example

uis.InputBegan:Connect(function(input,typing)
	holding = true
	if not typing and input.KeyCode == Enum.KeyCode.E and db == false then


		game.ReplicatedStorage.CombatEvents.Barrage:FireServer(holding)
Animation:Play() -- Here

	end
end)

uis.InputEnded:Connect(function(input,typing)
	if not typing and input.KeyCode == Enum.KeyCode.E and holding == true then
		db = true
		holding = false
		game.ReplicatedStorage.CombatEvents.Barrage:FireServer(holding)
		Animation:Stop() -- Here
	end
end)

Or if you really want to stick with it on serverside (You shouldn’t) but if you do

elseif not holding then
		StopAllAnimation(char:WaitForChild("Humanoid"))
		local goal = {}
		goal.C0 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame)
		goal.C1 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame * CFrame.new(-3,1,2))
		local info_1= TweenInfo.new(.5) 
		local tween2 = ts:Create(weld,info_1,goal)
		tween2:Play()
loadbarrage:Stop() -- Here
	end