[QUOTE=JohnnySix] If you think of it like the difference between force and impulse in the physics behaviour, instead of applying a vector adjustment once, which would straight away be affected by deceleration, instead, set a variable, and while true , set vector.x to a certain amount.
I did this for wall jumps in a game, I set a variable to 80, then each tick, subtracted 1 from variable, and set vector-x to a fixed number, so the character would move in the air/repel from walls.
Once it hit 0, the vector.x wasn't affected any more.
That approach makes a lot of sense, I'll give it a try. Thanks!