Can't rapidly wall jump because of JumpRequest debounce

Hi,

I made a walljump mechanic in 20 mins and I want to be able to wall jump fast from 2 walls that are adjusted like this:

The problem is I have a jump request that needs a debounce because jump request fires like 3 times for one jump. So how do I get around this?

Wall jump func:

function Movement.Walljump(self: ClassType, Humanoid, Root)
	local isGrounded = if Humanoid.FloorMaterial == Enum.Material.Air or Humanoid:GetState() == Enum.HumanoidStateType.Freefall then false else true
	
	local _front = RaycastUtil.FrontCheck(Root, PlayerSettings.WallrunRayLength, self.wallrunParameters) :: RaycastResult
	
	if _front and CollectionService:HasTag(_front.Instance, Tags.Walljump )then
		
		local Rotate = _front.Instance:GetAttribute("Rotate") or false
		
		RaycastUtil.DebugAttatchment(_front.Position)
		RaycastUtil.VisibleRay(Root, _front)
		
		Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) -- force jump
		
		if Rotate then
			CurrentCamera.CFrame = CFrame.Angles(0, math.rad(180), 0) * CurrentCamera.CFrame -- 180 deg
		end
		
		Humanoid.WalkSpeed = PlayerSettings.AccelerationMaxSpeed -- keep their speed
	end
end

JumpRequest:


-- self.jumpDebounceDelay is 0.15!!!!!!!!
function Movement.onJumpRequest(self: ClassType, Humanoid, Root): ()
	local currentTime = tick()
	local isGrounded = if Humanoid.FloorMaterial == Enum.Material.Air then false else true
	local velocity = Root.AssemblyLinearVelocity.Magnitude

	if currentTime - self.lastJump >= self.jumpDebounceDelay then
		self.lastJump = currentTime
	
		if not isGrounded and velocity >= 16 then
			self:Walljump(Humanoid, Root)
		end
	end

end

Bump