Quick answer: Preserve the knockback impulse as a decaying velocity that movement adds to rather than replaces, and briefly raise or remove the horizontal speed cap during the boost so it covers the gap.

Damage boosting is a known traversal technique; if your code clamps or overwrites the knockback, the boost cannot reach. Keep the impulse additive and uncapped for its duration.

How to fix it

1. Keep knockback as a separate velocity

Store the hit impulse in a knockback vector that decays over time and is added to movement, instead of setting velocity directly where the next frame's input replaces it.

2. Lift the speed cap during the boost

While the knockback vector is active, bypass or raise the normal horizontal speed clamp so the combined velocity actually exceeds walk speed and carries across the gap.

3. Let it decay, not snap

Decay the knockback over a short time so control returns smoothly after the boost, rather than the player stopping dead the instant input is read.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.