Animations; Input Began / Input Ended

Hi guys,

I have a charging jump function that begins on InputBegan (Space).

If the time between when the player presses space and releases it, is greater than 1 second than they jump higher.

I am including this information in this post because I am trying to create an animation for the player charging the jump.

However, it seems that when I attempt to play this animation inside of the code, a different animation begins playing; and it seems to be the freefall animation.
https://gyazo.com/71c609bfa1a7356330c5e8ebea9844df

I believe that the Jump is attempting to play on InputBegan; but since I have coded around this, it goes straight to the Freefall Animation instead.

Basically what I am asking; is if there is a way to make my Charging Animation play over the Freefall animation which is currently playing.

I have tried setting my Charge animation to Action priority already, as I thought that may work; but it has not helped.

For reference, here is my Charging Jump Code (incase it may be an issue with that):

Summary
UIS.InputBegan:Connect(function(input, gameProcessed)
	if input.KeyCode == Enum.KeyCode.Space then
		humanoid.JumpPower = 0
		if chargeAcknowledged == false then
			chargeAcknowledged = true
			lastCharge = os.clock()
			
			if humanoid.MoveDirection.Magnitude > 0 then
				print("moving")
			else
				print("not moving")
				PlayCharge:Play()
			end
			
		end
	end
end)

local timeCheck	

UIS.InputEnded:Connect(function(input, gameProcessed)
	if input.KeyCode == Enum.KeyCode.Space and (StateTracker.State == "onRunning" or StateTracker.State == "onGravityWalk") then
		
		chargeAcknowledged = false
		timeCheck = os.clock() - lastCharge
		print(timeCheck)
		
			if timeCheck >= 1 then
				humanoid.JumpPower = 100
			elseif timeCheck < 1 then
				humanoid.JumpPower = 50
			end
		
		if humanoid.JumpPower == 50 then
			
			HRP.Velocity = HRP.CFrame.UpVector * 50
			PlayJump:Play()
			humanoid:ChangeState(Enum.HumanoidStateType.Jumping)			
			humanoid.Jump = true											
			
		elseif humanoid.JumpPower == 100 then
			
			humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
			PlayJump:Play()
			HRP.Velocity = HRP.CFrame.UpVector * 100
			humanoid.Jump = true
			
		end
		
		
	elseif input.KeyCode == Enum.KeyCode.Space and (StateTracker.State ~= "onRunning" or StateTracker.State ~= "onGravityWalk") then
		chargeAcknowledged = false
	end
end)